

That's not necessarily a bad thing of course, and Volition has done enough to make Saints Row IV feel like an entirely new instalment in the series, even if strictly speaking it's not. Playing Saints Row IV, you can't help but feel a sense of deja vu, with most of the super powers bringing to mind Crackdown and Prototype, as we've mentioned in past previews. This is where that derivative bit mentioned earlier comes in. Nonetheless, it's nigh-on impossible not to be coaxed in to SRIV's virtual simulation of Steelport, especially once you acquire your first set of super powers. Saints Row IV seems like something of a misnomer when you consider that it started life as a the 'Enter the Dominatrix' expansion for Saints Row: The Third, and to some extent it does feel like an extension of the previous game, in particular the Trouble with Clones DLC. Here, anything is possible thanks to the hacking skills of Kinzie. After you've decided whether to solve world hunger or “fuck cancer”, wiping out the disease forever (a choice that seemingly has no bearing on the story whatsoever), you'll find your time in the White Crib cut short by an alien invasion care of the Zin Empire, before being imprisoned inside a simulation of Steelport. Your hero finds him or herself as the President of the USA, having literally fallen through the roof of the White House (AKA the White Crib) and into the Commander in Chief's chair.

There's no escaping that Saint's Row IV is completely insane, if somewhat derivative, but beneath all of its over-the-top components, there's a compulsive and incredibly entertaining open-world game that won't challenge your grey matter all that much. Has Saints Row gone too far? Many felt that Saints Row: The Third was a step too far already, but Saints Row IV takes your 'step too far' and raises you one giant leap, and then blasts you out of a cannon into the sun.
