The New Saints Row Is the Saints You Know
I was recently given the opportunity to evade the Las Vegas heat, duck into an air-conditioned room, and play the opening hours of Saints Row, and I’ve come away from it with the greatest impression I could have as a Saints Row: The Third stan:
They’re back, babyyyyyy.
What was most remarkable to me about my time in Saints Row was how easily I slipped back into business as usual. Cruising around Santo Ileso in vehicles I dropkicked my way into felt like second nature. Taking on inane side jobs because they happen to dot the surrounding area and losing myself in one ridiculous scenario after another was just par for the course. Open world games have been an avenue for progress and advancement in tech for years, but there was a time when they were simpler chaotic romps and Saints Row feels like a bottling of that moment. So while it won’t reinvent the wheel, Saints Row has the potential to be a damn fun ride.
The biggest changes I could spot in Saints Row were on a subtler level. There’s a dedicated dodge roll button now and shooting feels heavier than before. To aid with that, there are seemingly more environmental hazards than ever and a quick press of a button will lock on to and shoot them for the player. Takedown animations have been simplified to a button prompt and a glowing enemy. You can now sideswipe other cars when driving, turning your vehicle into just as capable a weapon as your armory when you’re in a chase. The most important of these changes is that you can customize your character at any given time, so you’re never locked into being someone you don’t want to be. This evolution feels like the natural conclusion of Saints Row’s emphasis on customization, which has always been astonishingly deep compared to its contemporaries, and felt right at home. At the end of the day though, most of these are quality-of-life adaptations a decade in the making.

So what’s new then? Well, the cast, for starters. Introducing entirely new characters about five games deep into a series is quite the task but I think it was necessary. I’ve written before about how Saints Row’s tone began bordering on a bad parody of a parody by the time the series went on ice, and a retooling of its values is exactly what it needed. Neenah, Eli, Kevin, and the new Boss seem like just that. They’re friends who live, party, and go through unemployment together, as seen in one of the cheekier missions I got to play through where Neenah and I sulked in the apartment before storming a club in my underwear to save Eli and Kevin from a crossfire. They initially belong to rival gangs, but they’re also the kind of friends who call each other and give a heads up if their folks are going to jump yours, and if that isn’t friendship then tell me what is. It’s heightened nonsense, but underneath it there’s a heart and humor that’s felt absent from the series for a time.
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