Saw
Saw is a PlayStation 3 puzzle game released in 2009 developed by Zombie Studios. It centers on puzzle, maze, or device solving, collection and development goals, and story, case, or mission progress, with controls and information arranged around the DualShock 3 or Sixaxis twin sticks, triggers, and face buttons, with PlayStation Move only where explicitly supported.
- AI score · out of 10
- 5.6 / 10
About this game
Saw is a PlayStation 3 puzzle game centered on puzzle, maze, or device solving, collection and development goals, and story, case, or mission progress. Compact stages add conditions and tighter constraints over time, with progress divided into stages, tasks, matches, or growth milestones that make immediate goals understandable. Its value depends on whether these rules continue to create judgment and room for mastery rather than on length, sales, or series recognition. Short campaigns are judged by repeat-challenge value, while longer ones are judged by variety, pacing, and recovery after failure. Graphics, audio, and input feedback need to support decisions directly, while HD 3D scenes, Blu-ray data streaming, surround audio, and cinematic presentation need to preserve action, state, and text readability together. The genre-specific limitation is that limited explanations, input recognition, repetition, or abrupt difficulty can stall progress. Platform conditions also include Blu-ray loading, HDD installs, system software, DualShock 3 battery life, Move accessories, resolution and frame rate, and retired online services affect present-day use. This description covers only this platform release and does not import features or conveniences from remasters, emulators, or other console editions.
Collected in series
SAW turns the films’ deadly tests into survival horror built around searching rooms, reading clues and escaping traps before time runs out. Jigsaw’s contraptions make solving a puzzle feel urgent, while encounters with other captives add danger beyond the machinery. The atmosphere is claustrophobic and the violence explicit.
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PlayStation 3AI review
AI reviews are subjective assessments, not player ratings. See each review for its evidence and limitations.Published date:
Trap searching and claustrophobic atmosphere capture the films, but sluggish fights and repeated late puzzles gradually turn tension into fatigue.
Trap searching and claustrophobic atmosphere capture the films, but sluggish fights and repeated late puzzles gradually turn tension into fatigue. Room searches alternate with bomb disposal, hazardous keys and improvised lock picking. Trap tasks give searches concrete stakes and layered objectives, but weak fights and repeated key structures reduce the satisfaction of problem solving. Gradual revelations preserve early curiosity, but later detours repeat familiar tasks without equivalent new puzzles and noticeably weaken the campaign's momentum. Oppressive spaces suit the films and make hazards unsettling, but insufficient distinction between rooms turns darkness into visual fatigue over time. The attack command is identifiable, but delayed execution disrupts feedback and turns close threats into handling friction rather than a fair difficulty increase. Saw fans seeking oppressive trap-room exploration who can accept crude fighting, repeated searches and limited freedom in the apparent labyrinth.
Strengths
- Room searches alternate with bomb disposal, hazardous keys and improvised lock picking.
- Oppressive spaces suit the films and make hazards unsettling, but insufficient distinction between rooms turns darkness into visual fatigue over time.
Weaknesses
- Later puzzles repeat searches and backtracking, while attacks execute slowly.
Who it is for: Saw fans seeking oppressive trap-room exploration who can accept crude fighting, repeated searches and limited freedom in the apparent labyrinth.
Play notes: This covers the PS3 original, with graphic violence and psychological pressure; its seemingly open environment is heavily directed.
View scoring basis
| Dimension | Review state | Score | Weight |
|---|---|---|---|
| Dimension Gradual revelations preserve early curiosity, but later detours repeat familiar tasks without equivalent new puzzles and noticeably weaken the campaign's momentum. | Reviewed | 4.9 / 10 | Not provided |
| Dimension Trap tasks give searches concrete stakes and layered objectives, but weak fights and repeated key structures reduce the satisfaction of problem solving. | Reviewed | 5.9 / 10 | Not provided |
| Dimension Oppressive spaces suit the films and make hazards unsettling, but insufficient distinction between rooms turns darkness into visual fatigue over time. | Reviewed | 6.4 / 10 | Not provided |
| Dimension The attack command is identifiable, but delayed execution disrupts feedback and turns close threats into handling friction rather than a fair difficulty increase. | Reviewed | 4.8 / 10 | Not provided |
Review sources
Not provided
Core information
- Developer
- Zombie Studios
- Publisher
- Konami
- Release date
- 2009
- Platforms
- PlayStation 3
- Content kind
- Game
- Release state
- Released
- Region
- Worldwide
- Official website
- Not provided
- Offline minimum players
- Not provided
- Offline maximum players
- Not provided
- Online minimum players
- Not provided
- Online maximum players
- Not provided
- Categories
- Puzzle · Primary genre
- Tags
- Solo-friendlyStory-drivenPuzzle SolvingMain Story Under 10 HoursFixed CameraSlow BurnPick-up and PlayShort Sessions3D GraphicsLow Entry BarrierCollection-richReplayable
- Supported game languages
- Not provided
- Requires base game
- Not provided
- Standalone
- Not provided
- Age ratings
- Not provided
- Play modes
- Single player
- Perspectives
- Third person
Release editions
- PlayStation 3Worldwide2009
Game gallery
Sources
Not provided