Features

Spoiler Territory: Saint’s Row: The Third

Site contributor Tyler Martin has come up with a great concept for a series of articles. By it’s nature (and as you can tell from its title), this will deal with spoilers for Saints Row: The Third. You’ve officially been warned.

Ask any writer: endings are hard.  To create a conclusion that feels satisfying after hours of investment by the audience, an author needs to reward the diligent, paying attention to every clue without punishing the more mild and passive consumer who may have missed a step along the way. It’s a problem in nearly every story-telling medium and possibly even more so in games. If a game isn’t fun, players likely won’t bother to finish it, regardless of the narrative. Not only does a developer need to tie up all the loose story threads, they need to do it in a way that is challenging and fits with the gameplay style. Games should finish in a way that is satisfying from a narrative and a design perspective; if either is lacking, then the ending feels anti-climactic — or worse, it can make the player feel cheated. And the developer must do all this while often leaving room for a sequel or franchise expansion to satiate their publisher. Because of the high degree of difficulty and number of plates that must be balanced, games that get the ending right deserve to be praised. One such game is Volition, Inc.’s ‘Saints Row: The Third.’

On first glance, the ‘Saints Row’ games look like a ‘Grand Theft Auto’ imitation with excessively sophomoric humor. The game reaches a superb balance, however, and in the open-world action genre, hilarious bugs, absurd A.I. routines and responses are a regular occurrence. What Volition did was create a setting and a narrative that matches the absurdity of its gameplay and design.

A common flaw in open world titles is the game-breaking moment that ruins the player’s immersion, either through some bug  or cognitive dissonance between the story and play style. The ‘Grand Theft Auto’ and ‘Elder Scrolls’ series are rife with moments like these. In Saints Row, these moments are all but impossible. The setting of Steelport could never be confused with an actual locale; it isn’t a place, it’s a digital playground. A criminal gang are national celebrities with soft drinks and bobble-head figures, a local game show is centered around killing sprees perpetrated by individuals in mascot costumes, and the mayor is Burt Reynolds. From the start, nothing is sacred and nothing will ever be taken seriously.

It was a risky proposition, as Volition created an experience where they constantly needed to keep upping the ante, crafting more insane missions that were equally impressive and entertaining. There are two possible endings, and Saints Row: The Third succeeds in creating fantastic game endings in both.

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2011 Honorable Mentions: Spencer’s List

Spencer’s up next with his other favorites from last year.

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2011 Honorable Mentions: Doug’s List

2011 has been a strange gaming year for me. I’ve been able to follow the industry as much (or more) than ever before thanks to some fantastic web sites and podcasts, but for much of the year I couldn’t (and didn’t) buy a new console game. I’ve made up for lost time since October, but much of my attention has also gone to older titles. I almost excused myself from Game of the Year discussions by default.

But there are many games that I have played which deserve recognition. So kick back and read on!

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2011 Game of the Year Awards: Number 1

And here we are friends, at the end of our third-annual Game of the Year awards ceremony. We laughed, we cried and we certainly didn’t argue as much about the placement of 2011′s games as we had in 2010. This is a good thing.

By a near-unanimous vote (meaning three out of five of us agreed), we bring you our finest and most spectacular game of the entire year that was 2011.

As is our custom, we will next post a list of Honorable Mentions from each of our handsome and intelligent contributors during the coming seven days. It will be our individual chance to showcase the titles we think deserved a top spot but were perhaps outvoted on, or we might just tell you what Flash games were the coolest. Time (and editing) will tell.

Thank you for reading!

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2011 Game of the Year Awards: Numbers 3 and 2

Only three games are left to cap-off 2011′s best of the best. Well, we should be more specific and write that only one game is left after you finish reading this entry.

And no, number one is not Minecraft.

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2011 Game of the Year Awards: Numbers 5 and 4

We’ve reached the halfway point for our top 10 games of 2011! Boy, were there a lot of sequels last year or what? At least we liked them.

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2011 Game of the Year Awards: Numbers 7 and 6

We’re back with our sixth- and seventh-best games of 2011!

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2011 Game of the Year Awards: Numbers 10, 9 and 8

Did you miss us? Because wow, we sure missed you. It’s been a few months, but we’re back with another top-ten list for the year that was 2011. Just as we did in 2009 and 2010, all five of us met one day in late December and spent hours debating what we felt to be this year’s best and most important games.

However, this was our first year where everyone was hundreds of miles apart from each other. With Doug and Tyler in Japan, Spencer in Seattle, Aaron in Portland and Nick in Austin, the logistics were a much bigger hurdle this time around. But thanks to the magic of Skype and an inexplicable need we all share to see our games make the cut, we’ve pulled it out again.

A couple things to keep in mind: We are only evaluating games that came out in the year 2011. That gets a little murky when you look at things like the PlayStation 3 enhanced release of Mass Effect 2 and Minecraft officially leaving beta, so we decided that once a game is evaluated in one year, that’s it. Barring anything short of a comprehensive remake, it probably shouldn’t be considered a game that was released in 2011.

Next week we’ll bring you each writer’s list of personal favorites, but for now, let’s get started!

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Pen Over Pixel I: An Admission

In the past, I have been open to admit my less-than-mainstream gaming habits. A PC cultist, an enduring fan of the nearly-dead “flight simulator” and “urban management” genres, my tastes are archaic on a good day, and persistently arcane.

However, today, I’d like to discuss a form of gaming that has not appeared, to my knowledge, on this site: pen and paper roleplaying. The genre that contains Dungeons & Dragons, Vampire: The Masquerade, Shadowrun, and countless others. The pursuit that, arguably, gave birth to the roleplaying videogame genre.

Yep, I’m going there.

Shadows of the Damned: A new way for Japan?

Within ten minutes of beginning Shadows of the Damned, you’ve been subjected to a litany of dick jokes, seen a woman burst at the seams (literally), and have been introduced to a protagonist who’s chosen middle name is “Fucking.” Before bringing in the late title card, the main character and his gun/sidekick have a quick discussion about this trip into the underworld is going to be “our own road movie,” setting the scene for what follows.

It’s really easy to discredit Shadows of the Damned as potty humor, old gameplay mechanics, and JAPAN. I know, because for a while this summer, I did. However, after playing Grasshopper’s latest, I’m convinced that not only is this bound to be a cult classic of a video game, but could be a model for the Japanese developer community going forward.

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