Saboteur Screenshots: Get Down From There, You!

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Excessive drinking, fast cars, climbing whatever, whenever--it seems that Saboteur hero Sean Devlin really knows how to bring out the local color, if you know what I mean.

And if you do, I'm sorry. That was terrible. See, Saboteur's black-and-white world regains color as Sean's Nazi-killing exploits restore hope and ...oh, nevermind, just look:

Developed by Pandemic, The Saboteur hits PC, PS3 and Xbox 360 on December 8.

Chris Faylor was previously a games journalist creating content at Shacknews.

From The Chatty
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    August 25, 2009 4:05 PM

    The premise sounds great, but I'm really worried about the execution, especially coming on the heels of Pandemic's more recent releases.

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      August 25, 2009 4:29 PM

      I assure you this one will be far better than our previous two offerings.

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      August 25, 2009 4:34 PM

      Never been a fan of Pandemic but I'm so excited about this game.

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      August 25, 2009 5:13 PM

      [deleted]

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      August 25, 2009 5:52 PM

      Mercenaries 2 and LOTR Conquest were both very poor offerings. This better be good, or else Pandemic has gone the way of Raven, both PC veterans who lost their way in console waters.

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      August 26, 2009 5:24 AM

      I saw a demo of it at ComiCon and left a bit disappointed. As a big fan of stealth games, I was saddened to find out Pandemic's slogan for the game...Stealth in, Action out. This means you can stealth your way into the mission area if you want (it's not always necessary), but you will always be discovered and have to fight your way out of the situation.
      I'm not writing it off, but The Saboteur just seems like more of an action game than a stealth game.

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        August 26, 2009 6:36 AM

        The _exact_ thing I've been worrying about with this game. Damned. That and the racing?!

        It just makes no sense, why would you be forced to draw attention to yourself if you've managed to stealth your way in? "Stealth in, stealth out. Kaboom!" That's the way to do it. Typical example where the player should get to decide how he/she wants to play it out, not the designers.

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        August 26, 2009 7:37 AM

        At the same time, Assassin's Creed followed that same mantra and that game was pretty fun insofar as the assassinations went.

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