If you prefer your entertainment to be subtle, meditative, and restrained then Agents of Mayhem is not for you. Everything about Volition’s third-person, open-world shooter is ridiculous. From its cheesy cast of characters and backstory, through to its retina-blasting visuals and ear-melting soundtrack, Agents of Mayhem isn’t afraid to wear its madcap heart on its sleeve.
Which should come as little surprise given Volition’s pedigree. As the studio behind the always outrageous Saints Row, Volition has rarely shied away from controversy. This is, after all, the same studio that promoted Saints Row: The Third‘s in-game “Penetrator” weapon by sending out real-life replicas of the 43-inch rubber dildo bat to journalists.
While Agents of Mayhem—which, in case you’d forgotten, made its debut on IGN during E3 2016—is positioned as a new franchise, it’s more of a spiritual successor to Saints Row, with all the nuttiness that entails.
The hook, which Volition is clearly hoping will set Agents apart in what is an incredibly crowded genre, involves being able to switch between a squad of up to three characters at any time. With combat often involving large numbers of enemies, the option to flick between characters that cover a range of attacking options allows for some interesting strategies to develop.
You might start out by diving head-first into a crowd with shotgun-wielding Ishmael ‘Hardtack’ Funderburke, using his brute force and generous supply of hit points to deplete your foes, before pulling back and finishing them off with the sniper-like bow and arrow specialist Paranati ‘Rama’ Malhotra. Stragglers are easily flushed out with Roderick ‘Hollywood’ Stone’s mighty grenade launcher.
Only one agent can take to the battlefield at any one time, with the new character instantly teleported to the same spot as the old. This gives you the option of continually switching characters to launch a ceaseless attack if you prefer, doing away with long-range combat altogether, and timing the swaps to give injured team members a chance to heal outside of battle.
All agents can perform a ludicrous triple-jump; the inclusion of which acts as perhaps the most overt example of how Volition is embracing the concept of “bigger is better.” And then there are the Mayhem attacks.

Loading comments...