Alright fair.
When did development start on this installment?
Did anyone think the series wouldn’t thrive as much as it did? (Example saying saints row 2 is the final straw)
What hints can you give about anything?
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Development started after the release of Agents of Mayhem in 2017.
Future plans are generally dependent on the success of the current title. We always hope for the best.
We can't give any hints about anything. Though ultimately futile, we do respect your tenacity.
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No more questions about the next installment from me as I have a bunch that might not be answered. Though
How far did you specifically think volition would come? (What did you expect?)
Which of the 4/5 (GOOH) saints rows had the biggest hurdle and what was the hurdle? —
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What is the hardest thing or was in development?
Why were some things cut
How difficult was it to get ahold of VA’s?
Is the comedy and action factor focused more than say an emotional connection with a story/line?
That’s it. Thanks for taking the time to answer my questions.
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Cut content happens for a variety of reasons. Can't be polished in time, breaks flow, isn't working
We have an agency we use for VO talent. We don't have to try and contact actors directly if that's what you are asking
Tone all depends on the specific game and its direction
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How do cut vehicles or weapons exactly break flow? Because to me it seems like the genkipult in sr3 would kind of be cut with how it works?
The Question should have been explained better, I mean like were there desirable people from the very first few volition games that got—
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Steve Jaros was the lead writer (and eventual Creative Director) on all the existing Saints Row games. The later games may have had a different tone but they all came from the same person's vision and intent.
Jan 21, 2021 · 5:07 PM UTC
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