The 3rd Street Saints got my back

Saints Row the Third is second to Pokémon Black in the amount of hours I have devoted into its madness this year, closing in on about 50 now. I don’t know if that says more about my devotion to Pokémon Black (click here for more on that) or how much I enjoy engaging in combat against rival gangs and making civilian lives as miserable as possible while simultaneously entertaining them by dancing like Carlton Banks.

It has been five years since the first game in THQ’s sandbox crime game series debuted. I can’t help but think back to where I was five years ago in this world in conjunction with where my character has been these past years. In five years I went from being a college sophomore to a college graduate with few job prospects in a nation protesting financial irresponsibility by the collective “one percent.” In those same five years, my character went from being “the playa” to “the boss.” The Saints went from being a rival gang to a record company and a mess of manipulated suburban kids to a syndicate to a freakin’ BRAND NAME with MERCHANDISING. That includes bobbleheads! It leaves me so flabbergasted in a near exhilarating way. It brings this strange sense of joy, as if me, myself and I made all of this happen!

I think Saints Row the Third finally strays away from the “It’s like Grand Theft Auto” mantra. Is there a big, explorable map? Yes. Are there side activities and is there mission-based gameplay? Yes. Do you steal cars? Duh. However, Rockstar spends every new Grand Theft Auto game building to its new protagonist’s personal tragedies over the course of its story, effectively starting from scratch, as well as creating worlds to admire by looking like famous cities as much as possible and appealing to our familiarities. Saints Row continues the story of a group of people we met years back and their goal is clear from the beginning, a rise to power with no hidden agendas. It may sound simplistic but this is not a bad thing at all. Rockstar Games gives us worlds and Volition, Inc. gives us playgrounds with almost no end in sight.

The Saints continue their desire to conquer all and getting in their way this time is a group simply called The Syndicate: the Morningstar crew, made up of snappily-dressed Belgians, The Deckers, kids who just walked off the set of Tron: Legacy, and luchadore wrestlers, well, the Luchadores. The big difference is that a botched operation at the start of the game brings our Saints to the city of Steelport, changing the setting from Stilwater. The quest begins to take over the city through missions and making some new friends along the way. For just about every little thing you do, you earn experience points through the “Respect” system. Volition, Inc. tweaked this system to finally make us feel like we’re earning our keep. Earlier in the series, Respect was gained to simply unlock new missions and side activities. Respect now unlocks bonuses and customization options, like resistance to bullets and fire. By the time you’ve spent your hard-earned cash on said upgrades, you are a walking god or goddess, chaos incarnate. I really enjoy how the game teaches you to be financially responsible, even after the fact that you earn money on an hourly basis through the purchase of stores and real estate properties. Which will you buy next? Will you give your fellow “homies” a health boost, or will you unlock the ability to wield two pistols and submachine guns?

The familiar side activities return, like Mayhem, Snatch, Escort, and my favorite Insurance Fraud. They’re also few and far in between, perhaps for the better. There aren’t six levels of every activity anymore, but merely spread out and vary in difficulty. Newcomers include Tank Mayhem, Guardian Angel where you snipe approaching enemies to protect your crew, and perhaps the biggest one is Professor Genki’s Super Ethical Reality Climax: a Running Man-style game show where you must eliminate fellow contestants, dodge traps, and simply make your way to the exit and survive. It would be a simple battle in its core were it not for the wacky visuals akin to Japanese ‘humiliation’ game shows complete with color commentary. It is easily the most memorable of all activities. One thing that personally bugs me is the removal of Fuzz, where you dressed as a police officer and attacked criminals with an accompanying cameraman. It was my favorite activity from Saints Row 2, and not only is it gone but one of the NEW side missions is just an alternate take on Escort but with a tiger replacing a prostitute. Personally I would have just kept the tiger and taken out the hookers.

Most of Steelport isn’t particularly unique, but alongside its suburbs, its industrial zone and harbors you will find a very festive downtown area that is not so much Vegas Strip as it is Los Angeles in the film Blade Runner (amusingly enough this territory is home to the Morningstar and not the Deckers gang). It doesn’t stop it from being a fun place to explore, especially on foot as you come across alleys and corners that hide a number of hidden collectibles that reward you in some extra cash. The best way to explore the city by far is by air, whether it’s in a regular propeller plane, a passenger jet, or a VTOL aircraft, and admire the city lights and skyline (which only grows as you upgrade certain territories) at night. The vehicles from the first two games have returned and can now be customized to be much more resistant to damage and tire blowouts. Best of all is that you can get a fellow Saint to deliver one to you without needing to visit a safehouse or an auto shop.

I really enjoyed Saints Row the Third, despite some hiccups here and there, like some technical bugs, clothing is way less varied than the second game but are a tad more stylish, and a significant number of the main story missions simply teach you how the side activities work. Listen, if I wanted to learn how Insurance Fraud works, or play Snatch, I would simply find their respective icons and get to it. In fact, I wished there were more story missions than what was ultimately delivered. This is not to say Volition skimped on that aspect of the game, but this studio was able to craft some incredibly hilarious and likable characters and place them in hilarious scenarios who see every ounce of destruction unleashed on their rivals as just another good time to be had. This is why Saints Row works. It’s simply about having a good time, and doubly so if you and a friend join forces online.

As I continue on reflecting on these games, I also think about how the game has almost veered away from the whole hip hop subculture lampoon that felt rather ambiguous in part one and now seems to completely play it straight and just shoot for style out of a magazine ad. The Saints still have “cribs,” now they have penthouses. There are still hoodies and baggy jeans, but their default wardrobe are stylish suits now. The Saints have moved on up from 3rd Street, and I’m hoping they go even higher.

Naughty Dog hears you. Patch coming for ‘Uncharted 3′ aiming and motion-blur issue.

After days of cries that the aiming in Uncharted 3 is rather off and counterproductive, Naughty Dog community manager Arne Meyer has stepped up and addressed players via the Naughty Dog forums and even asked for volunteers from NeoGAF to come to their studio in Santa Monica, CA to speak with employees and test out an upcoming patch that will supposedly fix the aiming and add the motion blur effect, which is missing from the retail release of the game. Two NeoGAF users, CartridgeBlower and AwesomeSauce, stepped up to the plate and you can read their feedback on the NeoGAF link above.

As nice as it would be to have this kind of oversight prevented and observed before the final product ships, it’s also nice to see the studio actively seek out opinions, suggestions, and having a dialogue about a potential problem.

You can also read Meyer’s article concerning what Naughty Dog set out to achieve with the single-player aiming in his post on Naughty Dog’s official site. In it, he says that the concern was accuracy, that weapons now fire directly from the barrel of a gun and its recoil must be taken into consideration as opposed to being fired from certain angles and missing by a wide margin. He also says the aiming is “identical” to the second game, which is flat out untrue. I’m not sure what exactly the post is talking about. I tested out the differences of the aiming between Uncharted 2 and 3 and I had absolutely no issue hitting targets with an AK47. Speaking of which, Naughty Dog also sought to weaken the distance of the weapon since many players supposedly used it too much for their liking.

I played a little of Chapter 4 in Uncharted 2 and the way Drake moves the targeting reticule is absolutely responsive to my input on the analog stick. Uncharted 3 is slow, even after a significant sensitivity increase and not as responsive. What players might not see is the inner reticule that expands and shrinks depending on a weapon’s recoil as part of its aim assist. Regardless, Naughty Dog has acted on the issue and I was still able to finish Uncharted 3 on Normal difficulty. While the aiming is undoubtedly better in part two, I honestly did get used to Uncharted 3‘s system towards the end.

Catchin’ up!

Might pull double duty today seeing as the big hoopla right now is the announcement of the fifth installment of a certain car-stealing adventure. You’ve probably never heard of it.

The last big adventure on a console I recently had was revisiting the 15-year-old gem Super Mario 64. I played it during the course of my 24-hour gaming marathon a few weekends ago and I finished it with about 80 or so stars. To my surprise, the game was still pretty fun after all these years except for the part where I constantly fight with the camera combined with Mario’s ability to slip and slide on any terrain without fail! I’ve also been playing Final Fantasy IX, which is one of my favorite games ever. I’m trying, TRYING to make my way through The Legend of Zelda: Twilight Princess. Since July, I’ve been in this Lakebed Temple. I haven’t really had the motivation to continue on. The issue is mostly due to the time that I picked to play the game. I was hoping to have the game clear before the release of Skyward Sword. This could still happen. Speaking of Skyward Sword…

Man! How about this fall? I feel like we’re getting smacked left and right with so many titles dropping with Batman: Arkham City, and now Battlefield 3 and Uncharted 3: Drake’s Deception finding their way to homes from store shelves. Even Sonic Generations might be worth a mention, but I didn’t care for the “modern” version of the demo. Next week we have Call of Duty: Modern Warfare 3, which will probably sell about 80 zillion copies in the first hour, Saints Row the Third (my most anticipated 2011 game), and after five freakin’ years, The Elder Scrolls V: SKYRIM. I didn’t order Modern Warfare 3 and nor do I intend to at the moment. I won’t get on a soapbox about it, but I don’t get to have the great multiplayer experiences the fans get to simply due to a lack of time. It’s a price drop for me and hopefully during this coming holiday season. It pains me to even say I won’t be buying Assassin’s Creed Revelations just yet, either. *insert sad face here*

Then there is Super Mario 3D Land and Mario Kart 7 to consider… what a blitz.

Since Tuesday night, I have given a few hours to Uncharted 3. I really like it. I have my issues with it as far as its mechanics go but I like it. There seems to be a storm brewing concerning the aiming. A couple of videos have spawned on YouTube, and apparently this problem only exists in single-player mode and not in the multiplayer or perhaps even the cooperative mode? I’ll admit, the first time I played the game, where an underground passage serves as the tutorial more or less, I did have trouble aiming at targets. I thought I was just sucking. Maybe it’s still that, but once I went online I discovered I apparently wasn’t alone. Folks have gone online to do what folks online do best: complain, and no, that is not complete snark. ;)

GameFAQs
NeoGAF
Naughty Dog

"Just give me like 10 minutes! I got this!"

As I write this, Uncharted studio Naughty Dog  have addressed this issue, as found in this Digital Spy article, but what I’m basically reading from community manager Arne Meyer is the typical PR response that says, “No, we made it better!” Apparently aiming has been made more sensitive for a more “precise” feel. I personally do not experience this and compared to the second game it definitely feels like a step down. I don’t know if I can say just yet whether this has dampened my experience of Drake’s Deception so far, but right now I would honestly go with no.