Fridge / Saints Row

Fridge Brilliance
  • The Boss, despite being the Boss, keeps getting back to the street to handle problems on his/her own. Seems like an egregious case of The Main Characters Do Everything, right? Why the hell a crime boss bother to dirty his own hands with street crimes when he has an army of criminals working for him? But then, it's revealed throughout the series that this is exactly what keeps the Saints together, with the Boss as their Boss. As long as the Boss proves willing to dirty his/her own hand, as long as s/he proves willing to take a bullet in the streets, the other Saints will rally behind them. The other Saints will stay loyal. In real-life, lower-ranking gang members are known to snitch their superiors, either to the cops or to other gangs, when they feel their superiors don't give them respect. The Boss' staying in the field averts such a fate: it proves the Boss as someone worthy to serve, thus keeping the whole gang intact.
  • This troper has found himself wondering why in free-roaming crime games like GTA and Saints Row the world is always portrayed as very cynical, greedy and generally crapsack. I assumed it was just for comedy, but then it hit me. There is no other way to explain why the protagonist can waltz into a store and walk out with a rocket launcher, get away with killing thousands of cops, soldiers and civilians with nothing more but a fine and a slap on the wrist, and generally get away with anything. In a more balanced and sane realistic world the player would be jailed and probably executed lickity split.
    • In fact, most Japanese crime sandbox games shows what happens when murder was committed, it is taken quite shockingly by all sides. Hell, cop fighting is not encouraged in Yakuza or Kenka Bancho let alone murdering policemen.
    • Sleeping Dogs, set in a supposedly modern-day Hong Kong, similarly follows that country's famously strict gun laws (you can't buy one and even the crooks generally don't have them). And don't go committing murder in broad daylight. It'll end poorly for you.
  • Related to the above, I found the character of Johnny Gat to be boring and flat. A gangster jerkass who loves killing, bo-o-o-oring. Until I realized that he is a satirical version of the Grand Theft Auto III protagonist, made into an NPC.
    • Well, his name is an anagram of GTA.
    • Gat's supposed death in the very beginning of Saints Row: The Third may actually have a meaning to it, to signify that this time, for once, the series no longer merely follows the leader but has gone completely Off the Rails.
  • If Red Faction is still a canon continuation of the timeline (which it isn't / wasn't), Earth, or at least the United States, is on its way to become a Dystopia Police State. Considering one of the endings for Saints Row: The Third involves Steelport leaving US jurisdiction, one can wonder if this kind of occurrence was what forced the government to cut down on personal freedoms. Nice Job Breaking It, Hero!.
    • It might be possible that the other ending, though, leads to an alternate storyline, in which the Red Faction plot is only a What Could Have Been speculation on the part of movie producers, as the final mission shows.
  • The whole series is a bit of Fridge Brilliance if you consider the standard course of games in its genre. In most gangster movies and games the protagonist accomplishes his goal and either stops there, dies, or goes to jail. Here? You just keep going. Took over the gang? Time to take over the city and one of the biggest corporations in the world. Done? Time to take over the largest crime organization in the world. Finished with that? Time to take over the most powerful nation on Earth. Who else can take you on? Enter aliens. The story keeps getting bigger and more grandiose because The Boss (and by extension, the player) just keeps winning.
  • There is a diesel tractor in the game called the Peterliner. Obviously, this is a Portmanteau of Peterbilt and Freightliner. Then, remember what a "Peter" is and what would line one. Oh, Volition. You sick freaks.
  • IV apparently setting up the Boss for a Heroic Sacrifice in the first mission might seem like a cheap way of milking some tears. A player "knows" that the player can't die in the first mission! Then you recall that the games have been steadily upping the Anyone Can Die stakes, and suddenly it looks a whole lot more plausible. It doesn't actually happen, of course, but the possibility is very convincing.

Fridge Horror

  • During the opening cutscene to the mission http://deckers.die, Kinzie mentions to the Boss that dying in Matt Miller's virtual world means becoming brain-dead in the real world. It explains why Matt was so damn scared of getting killed after the Boss destroyed his avatar... But then you wonder : those dozen virtual Deckers you've been slaughtering on your way, were they nothing more than defensive programs ? Or were they actual members of the gang, connected to the usenet ? If the latter is true, it basically means that you just rendered brain-dead dozens of teenagers. Granted, they are gang members and you can still kill them viciously in the "real world", but still, that's a pretty fucked thing to consider.
    • I'm pretty sure it's mentioned that the device Boss uses to enter the virtual world is one of only two, so the virtual deckers were probably... virtual.