Agents of Mayhem Is Enjoyably Mindless

Is it fair to judge a game based on the one that came before it? That’s the question that’s on my mind today with Agents of Mayhem. On one hand, a lot can change in a development studio in the years between game releases, and a new game should be allowed to stand on its own two feet. On the other hand, taking a look at the preceding games gives an insight as to how a company grows and changes with each new project, and whether they’ve evolved or regressed. In the case of Agents of Mayhem, we have a “new” title based on an old series, a spin-off distantly related to the original Saints Row games, but set in a rebirth of its universe. How will Agents of Mayhem live up to its legacy? How will it move on from it?
Agents of Mayhem features a roster of twelve colorful characters (called “agents”) who belong to a titular spy agency called M.A.Y.H.E.M., locked in a battle of “evil vs. evil” with their enemies, the rival agency L.E.G.I.O.N., who seek to destroy the world’s nations. Players choose a squad comprised of three of the agents, each of whom have their own unique skills and attacks, carefully balancing their team’s abilities to suit the mission’s needs. Weapons and passive effects can be boosted with special gear and pick-ups, while different kinds of tech and skins can be picked up as rewards in-battle, each adding to the strategic depth of each character. Instead of flipping through a set of three weapons pre-selected from their inventory like other games, players rotate their squad with the flick of a button, rapidly swapping their agents out as the situation demands, based on the vulnerabilities of their combatants.
Overall my first impression of Agents of Mayhem is that the game is a fairly routine shooter: kill bad guys, gain experience points, spend points for skills until you max out your character. With certain games you can almost tell what the developers were playing a lot of while they were making it. If I had to guess, I’d say there are some Gearbox fans among Volition’s team. It’s not the worst studio they could model themselves after for a multi-cast shooter, given they share a similar sense of irreverent fun. The RPG-lite flourishes, the diversity of the characters, the enemy cut scenes, the theatrically kooky villains, the sterile feminine voiceovers while visiting the hub, even the graphics seem like a softer take on Borderlands. The jump-drift, which allows the player character to jump three times in a row to reach heights, reminds me of The Pre-Sequel. There are almost too many similarities, subtle or not, to fully name.
But, if Agents of Mayhem is in fact borrowing from Borderlands, it took some of the best stuff from it. Volition seems to understand that people like a diverse roster of heroes with a wide range of abilities and strengths to mix and match. Where Agents of Mayhem succeeds over other games with a huge roster is in its switching mechanism—in MOBAs or hero shooters or even fighting games, a lot of people can’t devote the time to become really proficient with more than a few characters. Forcing the player to cycle through three works well in getting them to consider each agent’s strength and how it will best suit the team. As a result, it becomes much easier to quickly get well acquainted with each. I found myself choosing my squad based not just on a good strategic balance, but also on the characters that were the most fun to play, and I really like that I had the freedom to do both. I always feel like I’m not getting my money’s worth when I haven’t played a lot with everybody.
And while I’m not qualified to speak on some of the finer points of the various character identities presented in Agents of Mayhem (and look forward to the insight of those who are), I will say that those on the more marginalized side are some of the coolest, strongest and most interesting in the entire game. There are few things as satisfying as the sway of Daisy’s roller derby skates, the mysterious Scheherazade’s fluid hand-to-hand melee attacks, and the impeccably cool way that Braddock lights her cigarette on the glow of her gun. The Mayhem feature, a special attack each agent has that can be triggered under certain conditions, is also a glorious, adrenaline-pumping chance for each character to shine, and probably my favorite part of the game.
Sadly, Agents of Mayhem fails in some of its smaller details. The cartoon cut scenes, meant to evoke a campy ‘80s Saturday morning feel, look cheap and suffer from weak dialogue. Battleborn, another Gearbox title, used animation sequences as well, but they were highly stylized, sitting somewhere between a Gorillaz video and the cult classic Heavy Metal. Agents of Mayhem, meanwhile, looks budget, and not in a good way. The lack of proper shading is a distraction.