Saturday, April 12, 2025

Saint's Row IV: Re-Elected (2013/2022) - Review

 If you're not around to play a game series from the beginning for whatever reason, after a few years you'll be stuck with the first world problem of trying to figure out where to begin. The internet is shock-full of lists asking "which Castlevania is the best?" and "Which Super Mario game should I start with?". There are a lot of thing to factor in here - the series might have crossed over platforms you don't even have access to anymore. It might have evolved through different genres, meaning you have to figure out which ones suit your tastes. It might be unclear how much the games reference each other, meaning you have to start from the beginning to enjoy later parts more.

I've managed to end up having to make this choice recently with not just one but two games I am currently playing. Taking on the Assassin's Creed series I had over two handful of games to choose from (you can click the link to see how that went). Looking at the Saint's Row series I fortunately had less than half of that to choose from, but for some reason I went with the latest one (not counting the reboot).


What was my reasoning? Maybe it wasn't deeper than simply being the game that was on discount when I was looking to try it out. When investigating the older games (1 and 2) they also looked a little more serious and a lot more ugly than what I was after. So the choice for me was really between 3 and 4 in the end. 4 won out for unclear reasons and here I am, wondering whether I made the right choice. Can I ever really undo it by playing the third instalment afterwards?

Either way, the fourth game (this being the Re-Elected version, which includes all the DLC) has not been a bad experience. And maybe it could be interesting to read what the game is like for someone who has no previous knowledge of the series and judges it on its own merits alone. If you think so, read on.

Trying to explain the story of SRIV is not easy. Right off the bat it was pretty clear that things had been going on in the earlier games and this was a continuation on that, or at least so I think. There is going to be a lot of assumptions from my side moving forward here, assumptions and straight out guesses. But here we go; You play as a character who is the president of the world. But pretty quickly you learn that there isn't much world to preside over. Alien forces have destroyed it and caught you and your posse, the eponymous "Saints", in their mind game of a simulated world. It's unclear who they are, where they come from or what their motivations are, but these things honestly don't matter so much. In all the confusion one thing stands out clear as day - everything is just an excuse to allow you to try out crazy gameplay.

It's a very dark game, with the occasional neon.

And in this regard SRIV delivers. I am not generally a fan of games that make it their main goal to be weird, games like Goat Simulator for instance, which seem to be designed mainly for those special Youtubers who get their money from screaming a lot on screen.

But I do enjoy a game that takes an odd premise and still manages to build a somewhat interesting story around it, a game like Octodad: Dadliest Catch is a good example of this. While SRIV might lack a bit in the story department, in the sense that you get the feeling that everything is just a "free-for-all"-excuse for more mayhem, it does deliver on heart and character. SRIV has a lot of both.

The character controls well, and I would even dare say excellent when comparing it back-to-back to Assassin's Creed: Unity, which I as mentioned played simultaneously. You get super powers that allow you to jump very high, run very fast, throw huge objects in people's faces and run up the side of buildings. And that is just mentioning a tiny fraction of all the skills you can play around with after a handful of hours into the game. The skills you get can be unlocked with currency, you can unlock other attributes with other currency. Some are found on the stages, some are got by completing quests. There is a lot to keep track off, but it manages to stay fairly easy to understand and use.


The map of the virtual city is littered with objects to interact with. I didn't understand the purpose to having fifteen shops where you could alter the look on your rides, buy a new t-shirt or load up on more ammo, especially not after a short while into the game where it becomes easy and quick to get around the city. Convenience, maybe? There also seem to be quests that are specifically designed for multi-player, somehow, I didn't get a chance to try these.

The game is overall never a challenge on normal mode, probably veered more towards having fun than giving you a real challenge. When I died it was mostly to fooling around and not caring, than genuinely trying to solve something. The only time the game made me scratch my head and reload over and over, was during a quest where I had to fight Giant Paul the Giant Soda Can. That guy blasted me with a laser that was essentially a none-dodgeable one-shot, even on normal difficulty.

You can tell that your character and their gang has a long backstory together, a lot of the quests allude to that. I often felt that it would've been fun to have played the quests and scenarios that this game references first, but the quests often hold up gameplay wise on their own, at least enough to be entertaining even if you don't get that extra oumph from fan service and nostalgia.


And there is a lot of whacky shit to do, that's for sure. I love that the game designers have not held back in the brainstorming sessions. Even character creation allows you to create something with pink chrome skin, if you like that sort of thing. In order to interrupt the virtual world that the alien Zin (as they are called) have created you need to break the code like some Neo on crack. You get to hurl your body, literally, against objects, save Santa from Evil Santa, use all kinds of weird weapons and have a gang of Gingerbread Cookies be your sidekicks. I can't emphasize enough that the pitch document for this game probably just had the words "MORE IS MORE" written in big, bold, red letters.

But generally it works, I am entertained. I like the characters, though I barely know them, and I have fun with the insane things that we get to do. Until at some point I can't help but feeling that even this golden treadmill, is still nothing but a treadmill. Am I asking for a sense of direction in all this mayhem? Maybe. There is just so much to do, so many characters to help and so many virtual pedestrians to run over that it actually manages to feel a bit... empty. When I am given these many toys to play with, I end up feeling like none of them are fun in the long run.

I don't want to tell SRIV to get a grip or to calm down. I think SRIV is doing exactly what it should and it is doing it well. But for us mere mortals it gets a bit overwhelming in the long run. SRIV is an all-you-can-eat buffet where after ten minutes of browsing you realize you're really just interested in the baguettes.

Sunday, April 6, 2025

Limbo (2010) - Review

I personally think the indie game landscape is one of the best and freshest things to happen to the video game world. It was looking quite dark there for a while in the mid 00's, with triple A developers only hinging their money on the safest of bets, ergo the most predictable of games. The video game industry seemed to be caught in a loop of trying to predict and deliver exactly what video gamers wanted, which only led to games that no one fully enjoyed. Things were glum indeed and suddenly, almost as by design, developing tools became accessible and user friendly enough that any basement game designer could give it a go. It was a beautiful full circle back to the very dawn of computer and video games, when most of them were made by people just playing around on their machines, trying to create something that they themselves wanted to play and not necessarily make the most money out of.

Limbo, released in 2010 by Playdead, wasn't among the very first indie games, but in my mind it definitely belonged to the first batch of games that showed players what indie games could accomplish that triple A developers were missing out on or were overcomplicating. It was a game that dared to be simple and concise, something that video game designers seemed to have almost forgotten the art of. Instead of moving towards even more content, even more open world, even more customization, Limbo was a game that removed all of that and told the simplest of stories with the most straight-forward of gameplay, like the darker twin of Super Mario Bros.

I was deep into my World of Warcrafting when Limbo was released and had little interest for it at the time. And in all honesty, the only reason I decided to eventually check it out was simply because it still lingered in the back of my mind as a game that was part of a big moment in video game history, and as such at least something I should know a little more about than the name and that it seems to have huge spiders in it.


Puzzle platformers are really not my thing, I must admit. I also tried Braid and didn't like it, so I didn't have high expectations for Limbo either. I also suck at Mario games, but those I still enjoy playing every now and then. My problem with indie puzzle platformers have often been that focus has been so much on making interesting puzzles, that it seems that the most important part - good platforming - has been lost on the way. Nothing is more frustrating than trying to solve a puzzle and constantly failing because your character doesn't control well enough. This was one of my issues with Braid.

I found this to be part of the issue in Limbo as well. The character, who seems to be a young child lost or running through dark woods, controls just fine until you get to parts that require timing. The controls are super simple, you can go left, right, up and down and with "ctrl" (on computers at least) you can grab things. The child will automatically cling on to ropes and edges if you're close enough. That's all there is to it. But it doesn't always work well enough and your character will suddenly do a short jump where you needed a long one, or fail to climb over an edge in time. I'm not saying the controls are badly programmed, but they are not tight enough for what is requested.

So you have to be prepared for a lot of trial and error. Limbo will throw traps at you that reverses the rule of a previous trap, which just feels devious. Or maybe hilarious, depending on your mood for the evening. Some times the puzzle is on a time limit for varying reasons (rising waters being one) and you don't get much time trying different ideas. Some times you know exactly what you need to do but fail at execution for unfair reasons, see above.


I am not entirely sure what Limbo is trying to tell with the atmosphere, but there must almost be a subgenre of games that has the "lonely in dangerous woods"-feel. If you like the feeling of being alone in the world, everything out to get you and nothing making sense (and why would you, it literally sounds like a nightmare), while solving puzzles, I can recommend checking out the games Rymdresa and Year Walk as well. The black and white in Limbo really works in its favour, and it probably helps hide the fact that Limbo itself feels like only half a game.

Because something struck me as interesting while playing Limbo - I am not so sure Limbo would've been noticed at all if it had been released in todays indie landscape. I am in fact sure it wouldn't be. Limbo in itself isn't much of a game, really. You run in one direction and  But what it represented when it was released meant a lot more than the game itself. It was what the game industry needed at the time. But now that we have indie games galore, we're spoiled with out of the box ideas and underdog design choices and a game like Limbo doesn't seem like a game that's out on a limb(o) anymore. In todays indie world Limbo seems a bit simple and tame.

But it wasn't back then. Back then it represented fresh and daring thinking, and no one can take that away from it. If you're like me, a bit curious about gaming history and gaming milestones, you could give Limbo a few hours of your life. Otherwise I think it's enough to just know what it once was, and enjoy the fruits of what it sowed.