Agents Of Mayhem’s Joule Is A Support Character With No One To Support
Agents of Mayhem - Joule
(Last Updated On: July 23, 2017)

Another Agent was highlighted in the latest live-stream from Volition Software for Agents of Mayhem. The hour long live-stream features a look at the character Joule.

During the live-stream they explain how Joule started as a traditional engineer character and she went from the Rosie the Riveter trope to a less Rosie the Riveter trope. Originally Joule started off in overalls with a wrench and shotgun, but she eventually ended up in overalls with a tank top, and a wrench in a bag… with a beam gun. The character couldn’t be more boring, but you can see just how hard they tried to trope this character into cool-hood with the spotlight video below.

Now if you’re a masochist for lameness, they have a far more extended look into the design of the character and how they came up with her personality and background. It’s the sort of thing that would make you cringe hard if you weren’t already cringing from the trailer above, so you better have some botox on a tray well and prepared by the time you get done watching the hour long developer live-stream below.

Half an hour into the video they finally show some gameplay for Agents of Mayhem, which features a look at Joule’s combat and her vehicle. The sporty combat car looks like something out of Rocket League. They don’t spend much time in the car and instead focus on Joule and her pet class ability.

The focus of her gameplay mechanics centers on using an autonomous turret. Joule’s turret can be deployed and recalled using the reload button. So she doesn’t have to reload her weapons.

Her beam weapon is similar to the proton blasters from Ghostbusters. The longer she holds the beam on an enemy the more damage it does. She can also shoot the turret to heal it while the turret is deployed.

”Agents

They mention that people who like pet classes will enjoy Joule.

It’s odd because she’s a support class but it’s not a multiplayer game, so she has no one to support… except herself. Then again, even if Agents of Mayhem did have a multiplayer, anyone playing Joule would still only have themselves to heal.

Joule’s abilities and upgrades center around buffing her turret weapon. Unlike other support classes that have lovable or cool supports, Joule’s turret is a fairly lifeless hovering piece of metal that just never stops firing, or it fires and dies, or it just dies.

The lifeless automon accompanying the fashionista-engineer (because obviously, girls who are into fashion also thoroughly enjoy STEM fields, too… just like guys who are into Dungeons & Dragons just can’t stop talking about beauty trends, hair and makeup) is little more than just a function and nothing else.

Later on into the video, after we see all the boring skills and gadgets on display, we later see some more of the game’s open-world traversal. When you do mean things to the brain-dead NPCs roaming around Neo Seoul some baddies will automatically teleport out of no where to beat the crap out of you. There’s really no build up or intensity to the enemies appearing in Agents of Mayhem, they just spawn in and shoot at you until you die or they die.

The actual map looks like it could have been fun to run around in, but the more they show of it the more sterile it looks. Enemies also don’t make much use of the different areas, with their pathfinding being fairly linear and limited to the main streets or spawn points. So don’t expect any of the cool chases or AI traversal featured in games like Sleeping Dogs, GTA IV or Assassin’s Creed.

So far I’ve yet to see what part of Agents of Mayhem is supposed to entice gamers. So much of it is just… sterile. It would have been cool if enemies commandeered vehicles and went crazy in them in order to run you over, or utilized the environment for parkour, or took civilians hostage, or a million other things to make the gameplay seem interesting… but nope. You won’t find any of that here.

You can look for Agents of Mayhem to launch on PC, PS4 and Xbox One starting August 15th.


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About

Billy has been rustling Jimmies for years covering video games, technology and digital trends within the electronics entertainment space. The GJP cried and their tears became his milkshake. Need to get in touch? Try the Contact Page.

  • ThETrUeGaMeR96 .

    So much negativity as if this article was made by an old SR fan who resents Volition for taking a new direction in gaming (new IP). I’m pretty sure similar negativity rised during SR4’s days, but it was surprisingly decent despite that post release.

    I believe this game is underrated and received more negativity than it deserves as we don’t even have the final game yet. In short… Have an open mind!

    • Uh, no. I’ve bought and played all of the Saints Row games and bought the DLC for both SR3 and SR4.

      I absolutely know exactly WTF I’m talking about. SR4 was a HUUUUUUGE step back from SR2. In fact, SR2 is still Volition’s magnum opus because it was the only one of the series that featured a fully robust fighting system that wasn’t just a QTE fest, and the enemies were varied and dynamic in how they came at you. It was controlled chaos and was pretty darn fun.

      You could choose whether or not you wanted to dual-wield certain weapons instead of being forced to after unlocking an upgrade, and the clothing options allowed you to layer your characters clothes instead of choosing from preset outfit sets.

      That’s not to mention that the civilians and open-world NPCs were a lot closer to GTA in terms of liveliness and soul as opposed to the lifeless scattering of people who walked down the streets in SR3, SR4 and Agents of Mayhem.

      • descent3031

        You left out the part where it was possible to die in SR2. In 3 they actually introduced level up talents that made you immortal, and I don’t think they could be turned off once you turned them on. In 4 you were so spastically overpowered and the enemy AI so abysmal that you really had to be asleep at the wheel to die. Not to mention the fact that escaping from a fight to reset was incredibly easy since no enemy was capable of following you.

        Also the fact that in 4 cars were made completely superfluous yet the game still tried to pretend that you would want to drive them. Not only did this remove a lot of the charm and fun in messing around with cars, it made for some aggravatingly slow missions (like being forced to walk in certain areas… why the fuck do games do this?).

        I really enjoyed three and four because the characters still had charm, and there were a lot of clever concepts (the old school 2d fighter was perfect, as was the ability to bang all your crew members), and above all, I played both games start to finish with my brother…. What’s that you say? Agents has no new ideas, boring characters straight from the boilerplate (or blatant cash in attempts on past glory like Gat) and no co-op? Yeah, I don’t think I’m the target audience.

        • Good point about the difficulty in SR2. The missions where you had to raid the Ronin casino and that multi-level Chinese hotel (by the way, that was one of the hardest and most inventive missions I’ve played in an open-world game) required actual strategy. You had to actually think about how to approach those missions before just going all in.

          In SR3 I liked what it could have been and the improvements on the controls, graphics and vehicle handling, but man oh man was it such a drag with the idiotic AI and many of the uninspired maps and missions.

          SR4 made me so angry with how vehicles were made useless, and they focused so much on those OP superpowers. Like you mentioned, the over-the-top story offered for some funny and entertaining moments, such as when the main bad guy Zinyak interrupted the Saints when they were singing along with the song on the radio it was pretty hilarious, but it just didn’t compensate for the awful gameplay loops and overall boring mechanical structure.

          • ThETrUeGaMeR96 .

            Because of SR4, I have one of my all-time favorite antagonists, Zinyak. Btw, the powers are genuinely balanced. The OP ones are Freeze Buff, maybe full powered freeze blast, and DLC powers. But they aren’t that bad in a genuine way of seeing it. Unless you have the OP ones I mentioned.

          • Disqusted

            I liked some elements of SR4, especially Zinyak. But at the same time, I really don’t have any motivation to go back and replay SR4. I haven’t thought much about why, but the issues Billy listed are probably part of the reason.

          • One of the reasons I never replayed SR3 or SR4 just for the fun of it was because all the fun parts were linear and scripted. In SR2 you had a lot of leeway in how you could complete missions, and this afforded the game tons of replayability.

            I remember in one mission in SR2 you had to track down a semi on the freeway and prevent it from escaping — I used a twin-engine plane to fly overhead and then crash it into the truck, except the truck didn’t die it just crashed and the plane blew up. So I hopped inside the truck — with cops now in pursuit — and drove the truck around until I drove it off a pier and into the water. You could do that mission a hundred different ways and that’s part of what made it so fun.

            In SR3 and SR4 you didn’t get that sort of leeway so there was really no point in replaying most of the story missions.

        • ThETrUeGaMeR96 .

          Right? Most criticised thing. AoM is to remedy that. If I recall, there are 15 difficulty modes. They get very hard. Btw, I tried SR4 on Hardcore with no health increase. About mid game, it’s truly impossible to survive without health increase levels. Try it yourself if you don’t believe me.

          • descent3031

            Read the last paragraph. The game could be harder than maintaining an erection whilst watching the ring and I wouldn’t be interested.

            “. Btw, I tried SR4 on Hardcore with no health increase. About mid game, it’s truly impossible to survive without health increase levels. Try it yourself if you don’t believe me.”

            I could make it even harder by trying to play it one-handed. This doesn’t exactly sound like a balanced yet challenging experience anyway, but I shouldn’t have to fiddle with the settings to have an experience like that. By default I play every game on the hardest available difficulty from the starting menu. If I do this and the game is still completely without challenge, then it is not well put together.

      • ThETrUeGaMeR96 .

        Hello Billy. I have played and beaten every single main SR game. So I’m fully aware of the positive and disappointing aspects of all 4, the pleasures and annoyances. The 2nd game is objectively better and the most detailed. Like Fallout 4’s features were likely “prototypes” of future installments, SR4 was practically a “prototype” of AoM, you can clearly see it. Besides, Idk if you personally tried the game out, but in livestreams, you can easily see Volition is focused on small details like they were in SR2. How similar? Only Volition knows. Volition also stated there will be more NPCs in the final game. You have to remember the game isn’t finished. They’re more worried about the Agents than NPCs and nuanced details when they stream. And Idk about you, but if devs aren’t afraid to show raw gameplay, then I feel that’s a good thing. How many have been burned on games that show little gameplay or the same thing like No Man’s Sky (not counting R*)?

        Every criticism you and many others make on AoM, is like being critical to unfinished bread. It’s simply not fair. Presumptuous at best for lack of better terms.

        Also, I said SR4 was surprisingly decent. You make it seem like I praise it in my eyes… Ik the feeling of a franchise that takes an insane approach. But have an open mind before you criticize an unfinished game please. Or even better, make a judgement after you play the final version. Goodbye.

        • Besides, Idk if you personally tried the game out, but in livestreams, you can easily see Volition is focused on small details like they were in SR2. How similar? Only Volition knows.

          Well if only they know those details but it’s not being conveyed to customers then how or why would the average gamer be excited about that?

          You have to remember the game isn’t finished.

          The game is due out in August. It’s literally weeks from being finished. It didn’t look fun last year, and it hasn’t changed in the dev videos released this year. With only weeks to go, how much is really going to change before the game goes gold (which is either going to be this week or next week)?

          They’re more worried about the Agents than NPCs and nuanced details.

          And therein lies a huge part of the problem. The nuanced details is what makes the gameplay loop fun. I don’t care about any of the Agents they’ve showcased so far, so I’m automatically not the target audience for this game. The only way I could have been won over is because there’s some cool gameplay loop involving the NPCs or the nuanced details such as mini-games, unlockables, vehicle physics, or some other reason to actually want to play the game.

          They haven’t given any reason other than”look how diverse our Agents are” and to that I say “I could have made better characters with a character creator”.

          And Idk about you, but if devs aren’t afraid to show raw gameplay, then I feel that’s a good thing.

          If the raw gameplay is boring and is repetitive in an uninteresting way, then what’s the point?

          Every criticism you and many others make on AoM, is like being critical to unfinished bread. It’s simply not fair.

          Except it’s due for release next month! More specifically, three weeks. The argument you’re making is one I’ve seen from fanboys since forever “It’s not finished yet!”… “It’s only in beta, guys! It’ll get better!”… “You can’t judge the game yet, it’s not out!”

          There are some games you can look at from a mile away and tell if it’s going to suck or not and it’s pretty obvious with Agents of Mayhem.

          I mean seriously, dude, they have a support character in a single-player game!

          • Disqusted

            That guy is going to end up so disappointed when the final product ends up shit, just like it looks in WIP.

            He probably won’t admit it either. He’s going to go around trying to convince his friends that it’s not as bad as others think, because he doesn’t want to look like a fanboy with poor judgment.

            I hate that gaming has sunk down to shit like that.

        • Disqusted

          Like I said in my other comment, if a game looks like shit in development, there’s a pretty high chance of it being shit as a final product.

          The problem is you don’t seem to be able to differentiate between people who actually know what they’re talking about, and random assholes whining.

          There is absolutely nothing wrong with criticizing work-in-progress. That’s how you get them to improve before it becomes a final product. The problem is filtering good feedback from useless feedback.

          There are a lot of people who know they don’t like something, but can’t explain why. The key is listening to the people who are able to explain their points clearly, and who preferably have a history of having good feedback.

          On the contrary, devs tend to listen to whoever is loudest (eg. SJWs or popular YouTubers). That is a big problem.

    • Disqusted

      While I understand your “don’t be so quick to judge”, I’m being negative about it as a very long-time gamer, above average artist with decent taste and someone who has a fairly high standard for quality. Please don’t just lump me in with assholes who whine about stuff for stupid reasons.

      I personally believe that if you are showing off your game, you should be showing off the good parts that make people like it and want to play it. If people are already writing it off as looking like shit, then you are very, very likely doing something wrong.

      Expectations are very important, which is why companies like Valve are so adamant about keeping things like Half Life 3 under wraps. They’ve said they weren’t happy about some parts of Half Life 3 and completely redid it a few times already. Can you imagine how many people would have liked some of the iterations and campaigned for them to make the final cut, or ended up disappointed by the final product in comparison to anything they’d previously showed?

      Anyway, back on topic, how many games looked like shit and turned out to not be? I’m pretty sure that’s a rare scenario, and Volition’s recent track record with being vocally anti-gamer does not help.

  • ThyPancakeConsumed

    If volition traded dicks in for pussies, they need to go.

  • ThyPancakeConsumed

    If volition traded dicks in for pussies, they need to go.

  • Disqusted

    Everything about this game seems so horribly unappealing. The header art looks so bad. The only pic I thought looked okay is the one of her in the kitchen (because her face looks nice, not because she’s in a kitchen), but that doesn’t look like in-game footage.

    I was skimming through the 2nd video for ages before I found any game footage. Skimmed through the first video and the very first thing I found was that goddamn Inception reverse whale sound effect again. That shit is f**king everywhere, so tired of it.

    When I hear that sound, all I can think of is “amateur sound designer with poor taste hopping on the mainstream bandwagon”, or something along those lines. At the very least, they could edit it so that it doesn’t sound like the same goddamn sound effect everywhere.

  • Disqusted

    Everything about this game seems so horribly unappealing. The header art looks so bad. The only pic I thought looked okay is the one of her in the kitchen (because her face looks nice, not because she’s in a kitchen), but that doesn’t look like in-game footage.

    I was skimming through the 2nd video for ages before I found any game footage. Skimmed through the first video and the very first thing I found was that goddamn Inception reverse whale sound effect again. That shit is f**king everywhere, so tired of it.

    When I hear that sound, all I can think of is “amateur sound designer with poor taste hopping on the mainstream bandwagon”, or something along those lines. At the very least, they could edit it so that it doesn’t sound like the same goddamn sound effect everywhere.