‘Agents of Mayhem’ Review: A Uninspired Grab Bag of Gaming Cliches
A Saint’s Row crossover featuring a cast of unique, boastful characters, each with their own array of game-changing upgrades and weaponry — what could go wrong?
Apparently…a lot.
Agents of Mayhem is a prime example of what happens when a development team loses focus of the end product and just wants to have fun while building their game. Sure, it shouldn’t be a miserable experience for the development team, and you can see just how much Volition loved what they were doing. But that love doesn’t really translate into a fun experience for the player.
Out of a roster of 12 agents, players control three at a time, cycling through them with the press of the d-pad in a game you’ll feel like you’ve played before, and enjoyed a lot more. From the futuristic setting to the bland selection of vehicles to the tedious combat, very little about Agents feels fresh and new.
Even the story, told through cutscenes that feel like a ’90s cartoon without the same pizzazz, mimics older mediums like Freedom Fighters to a fault, throwing us into a conflict between standard Good Organization and a forgettable team of supervillains. Maybe it’s getting difficult to be original these days, but it shouldn’t feel like the effort wasn’t even made.
Once inside the open world of a distractingly American Seoul, South Korea, you’re met with nothing but repetition. Despite the different character classes — such as the machine-gun toting assault and the cross-bow wielding support — combat wasn’t something I enjoyed. Even agent special abilities wound up either being some variation of a grenade or increased firepower, leaving behind so many opportunities for diversity.
The open world also tends to feel very empty. Sure, NPCs roam about with the sole purpose of being randomly caught in firefights and cars driven by a poor AI threaten to run you over every single time, but bad guys and side quests are few-and-far between. And when you do find some, it’s not anything to get excited over. Expect the same array of side quests you’ve been completing since the dawn of open-world gaming. It’s the standard fare of bullet-absorbers and an uninspired selection of rinse-and-repeat main quests.
Now, on for the good, because not everything about Agents of Mayhem was lacking.
Though the gameplay may be bland, the different agents do offer unique playstyles. For instance, the shotgun wielding Hardtack is a close-range tank…
while Scheherazade the assassin wields her sword for fast melee action.
Any of Volition’s originality seems to have gone into creating the diverse roster and the distinct Mayhem abilities for each character. Available once a meter fills up, either through continuous combat or from randomly dropped pick-ups, Mayhem abilities showcased the individuality of each agent. Through rare upgrades, these attacks can be altered and upgraded for maximum destruction… or at least as destructive as the game lets things get.
Upgrading agents through weapon mods, altered special abilities, and passive perks can change how each character plays, and finding the right combination can be a game all on its own. But finding the right trio of agents equipped with the perfect set of mods and passives is not enough to completely save the experience.
When not strolling through South Korea, you can meander about MAYHEM headquarters, or The Ark, where you’ll find an R&D department to purchase consumable powers, a garage to swap out collected vehicles that you can call into action in Seoul, and an online marketplace for additional perks upgrade. It’s fun to see the inner workings of the agency, but it also forces you to interact with quite the obnoxious cast of characters trying too hard to fill tired stereotypes.
Maybe my biggest gripe is how limited the game felt, specifically with the agent roster. To switch out one of your three agents, you need to return to the hub and reset your position in Seoul.
Why you can’t switch between any of your unlocked agents is a mystery as the chosen agent just kind of awkwardly teleports into the world. One could easily switch between all characters via a selection wheel, but Volition opted to limit the choice to three. This can sometimes lead to regrets if you bring the wrong agent to a boss fight.
It’s often a game of trial-and-error, which could have worked had the core gameplay been more fun.
There are key elements that work, but ultimately, Agents of Mayhem is a flat entry to the large selection of AAA open-world adventures.
Mark LoProto is a horror-loving gaming enthusiast who also has a soft spot for Ghostbusters, bubble wrap, and kittens. Look for his work here, here, and here.