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    Feeding your ID in Saint's Row 2

    I'm hanging out at Volition in a cozy darkened side room, waiting for their presentation on Saint's Row 2 to begin. Producer Greg Donovan (right) is with me and we sit there a bit awkwardly, waiting for the game's Lead Designer, James Tsai (left), to join us.

    It's not Donovan's fault that things are weird. Someone has painstakingly setup a small table filled with various drinks and snacks that, as Donovan explains, "aren't there everyday."

    Things are weird because I have an absurd headache on top of an even more absurd head cold making me a complete bitch to talk to. Donovan breaks the silence again.

    "I saw you ran that quote." What quote? Oh, right, where he said that Saint's Row 2 would have bugs.

    "Yeah, the internet just went crazy on that one," I respond.

    "95% of gamers aren't even going to come across them," he assured me.

    Tsai arrived moments later, and we loaded up Saint's Row 2. Donovan had to be at least a little relieved.


    Saint's Row 2 takes place an unspecified number of years after Saint's Row 1 (though ironically, the development of Saint's Row 2 began with a small team of people before Saint's Row 1 was even out).

    Your friends have betrayed you, and you'll have to start building the Saints from scratch. Tsai explains, "The player comes back, he's pissed, and he does some nasty things...you are definitely a criminal this time around."

    Unfortunately, you choose to wear purple once again.

    Starting with the character creation screen, I immediately see that SR1's robust character customization engine has gotten some major upgrades. To start, your model looks better, a Calvin Cline underwear ad adorning shader-chiseled muscles.

    While players will still not be able to face map with the LIVE camera, the seemingly endless sliders should make up for it. I particularly enjoyed watching models be subjected to the age slider. Let's just say moobs become moooobs.

    Apparently Lead Designer Tsai is a huge fan of wrestling games. And the influence is undeniable as you look through various animations that you can now assign your character. Everything from the style of gait to combat techniques, players will find more movements unlocked as they play. But the animations are a lot more than just a bonus for completion—they really signify SR2.

    Open up the taunts, for instance. Your character can flip someone the bird. They can do the famous throat cut. Or, in a turn to the absurd, they can squat down on someone and gesture defecation complete with butt waggling.

    Donovan explains, "We gave up any pretense of being authentically hip hop."

    Everything is streamlined for fun. While SR2 will feature a compelling story with a near feature-length set of cut scenes, players can make the choice constantly to have a serious or outright zany experience. Create a hard-nosed gangster or create a computer geek with a pot belly. No one's gonna judge you.

    They take me through the example mission and I see one of the new area expansions to the game's 1.5x larger city. You are in a dusty, almost wild west world. It's a trailer park, and you're here to blow it up. Running into one of the 130 new internal environments, you grab some satchel charges (essentially sticky grenades that can be remotely detonated).

    Heading around outside, Tsai dropped bombs in dramatic sequence, blowing up trailers one after another. He spoiled an otherwise impressive street of open world AI and animation at its finest, in which I'd seen a jogger tie their shoe, a power walker anally strut past, an old man hobbling slowly and one guy lounged out on a beach chair (who I was assured would get up and go about his day if we'd watched him long enough.)

    But Tsai wasn't content with spoiling a good day. He's played the mission before. So he opts to throw a satchel charge onto a jogger instead of the next trailer. It seems like a normal enough decision as it sticks to the side of her head like a lopsided cubic afro. Then he throws another and another. Now the jogger is having a tough time jogging. Finally, Tsai steps back and blows her up with a massive explosion. She shoots 50 feet into the air...then he hits the trigger again...and again, "juggling" the innocent in mid air.

    I could act mature about the situation now, but I chuckled.

    The neat thing about this sort of debauchery is that Saint's Row 2 will reward you for it. Called "diversions," these mini achievements are built for fucking around and will earn you "respect" that's usable in the storyline. "Chances are, if you try it, it's been done," Donovan assures me, meaning that the game will acknowledge any feat you throw at it. And it's an idea that's long overdue in a genre in which gameplay so often...digresses.

    But what I didn't get a chance to see was the game's co-op. The full campaign supports two players ala Crackdown. Oh, and those "diversions" we talked about above? They will include co-op combos, as well as the rare moment when you might actually try to harm your friend in crime with a submachine gun.

    "It will be a lot of fun," said Tsai. "In Crackdown, players sort of had this static objectives...in SR2 our missions are a lot more complex, we're actually forcing more interaction."

    I ask him why we've seen co-op games explode in the last few years.

    Tsai laughs and lets me in on his personal theory. "All the guys like you and me who grew up playing...Contra, Ikari Warriors, Jackal...have disposable income." He's probably right.

    After talking to Donovan and Tsai and seeing the game, those still bent on fueling some war between GTAIV and Saint's Row 2 need to realize something...in what is maybe the crudest analogy I've ever put to print.

    Rockstar is like Hugh Hefner. They create a product that hides behind (what is often) a facade of high artistic vision. Volition is more like Larry Flynt, not shying away from what they purport the audience is really looking for—the gynecologically precise experience of juggling a woman in mid-air with properly timed sticky bomb explosions—fulfilling your deepest id impulses, spread eagle on your monitor.

    "They're gonna do what they're gonna do," Donovan said. "That's actually a good thing for players."


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