These are what we call the 'YMMV items.' Things that some people find in this work. We call them 'your mileage might vary' because not everyone sees these things in the same way. This starts discussions in the trope lists, a thing we don't want. Please use the discussion page if you'd like to discuss any of these items.
"I Don't Want To Miss A Thing" playing when the Boss disarms the nuke. Succeed and s/he crashes into the Presidential chair of the White House before a Saints inspired dub remix of Hail to the Chief plays. And for the trifecta when you make up Saint President we get another remix that might be good for the real 2016 election.
Hell, the entirety of the original soundtrack deserves notice. Can be found here
They could not have picked a better time to play "The Touch".
What better theme for Johnny Gat's loyalty mission, celebrating his triumphant return, than Thin Lizzy's "The Boys Are Back In Town".
At one point the Boss dances to "Simply Irresistible".
Full-on dubstep in the new 97.6 K12. Let the wub flow into you!
"This Is How We Do It" serves as the music for the Dance Party Ending segment of the good ending. It also serves as a Curtain Call as all of the main characters, including ZINYAK, take turns dancing to the music.
The entirety of The Mix. "I Don't Want to Miss a Thing", "Song 2", "Insane in the Brain", "Unbelievable", "The Boys are Back in Town", "Lump", "Just a Friend", "What Is Love", there's so many amazing songs.
Best Level Ever: Saints Of Rage. An Affectionate Parody of classic side scrolling Beat 'Em Ups. What makes it even better? It transports your character into the game, with their exact costume look and the outfit they had on, but in classic 2D low resolution.
During the mission to recruit CID, the A.I. suddenly says "FUKFUKFUKFUKFUKFUK" as he's being uploaded into a Control Interface Drone.
Kenzie: That's... just part of the process. Boss: Apparently the sweary part of the process...
The entire ending of "Enter The Dominatrix", which makes zero sense and is poked at by all of the characters.
Donnie: I'll just put it this way. It was too crazy for Saints Row.
And then there's Rowdy Roddy Piper showing up for absolutely no story-related reason about 3/4 of the way through the game to beat the crap out of Keith David. It exists solely as a reference to the film They Live!!, In which Piper and David have an epic street fight.
There is an absolutely massive split in the playerbase caused by the game's premise and focus on "crazier" weapons and powers: a large amount of people resent the game for turning away from its darker guns and gangsters routes, while an equally large amount are openly embracing the series' growing focus on over the top lunacy.
The Super Sprint and Super Jump powers, which are unlocked very early on, render most vehicles pointless, drastically altering the gameplay. And that's before any of the attacking Super Powers are unlocked. Needless to say, not everyone was keen on this drastic shift.
There's a minor one over whether Johnny Gat should've been brought back from the dead.
There's also one developing over the continued lack of resolution to the Dex storyline (the one mention not withstanding) particularly when they want to the effort of using plenty of other characters from the previous entries.
Catharsis Factor: In many ways. No need to worry about navigating those roads — just jump into the air and glide your way there. You don't need planes to get to high places — just jump or run your way up there. Massive groups of enemies is not a problem — just use a fireball, or lightning-charged enemy to mow them all down. And of course, you still have all the crazy vehicles and weapons to play with.
Crazy Awesome: Whether its scarring a mobster with nuclear waste, leaping plane to plane without a parachute, or robbing a bank with the gang dressed as themselves, the plans only work because the Boss is crazy. There are only two ways to do things: the easy way and the awesome way. And in their own words, "since when have we done things the easy way?"
Demonic Spiders: Though not too hard to kill, the Marauders are completely invulnerable from the front, and they enjoy ignoring other characters and homing in on the player, making getting around them a hassle. In one mission, they fall from the sky, and can pin the player to one spot, making them even more of a nuisance. The easiest way to deal with them is to toss them into the water for a one-hit kill, but that just lets the game spawn another, to the point that they devolve into Goddamn Bats.
Actually the easiest way is just to freeze blast them, which stops their head from turning for long enough to get behind them.
Murderbots soak up massive amounts of damage while spraying you with laser miniguns, usually spawn in groups, and crawl after you when their legs are blown off. It's even worse when CI Ds shield them.
Designated Villain: Whenever Julius gets brought up, people talk about him with the same amount of disgust usually reserved for bloodthirsty tyrants like Zinyak. Sure betraying the boss in the first game was a dick move, but you can't fault the guys motivation at the time.
Even Better Sequel: For those who liked the series' changes to the more absurd, this is seen as this, with taking everything Up to Eleven, and providing many mechanic changes.
The game's storytelling is getting compared with the story heavy-hitters of 2013 The Last of Us and Bioshock Infinite. Clearly an improvement over the previous games of the series and probably says something about Troy Baker.
Heck even folks who didn't like the new direction in the third game were won over. It helps that the humor scaled back the sex and toilet jokes and managed to do the story in a way that didn't take itself seriously.
Various combinations of Saints Row and Crackdown have spawned on the internet following the first gameplay demo showing The Boss has powers similar to Crackdown 2's wingsuit. Comparing these two is even more fitting after the developers stated in an interview that to improve the super powers you need to find collectibles hidden on roofs or kill enemies for credits.
The ship that the Saints use as their base of operations has no official name, but has been affectionately dubbed by the developers "The Nebuchadnormandy".
Foe Yay: Mocked by the Boss when dealing with Zinyak. "Are you trying to kill me or sleep with me?"
One of the developers said he didn't want Burt Reynolds to be dead in the Saints Row universe. Well, he apparently had no choice in the matter, because Burt Reynolds dies in this game. Having your home planet explode will do that.
Though they don't actually state if he died. As far as we know he's still alive, somewhere in the simulation.
Believe it or not, the Dubstep Gun. Not only does it fires Dubstep instead of bullets, if fully upgraded, it can kill everything it stands in its path, with the power of exploding wubs, making it into a continuous stream of explosions. Throw in Unlimited Ammo, and you can stroll through entire areas of the game with it.
The second Telekinesis element drains enemies of their health, meaning health can almost always be replenished fully in moments.
The Destructor tank can be added to your garage very early, can be summoned at any time, is Nigh Invulnerable, and shoots both rockets and lasers making it ideal for both crowd control and precision-shooting. It is essentially the answer to any sort of ground-level combat, short of a warden fight.
The Explosive Deaths upgrade combined with the fire element for the blast power. With it, when any enemy who's on fire dies, they let out an explosion, setting everyone around them on fire. The explosive effect can chain, so one blast can clear a large group of enemies if they're close together.
On a similar note, the Explosive element from one of the DLCs, which pretty much make any fight with vehicles around a joke, as the Blast and Stomp will automatically explode vehicles when hit and the telekinesis power makes practically anything grabbed a grenade. Added with the above upgrade and entire waves of enemies can die with a single power.
Freeze Buff. Any enemy who gets too close is frozen and takes double damage.
The Tiny Pistol, despite it's name, is an extremely powerful weapon that can cause a large explosion at whatever it's pointed to, and can be used multiple times before it has to recharge. The only downsides is that recharging takes forever and it's blasts cause the Boss to ragdoll as well, the later of which can be rectified by a high level upgrade. It can also be found early in the game if you know where to look. By shooting open a door in Let's Pretend, and going down to a room where it's waiting on a chair.
Sometimes the Boss's model will lock in place but you can still move, making it look like the boss is hovering and sliding through the streets.
Visually-wise, this seems to be almost intentional, with the environment and simulated populace's models sometimes "glitching" like being reduced to pixels, body parts growing to ridiculous proportions, or twisting strangely. This usually happens around virus areas.
Sometimes the glass balls housing three clusters, which normally need to be thrown by telekinesis to break, will sometimes have the hitbox of the clusters outside the ball, which allows you to get them without breaking the ball.
Guide Dang It: The How The Saints Saved Christmas DLC has multiple collection sidequests, but the game expects you to not only get them during the mission, but to get them with no map. Thanks. To clarify, they will show up on your minimap if you have the Collectible Finder upgrade, but that only helps if you already know where to look in general.
Moral Event Horizon: While Zinyak has some Card-Carrying Villain traits, he is still pretty affable and amusing, and keeping the Boss alive is Bond Villain Stupidity at it's finest. This all makes him effortlessly blowing up the Earth even more jarring and a horrifying reminder of that he isn't as ineffectual as he seems.
Never Live It Down: Cyber-Julius laments this to Asha if you have both of them as homies in Saints Row IV
Asha: So, you're yet another name on the list of people who tried to kill the President, ay? Julius: Despite everything I've done with my life, apparently that's what I'm known for.
The entire game seems to be based on the philosophy of making an entire game out of Saints Row: The Third's "HTTP://deckers.die" mission, which was one of the more universally well-liked parts of said game.
Everyone loved the super powers from The Trouble With Clones, so the development team brought back the super speed and added a bevy of new powers to play with.
The story and character choices seem to be taken from fan suggestions submitted in the official forums around the time the last game came out. Kinzie being the only major SR3 Saint to return is likely due to her being the most well received of the new crew, while Matt Miller joins the team, something more than one fan suggested (with Johnny even teasing the idea of the two being a couple, something fans ALSO suggested), along with the return of Shaundi's much-more liked SR2 persona and Johnny Gat, while also giving Shaundi some depth to explain why she changed so much and turn her into a Woobie. It also brings back digital clones of a number of dead characters and vehicles, something else fans suggested after the inclusion of cloning technology was added.
Player Punch: You thought Gat's death in The Third was a Player Punch? How about all of the Earth, every single quirky and memorable person the player has met save a small handful along with every fun location and cool hideout the player has owned, being blown to hell just for the sadistic glee it would provide the Big Bad? Almost everything that players have grown to love over nearly a decade of games reduced to burning space rock in a nanosecond? Especially Oleg and Josh, since you saw them in an amusing scene beforehand? Yeah, Zinyak is going to pay dearly for that.
Enter the Dominatrix meanwhile is a gallant attempt to out meta Citadel.
Special Effects Failure: Volition tried to cover up the lack of facial animation in real-time models by having characters stare intently at something, or nothing, and out in the simulation the 'thousand yard stare' is expected when alert for danger. But Pierce's conspicuously dead eyes gives it away when he faces the Boss for a personal chat while lounging. NPC faces are only animated in the cutscenes with full-detail models.
Get that Kid to a Psychologist, Dear Santa, and A World Without Christmas, from the "How The Saints Save Christmas" DLC. They're all obtained by completing their respective Collection Sidequest. What makes them annoying is that there's no indication of how many items are in each mission area, and you can only look for them when you're on the missions, and in the case of Get that Kid to a Psychologist they don't even show up on the minimap, so it becomes tedious quickly.
When the time finally comes to fight Zinyak, you'll find that he's a major pain in the ass. Throughout the entire fight, he rides a Humongous Mecha. In the first half of the fight, he flies about the arena, and is incredibly aggressive, leaving you little time to attack before having to dodge his attacks. When down to about 50% of his health, he hides behind a forcefield in the center of the arena, and the only way to damage him is to use telekinesis to throw explosive CIDs at him. When down to only a sliver of his HP, you're tasked with disabling the shield generators, all while Murderbots try to kill you. Even when your homies show up to provide a diversion, the Murderbots will still try to kill you. All the while, enemies won't drop health items, since you're in the real world, and your health takes a long time to start regenerating.
The "Distance Traveled In Alien Vehicles" challenge. To complete it, you have to travel 2.5 million feet in an alien vehicle. Even when you're using the fastest alien vehicle, you're looking at several hours to go that far. This means you have to either forgo the use of your awesome speed powers during the game, or spend a while post-game grinding it out.
Thankfully, the devs patched this down to a more manageable 150,000 ft.
The Mind Over Murder activities, when playing on higher difficulties. The time limits are extremely stringent, so you have to perform almost flawlessly if you want the reach the gold target.
Made even worse with the Christmas themed version bundled with "How The Saints Saved Christmas" DLC. While the time limit is generous enough, this time the targets move. The worst part is that the activity will randomly bug, causing you to not able to pick up items to be thrown.
The TK Rift activities, if you don't have the Explosions - No Ragdoll upgrade. Getting blown over by an explosion knocks you over, wasting precious time and making your combo meter run down. The bombs come fast and frequently, so you have to constantly catch and release if you want to score high. Thank goodness there's only two instances.
Super-Powered freaking Fight Club. Especially the one with that guy who killed Gat's girlfriend. Nnnngh. Okay, timed mission? Yup. No Weapons? Yup. Several waves? Oh yes. The last wave (the boss) is this guy with an energy sword, and all of his minions have energy swords too. They all have sprint superpowers, and the boss himself also has super jump and if they so much as touch you, they shear off large amounts of life (even on Normal!) and cause you to stagger and they try to trap you so you can't move. It can take several fireballs to kill one, and your health does not regenerate in battle unless you kill someone and take the health item.
The Loyalty Mission for Johnny Gat starts out easy enough, but the second phase kicks the difficulty into high gear. There are a ton more enemies, including several rocket launchers and an invincible Murderbot, the arena is much smaller and tighter, making dodging hard, and in general its just far more chaotic. Let's just say that when the Boss makes Matt give him/her back their super powers for this section, you will need them.
They Wasted a Perfectly Good Plot: The Boss becoming President could have easily been the plot of a game of its own. This game covers it and pretty much disposes of it in the space of two missions.