Agents Of Mayhem Review: 3 Ups & 7 Downs
6. Bad Driving Physics & Awkward Conversations
The other thing you'll be doing outside of head-blasting is driving from point to point.
Sadly, the soundtrack in Agents of Mayhem doesn't continue the almost Guardians of the Galaxy-esque sense of personality we got from Saints 3 and 4, meaning you're left to boost and jump your way through the city with incredibly basic beats in the background.
For a developer who brought us Kanye West's Power playing over a bank heist, or Aerosmith's I Don't Wanna Miss A Thing in the background of disarming a nuclear missile in mid-air, the complete lack of audible character is a HUGE missed opportunity.
Interactions and conversations take a hit while driving too, with dialogue only being 'triggered' at set points across the city as you approach mission markers. It means you'll hear someone say "Man, remember the last time we tried that?!", only for five minutes of silence to pass, and the reply to sporadically appear as "Yeah man, it was crazy!", before most likely being cut off as the mission starts proper.
The actual driving itself is more reminiscent of Watch Dogs than Sleeping Dogs, where the latter traded exclusively in arcadey physics, encouraging massive powerslides and last-minute turns. Here, cars turn and land with zero weight, and the awkward 'rubbing up' against fellow NPC cars only serves to remind you that driving only feels like it was included for the sake of it.