Game Review: Agents of Mayhem

Jordan Samuel Jordan Samuel

September 1st, 2017

Content Editor, Film Critic and Writer for, the Founder and co-host of the official Nerdcast Network Podcast

Volition is known for their open-world Saints Row series,which brought humor and fun gameplay to the table. But times have changed as the franchise’s power was diluted by a seemingly endless number of sequels which lost the series’ gangster routes. 2017 brings Agents of Mayhem a new IP which introduces a new set of rules to the genre. But does it work? ComiConverse expert Jordan Samuel investigates.

Game Review: Agents of Mayhem

In the wake of a global assault, the world has fallen under the rule of Legion, a villainous cabal of criminal masterminds and costumed megalomaniacs. The only people who are capable of turning the tide are the Agents of Mayhem. Lead by Persephone Brimstone, these uniquely skilled agents are going to take down this New World Disorder by any means necessary.


Agents of Mayhem

Credit: Volition

Explosions are key in Agents of Mayhem, as the player is thrown into the open world with some colorful G.I. Joe-inspired overtones. After Saints Row IV divided fans, Volition is trying something new with a character swapping frenzy that is an amalgamation of previous efforts.

Agents of Mayhem is based on 1980’s Saturday morning cartoons (G.I. Joe: A Real American Hero, Thundercats) with the characters given different personalities and kinks. Volition does a good job paying homage to those action figure days with animated cutscenes and outrageous designs, reminding players of a certain age of those childhood weekends.

The storyline is bare bones. Persephone Brimstone and her League of Super-Powered Agents must protect Seoul from the evil influence of Legion. Agents of Mayhem’s mindless story comes with issues, as the characters lack the star power of those in the main Saints Row series.

Agents of Mayhem

Credit: Volition

Gameplay is the focus of Volitions new IP, based on the option to switch between three agents in combat situations with each having their own weapons and abilities.

Ditching the create-a-crime-boss simulator previous Volition games implemented, Mayhem is focused on gameplay and point earning. These changes in pace give a deeper reliance on learning character combat differences, but sadly the surrounding world lacks charm and unique sensibilities seen in modern day video games.

The open world hub allows players to explore tech-driven Seoul, The goal is to rid the menace of Legion and bring back normality.

Story continues below

Lists of Legion operatives are provided as targets to go after. I enjoyed the different characteristics of the various targets because it altered the series aims, moving away from the gang takeovers seen in previous Saints Row games. These missions have issues as they lack any sense of originality with the player needlessly shooting a wave of bad guys: I would have preferred more cinematic sequences like the bank robbery in Saints Row: The Third.

Agents of Mayhem

Credit: Volition

There are also character driven short stories, which change the pace of gameplay with strangely short campaigns. They end up feeling incomplete and disappointingly bare-bones in scope. The writing in these situations is great, with excellent comedic moments sprinkled in. Comedy is subjective but I would guarantee a few laughs

I wanted to like this game, but everything about it screams wasted opportunity. Volition has the talent to make lasting experiences, but Agents of Mayhem is not one of them.

Playing through Agents of Mayhem is a mixed bag, with great ideas thrown out the window in favor of explosions, and the creative messages lost in the process. The game ends up feeling unfinished.

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