Official Twitter account of Volition, the studio behind @SaintsRow

Champaign, Illinois, USA
Joined April 2009
Replying to @JacksonKalum
Who do you think would win, and why?
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Replying to @0neeUp
Working on it. Did you miss the memo?
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Replying to @BillyMsds
Sure, when we are ready to.
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Replying to @JacksonKalum
Rocket launchers make everything better.
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Replying to @chazgotclass
We focus on creating new content, and are not involved with ports or remasters of older titles.
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Replying to @Noodlock1
Crazy how the new gen almost looks photo real, huh?
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Replying to @brigadier_tc
This is either very funny or a very desperate attempt for the slightest crumb of info. We're going to bet on the former and have a grin this morning.
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GIF
Replying to @totally_adicted
Not something we can share just yet, sorry.
Replying to @ZompieGaming
You're very welcome. It was a nice change of pace from our usual questions!
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Replying to @ZompieGaming
What kind of performance hit would it take? NPCs are baked assets to improve performance. Customization is a very heavy memory hit which consoles are limited. Ultimately is the player experience with this feature really worth it? 2/2
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Replying to @ZompieGaming
It's an interesting idea, but let's think about this from a developer perspective. How much time and effort would that cost? Not just programming the feature but implementing UI which would need to be different from player creation. 1/2
Replying to @ZompieGaming
As opposed to both players in a cutscene? It wouldn't make any logical sense story-wise. The player is THE Boss in the story. There are not two, and trying to account for both SP and co-op play with different cutscenes would be insanely expensive.
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Replying to @ZompieGaming
We can't comment on anything about the new game yet, sorry.
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Replying to @ZompieGaming
The title came from one of the neighborhoods in the game. We talk about that (and a lot more) here: volition.tumblr.com/post/999… Gang design is a team effort, from writing, to artists, to gameplay designers. There is always a lot of fine tuning and evolution during development
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Replying to @ZompieGaming
Again, it all depends on the vision and intent of that particular game.
Replying to @ZompieGaming
THQ owned us at the time, and the first Saints Row was a flagship title for them. It did not have a low budget by any stretch of the imagination. It was an early 360 exclusive, and the first open world title on the console.
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Replying to @ZompieGaming
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.
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Replying to @ZompieGaming
If there is ever a specific actor, the agency we use would talk to that actor's agent and we go from there. For big names it usually comes down to our VO budget. Game dev is fluid, and we often have to adjust expectations based on reality of time and money.
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Replying to @ZompieGaming
Flow would be in regards to cut story/missions. A vehicle or weapon being cut would generally be because there wasn't enough time to polish it to final or it wound up not being fun. Development is often experimentation. Some things work, while others do not.
Replying to @ZompieGaming
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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