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Agents of Mayhem |OT| Ain'ts Row

aliengmr

Member
Alright so I have been completely turned off of the game from the jump but with the announcement of Crackdown's delay, I'm feeling hungry for a superpower power trip game.

If I'm looking for...
- [a] fair amount of visual environmental destruction
- interesting traversal mechanics
- satisfying combat

And I dislike...
- crafting and loot mechanics
- Saint's Row 3 & 4 style of humor
- boring, stagnant open worlds

Will I be happy here? I'd be playing on the Pro so a decent visual presentation and solid performance earns some credit too.

You probably won't like it. Humor is a bit lighter than SR. World is pretty bland. Combat is...okay? Something felt very off about it.

I loved the SR series (3 and 4 being my favorite.) and while this was kind of neat, I got bored pretty quick and got a refund. It's interesting, and I might give it another go, but $60 was a little too much for what I played.
 

dreamfall

Member
Alright so I have been completely turned off of the game from the jump but with the announcement of Crackdown's delay, I'm feeling hungry for a superpower power trip game.

If I'm looking for...
- [a] fair amount of visual environmental destruction
- interesting traversal mechanics
- satisfying combat

And I dislike...
- crafting and loot mechanics
- Saint's Row 3 & 4 style of humor
- boring, stagnant open worlds

Will I be happy here? I'd be playing on the Pro so a decent visual presentation and solid performance earns some credit too.

Well, the funny thing is the combat and traversal are phenomenal. There's a beautiful sense of triple jumping from one building to the next and the combat is absolutely insane at times, and completely gratifying for me. There are great particle effects flying around the screen as you destroy Legion soldiers but environmental destruction is much more limited. That being said, some of the Agents' Mayhem moves really wreak havoc and visually are pretty spectacular (Braddock in particular).

The loot mechanics are mainly for skins and cash for tech upgrades, and really not the most important to collect - but a nice addition to create great squad builds. If you're not a fan of the Saints writing, I'd say this is a toss up because the cinematic flair for the 80s style Saturday morning cartoon with big baddies and over the top superheroes is great. Some of the jokes fall flat, but it's a fun universe. Seoul is soulless. This is without a doubt an aesthetically pretty city but it's lifeless. It feels most alive when you're zipping in and out of combat and there are some beautiful landmarks where shootouts take place, but it feels like a backdrop for smaller set piece shootouts.

It's a toss up for real, this is a game that I wish they could've given a slice of a demo for to experiment with combat because it feels so inherently unique. I mean sure, your fighting wave after wave along with some interesting enemy types thrown in, but it's how you mix up your attacks and gadgets that bring it to life.

Maybe rent and check it out - it's wild fun once it gets rolling!
 
Am I missing something about summoning your car? In an early mission it explained I could summon it with Up and it worked for a while. It is now disabled and hasn't come back?
 
Hi everyone. Lead Agent Designer for the game here.


Does the balance seem really off on the difficulty to anyone else? The higher levels of difficulty seem to make the enemies huge bullet sponges and they even melt hard tack in a couple of seconds. I'm surviving on them but it seems like it's not really worth the extra experience

The difficulty modes don't just increase health and damage from enemies the higher you go. The higher the difficulty, the more likely you are to see higher ranks of each enemy type. Higher ranks not only inherently have more health and do more damage, but also use their own special abilities more often. In fact, lower rank enemies don't even have access to everything higher rank enemies do.

Anyone find it weird that there's no air-to-ground melee attack? And the fact you can't shoot or charge a weapon without jumping interrupting it is weird too.

Other than those things I'm really having a good time.

This does exist in the form of a piece of Gremlin Tech.

Am I missing something about summoning your car? In an early mission it explained I could summon it with Up and it worked for a while. It is now disabled and hasn't come back?

That's odd. Are you using a controller or mouse/keyboard?
 

U2NUMB

Member
After playing a few hours I must make this statement.

Every game from now on out MUST have a triple jump. TJ or no buy!!!!
 
After playing this game for a good 6 or 7 hours, I'd say my thoughts on it are very similar to Austin and Patrick on Waypoint Radio: a lot of good and unique ideas hampered by a clunky UI, a poorly-paced opening, and some unfortunate technical issues. It's the kind of game that I'll probably end up enjoying and playing through to completion, but has enough niggling issues that I could absolutely understand if other people bounce off of it.

That said, the combat flow is a lot of fun, and once you get past the relatively bland starting three characters and start unlocking the rest of the combat options, it really opens up and I'm finding myself enjoying myself a lot more than I did at the beginning.

Maybe a little on the nose, but this game kind of reminds me of the original Saints Row: a flawed game with enough unique things going for it that you could see how a sequel would be able to filter out the bad and deliver a much better experience.
 
Yeah, the PC performance really isn't good. Impossible to do 4K and 60fps with a 1080ti and a 7700k (with 32GB RAM too). The explosions (of which there can be many) simply tanks the frame rate, especially if they're close to the screen/player. I've seen this happen before in Andromeda where 4K@60fps is possible but large explosions hurt the fps. And because nvidia and W10 don't work well if I try 1440p I get a shitty, weird coloured screen (at any res above 1080p except 4K). So I'm stuck with 1080p. Unforgivable.

Anyway, I have enjoyed the game but it feels a little rough around the edges. It's surprisingly quiet too (little in the way of ambient sounds). Cars feel crappy on the whole. But the characters animate well and the combat feels good. Some of the missions, however, are just okay where as the Red Queen (I think it's called - about a rogue K-Pop AI) tried my patience. Some of the missions felt like filler and I'm getting to the point where the repeatable missions (like the Gravity Ball ones) are getting really tough, even though many of the missions aren't (yes there is a difficulty option but I have no idea how hard the missions are until I try them).
So it's a mixed bag overall.But I am essentially enjoying it. And I think Daisy is my favourite to play.
 
Maybe a little on the nose, but this game kind of reminds me of the original Saints Row: a flawed game with enough unique things going for it that you could see how a sequel would be able to filter out the bad and deliver a much better experience.

Man, if Agents of Mayhem gets a sequel on the level of Saint's Row 2, I don't know what I'd do.
 

SuperPac

Member
After playing this game for a good 6 or 7 hours, I'd say my thoughts on it are very similar to Austin and Patrick on Waypoint Radio: a lot of good and unique ideas hampered by a clunky UI, a poorly-paced opening, and some unfortunate technical issues. It's the kind of game that I'll probably end up enjoying and playing through to completion, but has enough niggling issues that I could absolutely understand if other people bounce off of it.

I'm curious - what about the UI is clunky to the point where it hampers the experience?

Is it needing to go back to the Ark to do some things? Is it that the mayhem / health gauge is in the lower left and that it's too easy to forget to look at it in a firefight and suddenly you're dead?

I'll agree with that last one there but otherwise I find a lot of the UI to be useful - love the on-road arrows when driving to specific points. The waypoints are easy-to-follow breadcrumbs. It's a little weird that the UI shows enemies that haven't appeared yet or that when you reach a waypoint enemies appearing seems to lag behind... I've heard some complain about no minimap but I don't miss it, personally. None of that stuff would be so big to the point of ruining the fun of the game.
 
I'm curious - what about the UI is clunky to the point where it hampers the experience?

Is it needing to go back to the Ark to do some things? Is it that the mayhem / health gauge is in the lower left and that it's too easy to forget to look at it in a firefight and suddenly you're dead?

Pretty much this, yes.

Just as an example: for those who haven't played, there's something similar to the later games in the Assassin's Creed 2 trilogy where you can send inactive team members on missions across the globe to earn resources and other unlocks. First off, if you want to send somebody who was on your last active team, you need to go all the way through the process of accepting a mission so that you can redo your squad, take out the team member you want to send, and then cancel out before going into the open world and go all the way back to the world operations menu and assign them. Then you can go out and do other stuff in the open world but, once the timer is over, in order to claim your resources and start another mission you have to stop what you're doing in the open world, go all the way back to home base, and walk over to the menu where you plan the world operations and click on the icon to claim your reward. All of this with several loading screens in between.

One of the more egregious examples, but there are issues like this throughout the game. So many things (changing your active team and skins, changing your current vehicle, researching new upgrades) require you to head back to home base and sit through a good 10-20 second loading screen, walking around to all of the various stations in the base, before heading back out and sitting through another loading screen to go back into the world. It reminds me a bit of the godawful Sanctuary from Fable 3 in a lot of ways: taking something that could have been handled with a simple menu and needlessly complicating it. It would be one thing if it was something like the Mass Effect games where you could check in with team members and have flavor conversations, to give me something to look forward to when returning to base. But unless I'm missing something there are only stock responses from various non-combat operatives that don't change throughout the game, so once you've heard them once there's no reason to check back again.

Like I said: not enough of a bad thing that it makes me want to stop playing, but definitely an annoyance.
 

jtrov

Member
Game is an absolute blast and I'm loving the GI Joe / Saturday morning cartoon vibe. It's just a blast roaming through the city with Legion constantly on your tail. It's like the game takes what I enjoy about the random enemy encounters in most GTA / Saints Row game and runs with it. Really fun as something tends to always happen regardless if your in a mission or not.

My only issue is with the NPC's. The world is so awesome looking and fun to explore, but the NPC's pretend like you're not some awesome super agent. Unless it's there and I'm not seeing it. But I've walked up to people and it's like I'm invisible. Might be small, but it would inject some much needed personality and atmosphere to the world itself.

Still very early on, but do more varied enemies appear in free roam later? The second mission had an interesting fight and it would be cool to see them appear whole free roaming.
 
A part of me thinks they might actually try a DLC that includes multiplayer, would be a big push for a lot of people, I think. Only because the cries for multiplayer have been around since the game was announced and maybe now they have the ability to look at it.
 
The early trailers had me interested but then i saw a post release gameplat video showing all the damage numbers for every hit on enemies and it just reminded me of the division and moba type games. Did they make this into a grindy rpg/moba hybrid? Or is it still the fun/crazy gta alternative saints row was?
 

Enduin

No bald cap? Lies!
The early trailers had me interested but then i saw a post release gameplat video showing all the damage numbers for every hit on enemies and it just reminded me of the division and moba type games. Did they make this into a grindy rpg/moba hybrid? Or is it still the fun/crazy gta alternative saints row was?

You can adjust the game's difficulty on a scale of 1-15. So you can have massive bullet sponges that take a whole clip or more to take down or you scale it lower and just take out enemies in a couple shots.

Higher difficulty means more higher level enemies and enemy variants earlier on and gives you bonuses to XP and Cash earned. But if you want to just mow through enemies left and right there's really no downside to lowing the difficulty.

Most of the upgrades and everything are about augmenting your abilities to customize your playstyle rather than locking you out of abilities completely and forcing you to grind to get them. Much of these augmentations are dependent on loot drops from chest around the world or from enemies and default payouts from completing missions, rather than the difficulty scale.
 
So how does the game compare to SR4?
So far I would say the different characters and their upgrade paths are a lot more fun to play with, but you don't get the awesome super jumps like you did in SR4. (There is a triple jump and air dash but I don't think you go as high or as far). The story and dialogue are on the same level I would say.
 

Enduin

No bald cap? Lies!
So how does the game compare to SR4?

It's just way different. SR4 was all about OP powers, while AoM is much more grounded. You've got triple jump and great agent abilities, but they're a lot more street level compared to SR4's eventual Super Man level abilities. And I think it works a lot betting given the setting.

Moment to moment combat is way more fun and refined than anything in the SR series. Gunplay is satisfying and swapping between Agents and using their abilities feels quite rewarding and has surprising depth to it.

Overworld is a lot more sterile though, which say something as SR wasn't ever amazing with it either. It's super pretty, great verticality that makes traversal and exploration fun, but there's no interaction. Pedestrians are just there and don't do anything at all, let alone respond to you, no stores or locations to interact with just icons for missions scattered about and various collectables to find. No real sense of it being a living city. It's far more of a backdrop than a central feature.

Overall art and writing style is quite similar, edgy but not as vulgar as SR was. I enjoyed SR4 a lot for what is was, but I always felt it was a lackluster followup to SR3 as it really didn't do anything to address the issues of SR3 and build off that game, it just recycled that setting and ignored most of its problems and opted to add in wacky new abilities that didn't fully mesh with the current SR setting as it was setup. So while AoM has it's flaws in certain areas the overall gameplay feels like it fits and is complimented by the setting a lot more than SR4 was.
 
Hi everyone. Lead Agent Designer for the game here.




The difficulty modes don't just increase health and damage from enemies the higher you go. The higher the difficulty, the more likely you are to see higher ranks of each enemy type. Higher ranks not only inherently have more health and do more damage, but also use their own special abilities more often. In fact, lower rank enemies don't even have access to everything higher rank enemies do.



This does exist in the form of a piece of Gremlin Tech.



That's odd. Are you using a controller or mouse/keyboard?


Hey thanks. Love the agent designs! Fortune is really fun and I really like Hardtack and her banter. Enjoying Oleg a lot too.

I am getting used to the higher difficulty as I get further in.
 

Tunahead

Member
Overworld is a lot more sterile though, which say something as SR wasn't ever amazing with it either.

Actually in the Before Time when Saints Row hadn't yet been saddled with such hot garbage as Steelport, there was Saints Row 2's Stilwater, with amazing features including, but not limited to:

-multiple separate islands
-an elaborate highway system
-suburbs
-marinas
-corporate highrise district
-industrial district
-drive-in theater
-campus district
-trailer park
-cemetery
-ghetto
-underground shopping mall
-casinos
-police stations
-hospitals
-prison
-nuclear power plant
-airport
-caves

And each of those areas had their own pedestrian types, with not only unique voiced lines but animations as well. And the protagonist had unique animations and dialogue for those places too. And you could enter so many buildings. Not just during missions, either. Just whenever. It was ridiculously ambitious and high budget.

Hard to believe Saints Row has fallen so far that there are people now genuinely suggesting Saints Row never had anything particularly good in the overworld department. Stilwater is one of the greatest open world cities there has ever been.
 

Enduin

No bald cap? Lies!
Actually in the Before Time when Saints Row hadn't yet been saddled with such hot garbage as Steelport, there was Saints Row 2's Stilwater, with amazing features including, but not limited to:

-multiple separate islands
-an elaborate highway system
-suburbs
-marinas
-corporate highrise district
-industrial district
-drive-in theater
-campus district
-trailer park
-cemetery
-ghetto
-underground shopping mall
-casinos
-police stations
-hospitals
-prison
-nuclear power plant
-airport
-caves

And each of those areas had their own pedestrian types, with not only unique voiced lines but animations as well. And the protagonist had unique animations and dialogue for those places too. And you could enter so many buildings. Not just during missions, either. Just whenever. It was ridiculously ambitious and high budget.

Hard to believe Saints Row has fallen so far that there are people now genuinely suggesting Saints Row never had anything particularly good in the overworld department. Stilwater is one of the greatest open world cities there has ever been.

You're right. I was going to say "SR2 aside" but left it out. SR series was 1/5 in great open worlds in the end, SR2 being the exception and not the rule.
 
Actually in the Before Time when Saints Row hadn't yet been saddled with such hot garbage as Steelport, there was Saints Row 2's Stilwater, with amazing features including, but not limited to:

-multiple separate islands
-an elaborate highway system
-suburbs
-marinas
-corporate highrise district
-industrial district
-drive-in theater
-campus district
-trailer park
-cemetery
-ghetto
-underground shopping mall
-casinos
-police stations
-hospitals
-prison
-nuclear power plant
-airport
-caves

And each of those areas had their own pedestrian types, with not only unique voiced lines but animations as well. And the protagonist had unique animations and dialogue for those places too. And you could enter so many buildings. Not just during missions, either. Just whenever. It was ridiculously ambitious and high budget.

Hard to believe Saints Row has fallen so far that there are people now genuinely suggesting Saints Row never had anything particularly good in the overworld department. Stilwater is one of the greatest open world cities there has ever been.

Stilwater is so amazing Volition just needs to reuse it in Saints Row 5 and maybe add another island or two.
 

pots555

Member
Just started. One thing is for sure, presentation is top notch and the city is so cool to look at. Kind of reminds me of Tron.
 
Actually in the Before Time when Saints Row hadn't yet been saddled with such hot garbage as Steelport, there was Saints Row 2's Stilwater, with amazing features including, but not limited to:

-multiple separate islands
-an elaborate highway system
-suburbs
-marinas
-corporate highrise district
-industrial district
-drive-in theater
-campus district
-trailer park
-cemetery
-ghetto
-underground shopping mall
-casinos
-police stations
-hospitals
-prison
-nuclear power plant
-airport
-caves

And each of those areas had their own pedestrian types, with not only unique voiced lines but animations as well. And the protagonist had unique animations and dialogue for those places too. And you could enter so many buildings. Not just during missions, either. Just whenever. It was ridiculously ambitious and high budget.

Hard to believe Saints Row has fallen so far that there are people now genuinely suggesting Saints Row never had anything particularly good in the overworld department. Stilwater is one of the greatest open world cities there has ever been.

I don't think we'll ever get another open world as good as Stilwater. Volition themselves admitted that filling an open world with detail and secrets is pointless when the average player won't bother exploring to begin with.
 
I don't think we'll ever get another open world as good as Stilwater. Volition themselves admitted that filling an open world with detail and secrets is pointless when the average player won't bother exploring to begin with.
Well that's a damn shame. I love exploring open world games. Especially Volition titles.
 

FaintDeftone

Junior Member
I grabbed a copy out of the Redbox today with a free rental coupon code I got in my email. Going to check it out tonight and see if I dig it. If the game can scratch that Crackdown itch for me then I may buy a copy.
 

Nowise10

Member
Whats the deal with the awkward pauses between dialog lines? Two people could be talking then it takes like 10+ seconds for them to respond to each other.
 
Whats the deal with the awkward pauses between dialog lines? Two people could be talking then it takes like 10+ seconds for them to respond to each other.

My guess is that each character's lines have varying lengths but are scripted to start at the same time.

I'm much rather have awkward pauses over overlapping lines Sonic Adventure 2-style.
 

SlickVic

Member
Actually in the Before Time when Saints Row hadn't yet been saddled with such hot garbage as Steelport, there was Saints Row 2's Stilwater, with amazing features including, but not limited to:

-multiple separate islands
-an elaborate highway system
-suburbs
-marinas
-corporate highrise district
-industrial district
-drive-in theater
-campus district
-trailer park
-cemetery
-ghetto
-underground shopping mall
-casinos
-police stations
-hospitals
-prison
-nuclear power plant
-airport
-caves

And each of those areas had their own pedestrian types, with not only unique voiced lines but animations as well. And the protagonist had unique animations and dialogue for those places too. And you could enter so many buildings. Not just during missions, either. Just whenever. It was ridiculously ambitious and high budget.

Hard to believe Saints Row has fallen so far that there are people now genuinely suggesting Saints Row never had anything particularly good in the overworld department. Stilwater is one of the greatest open world cities there has ever been.

It's weird, I recognize Stilwater had a lot of impressive variety in its locations, but I don't remember ever being that impressed with the open world. SR2 came out the same year as GTAIV, and I remember at the time being so amazed at how dense and "alive" Liberty City felt. It felt like the closest thing a video game had come to recreating a massive modern day city and giving the sense that pedestrians were just going about their daily lives (of course they were just scripted NPC's but to me they somehow felt more than that). Stilwater may have had more variety in locations than GTAIV's LC, but for whatever reason I never thought it as much more than a 'decent urban open world' that perhaps lacked the polish of Liberty City. Had I played it before GTAIV I wonder if I would've given it more of a chance.

Open world aside though, if you asked me what game I had more fun with, I'd take Saints Row 2 over GTA IV any day. To me, one of the themes that's carried on from GTA vs Saints Row is Rockstar puts on an absolute masterclass on open world design. The open world is every bit the "star" of those games as any of their main protagonists (perhaps even more so). And to me personally, that's perhaps made other urban open worlds like Volition's feel less impressive by comparison. But what I love about Saints Row from 2 onwards, is the game is very much focused on enabling the player to have fun. Whether it's customizing your character however you want (love how picking a certain body type for your character doesn't lock out different gendered voices) or causing mayhem, the series has had me covered. I know some still like SR2 the best and that's totally fine, but I suppose I'm more in the Jeff Gerstmann camp in feeling that the series really found its consistency in humor in 3 and that's why I probably remember the more recent games more fondly. Steelport may not be the best made open world, but damn if I didn't have the most fun I've had in video games playing through the story missions of SRTT and SRIV. And of course, if people liked SR2 the best, then that's cool too.

Don't mean to derail a thread on Agents of Mayhem too much so I'll go ahead and stop there. Just like discussing different open worlds in games. If the PC version of SR2 is running better now on more modern hardware, I'd actually like to give the open world another shot one of these days to see if my opinions on it today are any different than 2008.
 
So I just got home from picking up a copy and right away, the back of the case catches my eye with the quote...

"Mayhem! Mature violence, ludicrous themes, irreverent humor and pop culture parodies!"

I'm... I'm going to hate this, aren't I?

EDIT - Huh. I actually like it so far.
 
I'm... I'm going to hate this, aren't I?

Very possibly. But do keep in mind the game gives you broad powers to customize both its gameplay and its storytelling. You're going to get a very different experience if you bump the difficulty 2 levels past its recommendation and use Rama and Oni instead of Hollywood and Daisy.

I will say I don't find the game especially heavy on the pop culture references. It's all fairly broad, like a pop star villain, some minor enemies having familiar names (Braddock has a mission where you kill a Vasquez, etc.), the vaguely Avengers-style music, or just the general GI Joe cartoon tone. It's more a pastiche than some kind of reference-heavy parody. Probably the most specific references are the completely optional character skins, like an obvious Iron Man skin for Hollywood or Braddock's Cable getup. And most of the humor is derived from the game's actual characterization and situations.
 
Finally got my copy. Really enjoying. The writing is definitely a step down from Saints Row but I'm having a lot of fun. I actually find this less repetitive than Saints Row so far.
 
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