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* The final choice between taking out [[spoiler: Killbane or STAG]] seems to be thrown on the player with little to no warning. [[spoiler: It's the difference between shooting the Gangstas in Space movie, and continuing their selling out, and becoming a real gang again, but losing a couple of members.]] Except the entire game has been preparing you for it. After the first mission, Gat says he doesn't want to be a corporate whore. The theme starts right there, and continues throughout the entire game. The first choice, blowing up or keeping the Syndicate tower, is a choice between sending a message that the Saints are not to be fucked with, or keeping a crib because it looks cool. Then, not long afterwards, you can either sell some hos to the Morningstar, or keep them. Does a gang really need money coming in from hookers, or is it just to boost your image? [[spoiler: The zombie apocalypse. Do you need the approval of the mayor to be a real gang? Or is it better just to have a hoarde of zombies on your side? And finally, unmasking Killbane. Yes, it hurts his ego and makes you and Angel look cool if you unmask him, but don't you want the power of [=ApocaFist=]? That's the reason why, in the Killbane choice, Boss can't answer whether it was worth. Because it was down to the player. How have you been playing the Boss? Would he rather stick with your choice, or would he have gone with the other?]]
* The Gothedral in Steelport seems to be a random, kind of funny, but ultimately useless building with no influence storywise, right? Wrong. [[spoiler: Remember in http//deckers.die, Matt Miller's avatar was inside 'that cathedral with all the tubes coming out of it'? That was the source of the data. It's where the Deckers were based. IT IS THE GOTHEDRAL. He's been under your nose the '''entire game''' and no-one's realised.]]
** How was that managed, though? [[spoiler: It's decorated in red and close enough to Morningstar turf to look like a Morningstar property. Nobody's going to suspect the Gothedral of being the base of operations for a gang of teenage punk cybercriminals if they think it's just another Morningstar whorehouse.]]

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* The final choice between taking out [[spoiler: Killbane or STAG]] seems to be thrown on the player with little to no warning. [[spoiler: It's the difference between shooting the Gangstas in Space movie, and continuing their selling out, and becoming a real gang again, but losing a couple of members.]] Except the entire game has been preparing you for it. After the first mission, Gat says he doesn't want to be a corporate whore. The theme starts right there, and continues throughout the entire game. The first choice, blowing up or keeping the Syndicate tower, is a choice between sending a message that the Saints are not to be fucked with, or keeping a crib because it looks cool. Then, not long afterwards, you can either sell some hos to the Morningstar, or keep them. Does a gang really need money coming in from hookers, or is it just to boost your image? [[spoiler: The zombie apocalypse. Do you need the approval of the mayor to be a real gang? Or is it better just to have a hoarde horde of zombies on your side? And finally, unmasking Killbane. Yes, it hurts his ego and makes you and Angel look cool if you unmask him, but don't you want the power of [=ApocaFist=]? That's the reason why, in the Killbane choice, Boss can't answer whether it was worth. Because it was down to the player. How have you been playing the Boss? Would he he/she rather stick with your choice, or would he they have gone with the other?]]
* The Gothedral in Steelport seems to be a random, kind of funny, but ultimately useless building with no influence storywise, right? Wrong. [[spoiler: Remember in http//deckers.die, Matt Miller's avatar was is inside 'that cathedral with all the tubes coming out of it'? That was is the source of the data. It's where the Deckers were are based. IT IS THE GOTHEDRAL. He's been under your nose the '''entire game''' and no-one's realised.]]
** How was that managed, though? [[spoiler: It's decorated in red and close enough to Morningstar turf to look like a Morningstar property. Nobody's going to suspect the Gothedral of being the base of operations for a gang of teenage punk cybercriminals if they think it's just another Morningstar whorehouse.whorehouse with a theme.]]
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* Why do the Morningstars suddenly disappear from the story after "The Ho Boat"? Because, by this point, they have lost their initial leader (Phillipe Loren, killed during "The Belgian Problem"), one of their main headquarter (Loren's skyscraper, either taken by the Saints or blown up at completion of "The Belgian Problem"), the other major base of operation (the Safeword brothel, taken by the Saints at completion of "Pimps Up, Hos Down"), one of their new leaders (Kiki [=DeWynter=]) has been murdered by Killbane while the other one (Viola [=DeWynter=]) defects to the Saints right after "The Ho Boat". In "The Ho Boat", the prostitutes' cargo seized by the Saints represents another problem to the Syndicate, as the Morningstars either lose ''another'' source of income or the Syndicate apys an important sum of money to get them back. In other words, once you completed "The Ho Boat", the Morningstars have lost all their leaders, their main bases of operation and headquarters, their major income sources, and that's not counting the territories the Saints may have taken in free-roam mode. The Morningstars no longer appear in story missions because they have been crippled enough to no longer be relevant to the Syndicate.

to:

* Why do the Morningstars suddenly disappear from the story after "The Ho Boat"? Because, by this point, they have lost their initial leader (Phillipe Loren, killed during "The Belgian Problem"), one of their main headquarter (Loren's skyscraper, either taken by the Saints or blown up at completion of "The Belgian Problem"), the other major base of operation (the Safeword brothel, taken by the Saints at completion of "Pimps Up, Hos Down"), one of their new leaders (Kiki [=DeWynter=]) has been murdered by Killbane while the other one (Viola [=DeWynter=]) defects to the Saints right after "The Ho Boat". In "The Ho Boat", the prostitutes' cargo seized by the Saints represents another problem to the Syndicate, as the Morningstars either lose ''another'' source of income or the Syndicate apys pays an important sum of money to get them back. In other words, once you completed "The Ho Boat", the Morningstars have lost all their leaders, their main bases of operation and headquarters, their major income sources, and that's not counting the territories the Saints may have taken in free-roam mode. The Morningstars no longer appear in story missions because they have been crippled enough to no longer be relevant to the Syndicate.

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