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Saints Row (2006) – Revisiting the Original Gangster Sandbox in 2025

  • Writer: Niels Gys
    Niels Gys
  • Nov 9, 2025
  • 4 min read

TL;DR

The 2006 Saints Row is a glorious mess — the video game equivalent of robbing a gas station for the thrill, then apologizing mid-robbery.


Saints Row (2006), revisited in 2025, is like finding your old gang jacket in the attic — smells bad, fits weird, but you can’t help smiling when you put it on.


It’s the birth of open-world stupidity, the proto-Payday, the reckless ancestor of modern chaos. Clunky, juvenile, utterly insane — and still more alive than half the sanitized sandboxes we get today.




Freedom of Crime

In 2025, freedom means robbing anything that moves, right? Not in Saints Row 2006. Here, freedom means doing chores between crimes.


You’re told to become the king of Stilwater — but first, you’ll need to earn Respect Points by driving sewage trucks, tagging walls, and delivering hos like an Uber driver from hell. Nothing says criminal empire like cleaning up poop for XP.


Sure, you can hijack cars, blast gangsters, and dress like Prince’s evil twin. But every time the game whispers, “Wanna take over the city?”, it follows up with, “After a few more side gigs, champ.”

It’s open-world anarchy trapped in a hamster wheel.



Criminal Fantasy Fulfilment

Does being bad still feel good in 2025? Yes — for about ten minutes. Then you remember your crime lord career is built on side-jobs that feel like rejected WarioWare ideas.


Players online still praise its gang-rise story, but let’s be honest — it’s more paper route than power fantasy. You’re not Scarface. You’re the errand boy of organized crime.


The 3rd Street Saints talk tough, but you’re basically their unpaid intern with a gun. “Go spread our colours!” they say. Great — nothing screams dominance like graffiti in a cul-de-sac.



Heist & Mission Design

The year was 2006. Mission variety was a myth, and Saints Row proudly continued that tradition.

You’ll bounce between drive-bys, escort missions, and those unholy “respect grinds.” It’s like working at a criminal IKEA — assemble, repeat, despair.


Modern players call it “a relic.” That’s polite. It’s more like an artifact archaeologists dig up and say, “Well, at least they tried.”


The heists are short, the payoffs meh, and the AI’s IQ somewhere between a Roomba and a stale bagel.



Money & Progression

Money rains easily, but progress? That’s gated behind respect, the most un-criminal thing ever invented.


You can’t just go rob a bank. You have to prove you’re cool enough by doing a few extracurriculars first. It’s like trying to join the mafia but needing 30 scout badges.


The 2025 crowd calls this padding. Back then, we called it “gameplay.” Either way, it’s a system that turns ambition into busywork.


Still, buying cars, unlocking safehouses, and guns feels satisfying — in that “early 2000s payday loan commercial” kind of way.



World & Sandbox

Stilwater in 2025 feels smaller than your Spotify queue. You can cross the entire map in one podcast episode.


But there’s nostalgia here: boxy cars, neon streets, and NPCs that look like they were carved out of wax. The game may not simulate life, but it absolutely nails the vibe of cheap gangster movies on VHS.


It’s static, dumb, and occasionally brilliant — like your first crime that somehow worked.



Crew & NPCs

The Saints are your crew — loud, loyal, and dressed like every MySpace rapper in 2006.


Their dialogue is half-threat, half-comedy sketch. They’ll say things like “Let’s take back our turf!” while standing perfectly still and clipping through a fence.


The villains? Cartoons with guns. The allies? NPCs who’d lose a staring contest with Siri.

But that’s part of the charm — this game has personality where most modern games have polish.



Police & Law Response

The cops in Saints Row 2006 make modern GTA police look like a SWAT documentary.


You can commit mass vehicular manslaughter, and they’ll shrug like, “He probably had a permit.”

Even when they chase you, it’s half-hearted. Their sirens sound tired. Their cars explode on light contact. They exist to remind you that, yes, technically, the rule of law exists — somewhere, probably.


If you’ve ever wanted to feel invincible without cheats, Stilwater’s police department is your ticket to immortality.



Style & Atmosphere

Saints Row oozes mid-2000s swagger. Chrome rims, chunky jewelry, blaring rap tracks, and a colour palette that looks like Hot Topic threw up.


Driving still feels great. Shooting still feels sharp. Everything else feels like it’s duct-taped together — but with style.


In 2025, it’s a time capsule of pure chaos. This was gaming before microtransactions, before battle passes — when crime was about vibes, not currencies.



Replayability

Replaying it now is like visiting your teenage bedroom: embarrassing, nostalgic, and somehow comforting.


You’ll laugh at the graphics, scream at the AI, and end up smiling anyway. Because under all the rough edges, it still feels fun.


You can’t recreate that kind of dumb confidence in modern AAA development. Saints Row 2006 didn’t care about realism — it cared about ridiculousness.



Multiplayer

Yes, it had multiplayer. Yes, it lagged worse than your grandpa’s Wi-Fi.


But it was chaos — and that’s all that mattered. You didn’t play for ranking or prestige; you played to see who could crash the server first.


In 2025, it’s a fossil, but one worth displaying in the Museum of Beautifully Broken Games.



FAQ

Q: Is Saints Row (2006) worth playing in 2025? Only if you miss a time when gangsters wore baggy jeans and games didn’t need realism to be fun.
Q: How does the Respect system hold up? Like a traffic cone trying to run a cartel.
Q: Are the cops any good? They’d lose a car chase to a shopping trolley.
Q: Is it better than GTA? No — but it’s definitely funnier.
Q: Will I laugh or cry playing this in 2025? Both. In that order.
Q: Should I play this before the reboot? Only if you want to remember why the reboot exists in the first place.

 
 
 

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About the Editor
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I'm Niels Gys, founder and editor of CRIMENET GAZETTE. I write about crime, heist, villain, and horror games because somebody has to separate genuine criminal masterpieces from games that couldn't organize a successful mugging.

Outside the website, I'm the frontman of JETBLACK SMILE, a Belgian rock 'n' roll band that sounds like bad decisions played through loud guitars. Turns out writing about chaos, criminals, and morally questionable life choices isn't all that different from writing songs.

I started CRIMENET because too much gaming coverage feels afraid to have an opinion. Reviews become press releases, every game is "solid," and somehow everyone leaves happy except the reader.

Not here.

CRIMENET covers crime, heist, villain, and horror games, alongside the occasional film or series that earns a place in the criminal underworld. Not the heroic kind. The kind where you rob banks, build empires, betray your crew, or become the monster everyone else is trying to survive.

I don't do review scores. The internet already has enough people arguing whether a game deserves a 72 instead of a 71, like they're negotiating a hostage release over a single percentage point. I'd rather tell you what the game actually feels like to play and whether it's worth your time.

Every article is built on research, evidence, and an unhealthy intolerance for mediocre game design.

 

Strong opinions are welcome. Invented facts are not.

Think less "trusted reviewer."

More "your inside man in the digital underworld."

I'm not here to save the world.

I'm here to tell you which crimes are worth committing. 🤘

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