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Saints Row IV Is A Party That Just Don't Stop

 
Robert Workman
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Knowledgable and all around awesome, Robert has mastered video game journalism for years, writing for a number of sites including AOL GameDaily, Planet Xbox 360 and GameZone.com.  Also known as the George Clooney of the Video Game Industry in some circles (mostly women).

 Published August 14, 2013 2:10 AM

Volition fills this highly anticipated sequel with super powers, missions, laughs and plenty of fun.

It's nice to see the gameplay expand in two ways. The first is with the introduction of new weapons that let you unleash all-out destruction. These include an Inflate-o-Ray that lets you blow up people – no, literally – and the Dubstep gun is one for the ages, making everyone and everything dance in a frenzy before succumbing. Combine these with the wild Black Hole Gun and you've got a party.

Super-powers also play a huge part in Saints Row IV, as you obtain them by gathering clusters and boosting yourself up. Super speed effectively gets you around town without needing a car – though you can still do the run-and-jack maneuver from The Third if you prefer – and ice and fire blasts really go a long way. Telekinesis is also a thrill, as you can throw enemies – or people – into specific areas with your mind. And when you unleash that ground stomp, whoa nelly.

You'll need all these, as the game has a high number of missions to complete, both in terms of story and taking back alien checkpoints. It's just as loaded as Saints Row the Third, though some missions do look a bit familiar, as if Volition wanted us to re-experience the world like never before. There are some particular mission types that are missing, but the new ones make up for it.

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