The New Saints Row Doesn’t Show Enough Growth
By my count, Saints Row is on its third reinvention. The first occurred when Saints Row: The Third turned the series into a full-blown satire, ditching the original installments’ gritty gangster stories. The second took place a game later, when Saints Row IV ditched most preconceived notions of what a Saints Row game should even be. Now with some distance from that experiment, Saints Row has reinvented itself once more into something immediately familiar, but how exactly does that land all these years later?
Well, I really like it. I’ve said it time and time again, but Saints Row is the sequel I more or less expected from one of my favorite series 10 years ago. After previewing it twice all that was left was to dig into the whole package and see if it lived up to my admittedly tempered expectations. It mostly meets them, though in being deliberately familiar, Saints Row does feel held back by a tendency to play things a little too safe.
For example, much has been made of the new setting and Saints. I really enjoyed both, but still feel I could’ve used more from either at any given point in the game. Saints Row sort of establishes a similar rhythm to past games, where you report to lieutenants who have some tie to the gang they are giving you missions for. In essence, the questline should play out like an arc where both are developed and fleshed out. Saints Row 2 really nailed this in particular, dealing dramatic blows to the protagonist as they and their foes went back and forth. However, this development is only gestured at in the new Saints Row. Most of its villains are barely onscreen and our heroes each get precious few moments to shine as characters rather than fellow gunmen. Neenah, the Saints’ gearhead, has a moment where she opens up about a personal tragedy and delves into her family and background as an immigrant for all of 10 seconds before mostly never mentioning it again. Kev, your DJ/backup muscle/influencer, similarly teases a history he literally never makes mention of again, and considering his plotline is the most undeveloped of the three, that brief moment is all we get to connect with him. This new iteration of the Saints is supposed to be more reflective of people who are pushed to the margins, but while they walk and talk like it, they rarely embody it. Eli, the brains behind the Saints operation, benefits the most from a questline I won’t spoil that also embraces Santo Ileso’s motto “Keep It Strange, Santo,” an obvious play/dig at “Keep Austin Weird.” However, even this is about as strange as Santo Ileso gets, with the exception of some tertiary content that introduces the idea of the city having a run in with some werewolves? Even this though would’ve been better had it been implemented more diegetically in the main script. Instead it lives in the shadows, where it hardly impresses.

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