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Review of Saints Row: Gat out of Hell on PlayStation 4

by Max Rathon Max Rathon photo Jan 2015
Cover image of Saints Row: Gat out of Hell on PS4
Gamefings Score: 6.4/10
Platform: PS4 PS4 logo
Released: 20 Jan 2015
Genre: Action-Adventure
Developer: Volition; High Voltage Software
Publisher: Deep Silver

Introduction

Saints Row: Gat out of Hell is a bite-sized standalone expansion that flings two Saints - Johnny Gat and Kinzie Kensington - into New Hades to rescue the Boss from Satan. Built on the shoulders of Saints Row IV, it keeps the franchise's irreverent tone and superpowered chaos, but trims the ambition into a smaller playground. On PS4 the package arrives as an inexpensive detour rather than a full sequel: it's clever in concept (hellish Disney parody, seven-sins weapons, and angelic flight) but hamstrung by recycled assets, a compact runtime, and the kind of technical baggage you'd expect when a team ships a focused expansion on tight schedule. If you want the fun of Saints Row with wings and devil puns, this is your ride; if you expect a deep, polished next chapter, you'll find the engine sputters before the credits roll.

Gameplay

Mechanically Gat out of Hell is Saints Row IV distilled and lofted into the sky. At its core it's still a third-person shooter in an open-world toybox: quests, collectibles, and side activities populate five islands that orbit a central tower in New Hades. The most consequential mechanical addition is "angelic flight": players equip wings and trade ground-blasting superpowers for airborne traversal that's meant to be the game's raison d'être. Flight changes the problem space of level design - verticality replaces sprawling streets, line-of-sight becomes traversal planning, and movement systems take center stage. Flight implementation is the standout from a technical-design perspective. The game encourages inertial movement and boosts rather than infinite hover, so momentum and weight feel present (even if tuning swings between satisfying and slippery). The traversal system rewards momentum chaining - stringing boosts, dives, and ground-contacts - which makes the world feel like a proper flight sandbox instead of a glorified hover arena. Summoning demon allies to fly alongside you is a neat systems flourish that helps sell populated airspace: you're not the lone flying psychopath, which aids both spectacle and gameplay pacing. Combat and weapons borrow heavily from SRIV but inject novelty through seven-deadly-sins themed arms. These are imaginative on paper - e.g., a Gluttony Gun that shoots cake batter with odd status effects - and they provide useful variety in crowd-control and novelty damage states. However, the combat loop itself struggles with a few systemic issues: hit detection and feedback aren't always crisp in aerial engagements, enemy AI tends to default to predictable strafing or kamikaze runs, and encounter scripting is lighter than you'd expect. Reviewers noted a lack of traditional story missions and heavy reliance on repeatable side activities to fill the Satan's Wrath meter that gates progression. That design choice trades structured pacing for emergent play, which works when the traversal and weapons are clicking, and feels repetitive when they're not. The open world is compact and intentionally segmented into five themed islands: Shantytown, Barrens, Downtown, Forge, and the Den. This segmentation helps performance and content density - smaller islands mean less real-time streaming overhead and focused activity placement - but it also makes exploration feel like hopping between arenas rather than uncovering a cohesive city. The mission and progression architecture uses a meter-based unlock system instead of linear mission beats; this reduces scripting complexity and allows for flexible pacing, but it also exposes the content's thinness when many objectives recycle the same activity template. From a systems engineering standpoint Gat out of Hell is an economy of features: meaningful new traversal, a handful of fresh weapons, and a condensed activity loop sitting on top of existing Saints Row frameworks. Where it falters are the seams between systems - intermittent framerate dips, some collision oddities when landing at speed, and mission scripting that sometimes fails to deliver unique mechanical beats. Voice work and dialogue are consistently praised, which masks some mechanical rough edges, but the game's short runtime and repetitive side content are hard to ignore.

Graphics

Graphically the PS4 version looks like a last-gen game given a coat of infernal paint. Assets, textures, and character models are serviceable but not impressive for the platform - reviewers repeatedly pointed out that visuals feel on par with the previous console generation rather than a fully realized current-gen step-up. Lighting is sometimes used creatively to sell the hellish setting and theatrical musical set pieces, but texture pop-in, low-resolution environment maps, and occasional LOD snaps betray the game's reuse of SRIV pipelines and time-boxed production. Performance is where the technical trade-offs are most audible. Occasional framerate losses and stutters crop up during dense encounters or when the camera gets ambitious mid-flight; these are not universal showstoppers, but they undercut the flight experience, where smooth camera and steady frame pacing are crucial for precise input and landing. There are also reports of graphical glitches and collision quirks - things like ragdolls behaving oddly after atmospheric transitions, or objects clipping during scripted sequences. Animations for the main characters and key NPCs are solid thanks to good voice-acting direction, but secondary character rigs and crowds show their seams under close inspection. If you treat Gat out of Hell as a polished prototype of a bigger vision, you'll appreciate the bold art direction and some inspired setpieces. If you expect PS4-era technical refinement, you'll notice the limited texture budgets, occasional pop-in, and framerate inconsistencies that point to either engine reuse or the shorter development cycle of a standalone expansion.

Conclusion

Saints Row: Gat out of Hell is an amusing technical experiment that privileges traversal innovation over campaign depth. Its angelic flight mechanics and themed weaponry bring fresh movement joy to the Saints formula, and the hellish, Disney-parody setting is aggressively entertaining in small doses. On PS4 the experience is hampered by recycled visuals, occasional framerate hiccups, repetitive side content, and a mission structure that leans on a meter rather than a sequence of fully scripted, varied missions. If you're looking for a compact, silly detour with flight-based sandbox play and sharp voice acting, Gat out of Hell delivers a guilty-pleasure hour or two - especially if you can import your Saints Row IV Boss to personalize the cameo. If you want a polished, longform sequel or a technically pristine showcase for PS4, this isn't it. Consider the game a fun tech appetizer: smart ideas, uneven execution, and a handful of memorable moments that strive to lift the franchise skyward but don't always manage to stick the landing.

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