Xbox 360 Reviews

Saints Row IV: Enter a Dominatrix review

I don’t buy DLC.

Well, OK, that’s not totally true. I’ve purchased a map container or dual here, an additional set of costumes there. we try to be unequivocally prudent in such purchases, however, and we pull an generally despotic line during digital purchases that demeanour to enhance or supplement storyline calm to a diversion in question. we shelled out a $15 for a Artorias of a Abyss DLC for Dark Souls—because, we mean, it’s Dark Souls—but my common order of ride is that if it doesn’t come as partial of a initial knowledge that we get when initial shopping a game, it competence as good not exist in my mind.

So, reviewing downloadable calm can be a bit of a bizarre conditions for me, given I’m perplexing to pass visualisation on an aspect of diversion that, as a gamer, I’d not unequivocally give a second suspicion to.

Enter a Dominatrix is different, though. Originally announced as an enlargement container to Volition’s Saints Row a Third, a DLC was nixed in preference of integrating some of a elements into a at-the-time-in-development Saints Row IV.

That’d be a finish of Dominatrix, many expected. Except it wasn’t, as Deep Silver and Volition announced that a combined calm container would be reworked into something that could be combined onto Saints Row IV. How would that work? Would we usually be retreading ideas that we’d now already seen and played in a full game, or was there adequate calm that could be salvaged? And, if a latter were a case, how distant along was that content, and how most work would it take to revitalise a thought of a release?

Finding a answer to those questions was what got me legitimately vehement about personification Enter a Dominatrix, given how most we enjoyed vanilla Saints Row IV—and those answers are what make this a square of DLC we found totally justifiable.

Looking during it from a gamer’s perspective, we mostly make assumptions about additional downloadable content. One is that what we’re given was calm that was creatively meant to be partial of a sell recover of a game, though that was damaged off to sell separately. Another is that it was calm that wouldn’t be means to be finished by launch, so giving it time to prepare would outcome in a improved experience. Or, a calm was devised and grown after a full diversion was finished, possibly due to astonishing direct or a group determining they had some-more ideas for what could be finished with a diversion and a world.

Enter a Dominatrix sits outward of all of those categories. This is a demeanour during calm that was nixed, presented in a impression of a array of interviews conducted by Stilwater news contributor Jane Valderamma with a Saints Row IV cast about what “could have been.” It’s a humorous, fourth-wall-breaking array of conversations, where a Saints not usually set adult a handful of gameplay segments by articulate about because they’re blissful that what we’re about to see never saw release, though also mangle into that gameplay on arise with director’s commentary–esque quips about what’s going down.

It’s all unequivocally lightsome and fun in a Saints Row tradition, though there’s something distant deeper and some-more engaging during work here. Enter a Dominatrix—as we’re experiencing it now—is a developer not usually giving us a demeanour during calm that was being worked on and afterwards was shelved, though indeed vouchsafing us play that content. In all of my years of gaming, that’s something that we can frequency remember happening. Sometimes, formula from a plan will trickle out to a public, vouchsafing us get a singular glance into a diversion that was scrapped and reworked (Resident Evil 1.5), hugely altered to turn another code or thought (Thrill Kill) or simply suspended due to financial or height shakeups (Half-Life on Dreamcast). Normally, developers can’t—or don’t wish to—show us a projects that were never meant to be. When they do, it’s by judgment art, work-in-progress videos, or other forms of non-interactivity.

If we come during Dominatrix with a mindset of how most additional calm you’ll get for your money, you’ll substantially finish adult disappointed. The whole experience, for me, couldn’t have been some-more than 30 minutes, and a handful of tangible gameplay segments featured conjunction a turn of plea that could mount adult to my endgame character, nor anything that I’d not seen before. (The perks of new homies and weapons are nice, though they’ll improved fit those who haven’t finished Saints Row IV’s storyline yet.)

And yet, we cruise Enter a Dominatrix to be positively fascinating, and something I’d suggest any loyal fans of a diversion to collect up. For me, DLC proves a value when it adds or expands a diversion in a approach that justifies a price—and for $7, you’ll not usually be removing a singular behind-the-scenes demeanour into a cut of Saints Row that could have been left forgotten, though an thought that both could and should be used distant some-more in this industry.

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GamerGoth

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