Saints Row: The Third/YMMV


 * Authors Saving Throw A small one, but still sweet. And then they go to find a stripper pole.
 * Dropped a Bridge On Him: Fans reactions to Johnny getting killed, especially considering what he had done in the previous games.
 * Word of God refuses to confirm that Johnny is actually dead, even though you get the Zombie Gat homie at the end. They've said it's meant to be ambiguous whether he's actually dead, since no one's seen the body. (Though the Saints hold a funeral for him, presumably they buried an empty coffin as a standin.)
 * The description for "The Trouble with Clones" Mentions a kid that made Saints clones for a Science Fair and it also mentiones
 * To much dissapointment it turns out to be
 * Game Breaker: Incendiary ammo for SMG. It instantly sets on fire everyone it hits, except for people in vehicles. It continues to deal damage even if target is incapacitated, also enemy set on fire starts running around making other enemies catch fire as well (except for Brutes, they attack as normal, but are still damaged by fire). It also functions as a Disk One Nuke, as its very easy to upgrade an SMG since it only requires spending around 40,000$ and can be done before any mission in Steelport (with some money gathering). Since it's an SMG, it has high rate of fire, large magazine, large ammo reserve and, later in game, can be dual wielded. The only downside is that you can also catch fire, but much later, with your Respect level around 46 or 47, you can buy total immunity to fire damage, eliminating the only real downside of incendiary ammo.
 * While we're at it, you can buy immunity to a number of damage types, especially bullets. While you do need a really high Respect level (around 47 or 48) to even get the opportunity to buy it, the game is a cakewalk after that, save for the mission where you  where it suddenly doesn't work, or anything that relies on keeping a vehicle intact, since you still die if it explodes before you get out. Yes, even with immunity to explosions.
 * To a lesser extent, the .45 Shepherd, once you pay a measly amount to bring it to Level 2 to make its fire rate not painfully slow, is quite a potent weapon at little cost, with very common ammunition, since one headshot is enough to down most mooks, it still hurts Specialists and Brutes quite a bit with said headshots, and can be dual-wielded much sooner than SMGs. By comparison, the KA-1 Kobra fires much faster initially, but deals noticeably less damage when even the mooks don't die from single headshots.
 * And when you upgrade the Shepherd all the way to Level 4 and obtain the exploding bullets, you find it's surprisingly effective at taking out vehicles, especially those pesky helicopters.
 * Oleg Kirrlov, once he's available as a homie after Act 1. You know how Brutes are a pain in the ass to fight? Now imagine having one on your team this time. Just try not to accidentally hit him (which can happen too easily if he charges at the same guy you're trying to kill), or else he'll leave and likely turn against you.
 * Get the Challenger tank delivery upgrade, and you can suddenly fend off entire armies of rival gang members without a sweat. Even Brutes become nothing to fear with its fast-firing main cannon and machinegun that's just as powerful as their miniguns, but never runs out of ammo. You can even turn standard Mayhem into Tank Mayhem with it and rack up the damage goal in no time!
 * Straw Man Has a Point: The existence of STAG seems out of proportion, until you remember the amount of force and power the Saints alone have, much less other gangs. They regularly cause mayhem on a scale Zombie bin Laden would envy.