Some SR22 Musings
So, thanks to @megafreeman inspiring me by mentioning Santo Ileso and me commenting on it, I got the itch to just...replay SR22 as a sort of 'I can sit back after work and just go around' kind of thing, get into the feel even more then I did when I first played though the game when it dropped.
So far, I'm more irked at the fact that there's shit locked behind dead systems now, such as the masks locked behind the Boss Factory (I have them on another save file, but the point is more about the loss of content), and ESPECIALLY the Marshal Heavy Weapon locked behind creating an account on Saints Row's 'website'. I know Embracer does not GIVE A SHIT, but it irks me to no end, as someone who 'likes to have it all' when it comes to content in a game, that it's impossible now to get such things on the PS4/5/etc without save editing. Beyond that mechanical annoyance, the other major thing 'first off', is the fact that easily the best way to enjoy the wingsuit wasn't released until the very end of the game's lifespan, as SOMEONE at Volition realized 'hey we need to make this a bit more 'cartoony' to really be enjoyable, and whomever that mad lad or ladette or non-binary or beyond pal was, I thank you, even if it's a pain to get early on. Being able to dash with the wingsuit makes using the wingsuit far more appealing, especially when tied with the 'Pain 'n' Gain' to get airborn more easily. Yes, it's 'game-y', and very much 'Glide-with extra steps' from SR4, but it worked there for a reason, and it adds to the power fantasy just a bit more, given the lower rate of income in the early game.
There's a LOT of little things I would have personally changed in the writing room, even just things like said wingsuit. Have it be part of the main 'tutorial' line of missions, something Marshal gives The Boss as a sort of 'you're our test pilot for this', and they keep it when they get fired. Little things to tie bits and pieces of the lore to gameplay Have the 'Found Family', as cliche as it is, be the main focus of the story, not 'oh we're building our own gang'. Have the gang form AROUND the friends, as a result of their actions unintentionally mirroring how the Saints in SR1 were, according to Julius, built to protect the Row from the other gangs. On that note, SHOW the other Gangs having more effect on the city in general. The poorer districts having to deal with Los Panteros, showing how Sergio has turned the gang from the implied 'family with muscle cars' that Neenah joined when she first arrived, to the more 'Alpha Male' esque brutes they are by the start of the game. Show how the Idols are clearly just using the youth, the disenfranchised, those that want change but feel they're too weak/etc to handle it, and lean into their cult-like behavior more. Oh, and give their Collective actual fucking character?
Marshal was handled well, PMC playing up the 'ooorah 'Merica' angle, sci-fi gunslingers bringing law and order to the wild west. Hell, lean into that 'more' with them hiring The Boss, by way of, instead of having the intro be 'oh the Boss gets stabbed, here's how we got here', run the SR3/4 route of 'masked, bodyarmored grunt with a radio issue, or have the character creation be part of their 'onboarding' if we have to have distinct voices (The banter between the Boss and Gwen was easily the best part of the intro so it might work out keeping it) The Nahualli? Holy fuck, his entire concept needed another pass, though. I don't mind the idea of The Boss having a rival. Hell, give them several, because, like I said earlier, them and Gwen were great as sort of 'work rivals', but Nahualli? Very much a victim of Enforcer/Deep Silver's 'writing suggestions'. Him having a random gang of mooks out of nowhere, and him deciding 'oh, I'm going to replace you and make your friends love me because you're stronger as a group then I am by myself' was the biggest thing deflating the endgame. Either have him be by himself 'after' the tutorial, and have it be explained that he hired the mercs you tear though, or, have him be a rival PMC to Marshal, and go more into the PMC vs PMC angle, would be a far better way of dealing with things then what we got, even if I DID enjoy the motivation of tearing a rampage though his casino because the fucker locked up my cat. (Yes, I loved the cat. I'm biased, sue me.)
Hell, instead of having him show up at all, let Neenah be the one to off Sergio for what he did to her, and leave him in as a stinger/potential threat for a future story. He escapes 'somehow' and leaves one of his knives behind in the Saints HQ in order to be a big bad for the future.
So this isn't ALL just bitching, the positives, even early on? Santo Ileso is STILL one of the best open world cities in gaming, only rivaled by Cyberpunk 2077's Night City (And that's almost cheating because Night City was a tabletop location for literally four decades BEFORE it became a playable city in 2077, so it's got lore for DAYS behind it), especially with how much they went into the little things, like the History locations. Make those kiosks a bit easier to find, and worth more then the occasional prize and bit of XP, and they'd be utter perfection. Little mini-shops all over the map, instead of 'just' three or four shops total was absolutely fantastic for setting Santo Ileso as this rural/urban blend of a city.
Oh, and you gave me a dedicated Synthwave station. That alone had it rising higher still.
Also? I LOVED the LARP shit. The fact that the ENTIRE TOWN was in on it was a great justification for it going to SR levels of silly, and The Boss going from 'ugh fine' to 'I AM BOSSONIUS' is great shit. Very much in the same vibe as OG Boss getting super into NyteBlayde.











