You are currently viewing the European Union version of the site.
Would you like to switch to your local site?
4 MIN READ TIME

Post Script

As with most open-world games, we start playing Saints Row on the default difficulty setting. We’re immediately pleased to discover that we can adjust the challenge at any time should we wish to up the stakes a touch – or to tone things down if we’re dying too frequently. A little over halfway into our playthrough, we reduce it to the second-lowest setting, but not for the reasons you might suspect. It’s not that we’re failing too many missions – in almost all cases, that’s either down to friendly AI having a death wish, the oddly exacting time limits of cleanup missions, or stepping beyond mission boundaries (in one instance while engaged in a shootout with the police we need to kill before the next objective triggers). Rather, it’s because encounters have become too tediously attritional to bear: enemies are showing up in ever greater volume, with larger numbers of tougher or shielded variants among their ranks, dragging out firefights to wildly excessive length. When the biggest difficulty you’re having isn’t staying alive but staying awake, it’s probably time to cut your losses and, if not necessarily make things easier, then at least shorter.

Granted, there’s nothing we can do to stop Los Panteros, Marshall or the Idols turning up in their droves, but Saints Row does offer a rare degree of modularity in its challenge settings. In a game that frequently makes you travel more than 2km between objectives, this is the right way to go the extra mile. Here, there are no fewer than seven difficulty sliders, ranging from danger level (the amount of damage your character takes) and enemy durability to ammo scarcity and timed objective difficulty, the latter worth nudging upwards for those cleanup tasks. On the default Entrepreneur difficulty, everything is set to five, while the next step up, Sensei, is mostly sevens and eights. The hardest setting, Boss, sets everything to nine, and for Hustler it ranges between two and four, though to add an element of risk we dial up the danger level a couple of notches while dropping the tough enemy frequency to avoid bulletsponge boredom. (Bravo, too, for the non-condescending difficulty descriptions. Tourist mode – all zeroes – reads, “You’re not looking for trouble. You’re just here to enjoy the scenery and the story”, while Hustler says, “You like to take it easy but are not afraid to mix it up. If there’s an angle to play, you’ll play it”. In other words, we’re just doing what a criminal mastermind would.)

Unlock this article and much more with
You can enjoy:
Enjoy this edition in full
Instant access to 600+ titles
Thousands of back issues
No contract or commitment
Try for €1.09
SUBSCRIBE NOW
30 day trial, then just €11,99 / month. Cancel anytime. New subscribers only.


Learn more
Pocketmags Plus
Pocketmags Plus

This article is from...


View Issues
Edge
November 2022
VIEW IN STORE

Other Articles in this Issue


EDGE
Removing the rough edges from the good old days
When Namco released Museum Vol 1 in 1995,
EDGE
EDITORIAL Tony Mott VHS archivist Chris Schilling
Knowledge
Going for gold
As the Commonwealth Games trials a videogame competition, does it feel like a torchbearer for esports?
Power down
With an energy crisis looming, which games and features are the most costly?
Small wonders
How the Tiny Teams festival gives solo devs and micro studios their moment in the sun
FESTIVAL HIGHLIGHTS
The next big things to come from Tiny Teams
PULP FICTION
Explore a folkloric landscape hand-crafted from paper in A Most Extraordinary Gnome
Soundbytes
Game commentary in snack-sized mouthfuls
ARCADE WATCH
Keeping an eye on the coin-op gaming scene
THIS MONTH ON EDGE
Some of the other things on our minds when we’re weren’t doing everything else
Dispatches
DISPATCHES NOVEMBER
Dialogue
Trigger Happy
Shoot first, ask questions later
Alternate Reality
Notes from videogaming’s borders
Title case
We’ve been thinking a lot about names this
Hype
DEAD ISLAND 2
After almost a decade, Deep Silver’s zombie sequel rises again
FLOCK
A model of herd composition
MOONBREAKER
Subnautica’s developer turns its hand to tabletop-inspired tactics
FOREVER AGO
A road trip down memory lane
THE DIOFIELD CHRONICLE
Dioramas meet dire circumstances in this realtime strategy RPG
THE EXCAVATION OF HOB’S BARROW
Will you dig this point-and-click folk-horror fable?
ARCANE ASCENT
Portal meets The Climb in this VR puzzle-platformer
HYPE ROUNDUP
SPLATOON 3 Developer/publisher Nintendo (EPD) Format Switch Origin
Features
CRIME OF THE CENTURY
How Creative Assembly evolved from Isolation to getting the gang together for the ultimate pop-culture heist
EDGE
www.magazinesdirect.com/EDG/A77T
PAPER TRAILS
How developers and fan cartographers alike are charting new horizons in videogame maps
ONE MORE TURN
Inside the compulsion loop: is the gamification of games good for our health and theirs?
THE MAKING O F. . .
NORCO
BROKEN RULES
From broken furniture to a radical reorganisation: how the Gibbon developer has kept on swinging
Where the heart is
Perhaps it has something to do with the fact
Metroid Prime 3: Corruption
A flawed sequel says it best when it says nothing at all
The Last Of Us Part I
A progress report on the games we just can’t quit
Play
Saints Row
Developer Volition Publisher Deep Silver Format PC,
Rollerdrome
Developer Roll7 Publisher Private Division Format PC, PS4,
Post Script
In a year of brilliant repetition, why does Rollerdrome feel like it’s spinning its wheels?
Hard West 2
Developer Ice Code Games Publisher Good Shepherd Entertainment
Two Point Campus
Developer Two Point Studios Publisher Sega Format
Ooblets
Developer/publisher Glumberland Format PC (tested), Switch, Xbox One
Soul Hackers 2
Developer Atlus Publisher Sega Format PC,
Cult Of The Lamb
Developer Massive Monster Publisher Devolver Digital Format
Hindsight
Developer Team Hindsight Publisher Annapurna Interactive Format
Kirby’s Dream Buffet
Developer HAL Laboratory Publisher Nintendo Format
South Of The Circle
Developer State Of Play Publisher 11bit Studios
Cursed To Golf
Developer Chuhai Labs Publisher Thunderful Format PC
ADVERTISEMENT
CHILLOUT GAMES
www.chilloutgames.co.uk/Sell
DUSKDIVER 2
www.duskdiver2.iffyseurope.com
POTION-PERMIT
WWW.PQUBE.CO.UK/POTION-PERMIT
REPUBLIC OF GAMERS
MAGAZINES DIRECT
www.magazinesdirect.com/t3-magazine
edge
www.magazinesdirect.com/edg
EDGE
AMNESIA
www.store.iffyseurope.com
pocketmags
MAGAZINES DIRECT
www.magazinesdirect.com/POM/A77T
retro GAMER
www.magazinesdirect.co.uk
Chat
X
Pocketmags Support