The Trouble with Clones
When your own face stares back from a lab bench, the war stops being about territory.
"The Trouble with Clones" is a mission sequence within Saints Row IV, the fourth mainline entry in the Saints Row franchise developed by Volition and published by Deep Silver. It sits at the heart of the game's central narrative, in which the player-character uncovers a conspiracy involving cloned individuals manufactured by the shadowy Third Party. The sequence functions as both a plot-critical story beat and a showcase for the game's escalating, increasingly absurd tone.
Within the broader Saints Row legacy, the clone storyline represents the franchise's pivot from street-gang turf wars toward science-fiction spectacle, a tonal shift that defined the late era of the original run before the 2022 reboot reset the series.
- Game
- Saints Row IV
- Developer
- Volition
- Publisher
- Deep Silver
- Genre
- Open-world action / third-person shooter
- Narrative role
- Central plot sequence involving Third Party clone experimentation
- Setting
- Steel City (and off-world locations)
Lore & Background
The Third Party, a clandestine organization operating beneath the surface of Steel City, has long harvested and replicated human subjects for purposes the player only gradually learns. By the time the clone sequence unfolds, the protagonist has already shattered conventional gang-warfare expectations—flying with jetpacks, wielding absurd weaponry—so the revelation that an entire population of look-alikes has been manufactured in sterile, windowless facilities lands as a darkly comic twist on the series' identity themes. The player is forced to confront whether the person they have been playing as is the original or merely another copy, a question the game handles with its signature blend of deadpan delivery and over-the-top action.
The sequence weaves through the game's larger time-loop structure. Events that seemed like linear progression are reframed as repetitions, and the clones become both a narrative device and a gameplay one: encounters that previously featured unique NPCs are recontextualized as encounters with manufactured duplicates, shifting the emotional weight of every firefight. Volition used the clone motif to justify the game's most outlandish set-pieces while keeping a thin thread of existential dread running underneath the spectacle.
In the context of the franchise's evolution, the clone plot marked the point at which Saints Row fully committed to sci-fi absurdity, a direction that carried through the Re-Evolution expansion and set the stage for the tonal reset of the 2022 reboot, which stripped the supernatural elements in favor of a more grounded (if still stylized) crime narrative.
In Their Own Story
The lab hums at a frequency just below hearing. Rows of glass tanks line the corridor, each one fogged at the edges, each one holding a figure that looks exactly like you. You step over a shattered tray of vials, the blue fluid pooling on the grated floor, and one of the clones opens its eyes. It mouths a word you can't hear over the ventilation. The Third Party's voice crackles through the overhead speakers, calm and almost apologetic, as if explaining a minor scheduling error. You raise your weapon. The clone raises its hand, palm out, the same gesture you've made a thousand times in a thousand fights. The tanks behind it flicker. Every face in the row turns toward you at once. You fire. The glass shatters. The sound is not what you expected.
Reader's Guide
Volition built Saints Row IV as the culmination of a run that had steadily escalated from 2006's street-level gang warfare into full sci-fi spectacle. The clone sequence was conceived as the narrative keystone: a moment where the player's identity, already stretched thin by jetpacks and rocket-powered hammers, is put genuinely at stake. The studio aimed to balance the series' trademark humor with a beat of real unease, using the Third Party as an antagonist that felt institutional rather than personal.
Community reaction to the original run's late entries was mixed. Long-time fans celebrated the ambition and the sense that Volition was not playing it safe, while a portion of the audience found the time-loop and clone mechanics diluted the street-level grit that defined the first three titles. The Re-Evolution DLC attempted to patch pacing issues and expand the endgame, and it was generally received as a meaningful improvement.
The 2022 reboot, also developed by Volition, consciously stripped the supernatural layer, returning to a more grounded crime narrative. Looking back, the clone sequence stands as the high-water mark of the original run's willingness to go absurd, a creative risk that shaped how the franchise was remembered and, in turn, how the reboot chose to differentiate itself.
Did You Know?
- The Third Party, the organization behind the clone program, operates as a recurring antagonist thread across the later Saints Row entries rather than a one-off villain.
- Saints Row IV introduced the time-loop structure that reframes earlier missions, meaning the clone sequence's context changes depending on where you are in the loop.
- Volition developed every mainline Saints Row title from the 2006 original through the 2022 reboot, making the franchise one of the few major series with a single continuous developer.
- The 2022 reboot deliberately removed the sci-fi and supernatural elements of the later original-run games, signaling a tonal reset for the franchise.
More in Development & Legacy
Elsewhere in the Saints Row universe
Spotted an error? Know more?
This is a living reference — every entry is fact-audited, and reader corrections feed straight into our audit queue. Suggest an edit · See this site's audit record
