Reviews from

in the past


No More Heroes is one of Suda51's best games and by far his most popular one compared to his previous games such as Killer7, The Silver Case, and Flower, Sun, and Rain. Two of which were not released outside of Japan when this game came out. No More Heroes was a game deserving of its popularity not just because it was one of the few mature games released on the Wii, but also because of its simple but fun gameplay, creativity, and good story.

The game starts off with a badass introduction to Travis Touchdown and a first level & boss that give you a feel for how to use Travis's beam katana in combat and some of the game's other mechanics like the quickstep you can do by dodging at the right time or managing & charging your battery for the beam katana. It's a fantastic introduction as not only do you get straight into the action almost immediately, but also is a fantastic setup for the game's main story.

In contrast to just about every other game by Grasshopper, this game's plot while not completely devoid of serious moments is mostly pretty goofy. Up until the fantastic twist at the end of the game, No More Heroes is about a broke dork who enters a tournament where he kills people for money to buy the typical things an otaku would buy and to get laid. However, in order to progress in the tournament, he still needs to earn money by taking jobs around the town of Santa Destroy.

The open world of Santa Destroy might not be the best hub world to exist, but with the odd jobs around town you'll need to do to get money or the places you'll need to visit to get various items and enhancements it still is successful in getting you immersed in the world of No More Heroes. There are a handful of different jobs including lawn mowing, collecting coconuts, or filling up cars with gas. Some of these are more enjoyable than others, but they are all a unique, alternative way to earn money besides just killing goons.

Over the course of Travis's battles, we get a look at who Travis is as a character and how he grows in his journey to becoming the assassin he is. One primary example is when Travis expresses regret for not killing Holly Summers after she berated him for his hesitation. It adds a level of realism and depth to his character that I enjoyed seeing unfold.

Over the years No More Heroes has become a successful franchise with a handful of games. The series even managed to get representation in Smash in the form of a Mii costume for Travis in Super Smash Bros Ultimate. Given the amount of creativity and care that went into making this game, it is very much deserving of the success it has received. It is a fantastic hack-and-slash that is more than worth your time and money.

man gets so horny, he slaughters thousands

What French pussy does to a mf

"I GOTTA get my dick sucked"

The combat and enemies and openworld are on the basic side, but Travis himself, and the game's immense charm and style, addicting gameplay loop, witty writing, damn solid music and unique and fun boss fights (except Speed Buster lmao) outweigh the previously mentioned negatives by tenfold.

So in short; It's Suda51, what can I say? That guy's an enigma on the level of Hideo Kojima or Yoko Taro, and all of his unique ideologies and worldviews certainly carry over here, and that makes the game and the experience of playing it unlike any other.


"I know, too bad there won't be a sequel."

No More Heroes was probably the first "art" game I ever played, though I didn't think of it as such at the time. Over the years, I've come to really appreciate what it set out to accomplish, and finally revisiting it for the first time since 2012 has only made me fall back in love with it.

There are lots of different possible interpretations regarding what this game is really about, all of them valid. Personally, while there's much more to the writing than just this, I like to think of it as Suda51 taking the piss out of the direction he saw popular video games going in at the time. So you've got this big, sterile open world filled with pointless collectibles, and you have to do literal in-game work before being allowed to progress to the next "good part." Repetitive busywork is all you do between main levels, meanwhile much of the city's space goes basically unused because the majority of your activities all take place in the same general vicinity. This is more or less exactly what would become of many AAA titles released since NMH's debut, and the original Wii version being published by Ubisoft in the US adds some beautiful irony if this was indeed the intent.

But also it's just a hilarious, fun brawler with novel motion controls, fueled by incredible music and visuals, and it can be appreciated for that alone if you disagree about its design choices being deliberate. Besides, nowadays the tedium demanded by No More Heroes feels quaint, as modern open world games require twice as much lawn-mowing and gas-pumping as this one's entire runtime.

This game is like Scott Pilgrim and funny combined.

When you were partying, I studied the blade. When you were having premarital sex, I mastered the odd jobs. While you wasted your days at the gym in pursuit of vanity, I cultivated inner strength. And now that the world is on fire and the barbarians are at the gate, you have the audacity to come to me for help?

he said the fuck word........ ON THE WII???????? shits pants without wiping, saving my progress in life

i hope i can be half as stylish as this game some day

definitely has cracks but god damn if this isnt exactly the game for me

haha lets laugh at the weeaboo

No More Expectations

Alright, third game I've played from the twisted mind of Suda51. You know, I'm starting to know why people are obsessed over him and his games. It's just "him", he's like Kojima's younger and unhinged brother (in a good way though). Just replace cinema references with geek culture references and there you have the big Suda51 energy, at least in No More Heroes. I couldn't really start this review without talking about it's mastermind, it's plastered everywhere and the "Punk" energy of professionally not giving much of a fuck and surpass any realistic expectations are without a doubt present in this game. Very authentic, to say the least.

No More Heroes is in it's very soul a hack and slash game. We take the control of an "Otaku", which is the term equivalent to nerd in Japan. Travis Touchdown is our protagonist, and our mission is to scale up in the rankings. The Assasins Association is our ticket to get to the top of the world of killers. But what does Travis search for really? What is our objective? Money, fame ...women? All of them? Won't answer that, it's a secret. But what do you really expect at the end, something deep? Or plain stupid fun? Both? You can interpret this game layers and layers of complexity the way you see fit.

There are two types of gameplay. The main one, which is the action focused hack and slash formula and the other one, taking a secondary role in the grand scheme of things is the open world in the same vein of any GTA game. The open world is needed to earn money to enter the next big fight and scale the aforementioned ranking. We get money by making odd jobs through the city of Santa Destroy (yeah, that's the city's name and is specially weird knowing I'm playing this game in particular after christmas). Law mowing, collect coconuts, scorpions among others activities. Alongside it there are plenty of shops to spend our money in, mostly in things that will help us on battles. These part-time jobs are in fact minigames in disguise that made an extensive use of the Wiimote, but as you may know I played this on PC and the novelty wears off a little. Fun Fact: The PC port was so lazily done Switch prompts can still be seen. A tutorial screen that is meant to teach how to play a minigame, has still a joy-con graphic attached to it. And you can't play this game with a keyboard either, which sucks.

In a way, No More Heroes makes me appreciate it's structure around what can you expect climbing up the ladders to the top. It's a constant reminder of your position or how close you're to the objective itself. I started to feel fatigue by the 7th boss or so, it gets repetitive doing the same odd jobs and earning money to then kill the next ranked assasin. Won't lie it was compelling at first, but it's really just superficail level stuff at the end of the day. Serves as a good rest after every bossfight, which can be lengthy and quite intense.

Combat is simple and mashy, but visually stimulating. There are no combo mechanics of any kind and the it's easily exploitable depending how much you love pressing buttons. Enemies explode in red, they bleed like their life depends on it while screaming like damn Looney Tunes characters. It's raw fun, totally in your face and is not afraid to show it's true colors. But as much as something raw is natural, nature doesn't forgive and is selective. What do I mean with this? If you can't swallow the jank that plagues this game's combat, you'll ended up like me hating some aspects of it.

What else is aunthentic? Travis Touchdown, main character. He's a loser, it's cool on it's own way and it is not afraid to show it. He knows is the protagonist of the story, and wants to give a good show to it's consumers. Has most of the attributes that defines a main character in an action game, it is a really good damn protagonist. Characters in general have no shame of being themselves in this game, they can be the most outrageous and wacky people alive as professional assasins and follows Suda51's tradition of making characters that are considered misfits by society shine the best they can, in a sadly short runtime before they get eliminated. The Bosses are very charming.

Just don't take it seriously, or you will lose. I'm not joking, No More Heroes is like going to the bathroom and take it all out. Won't be pretty, but it's authentic and natural at the of the day. I really didn't vibe with how it aimless it was, between being self-aware parodies of the media, or a wanting to tell an story in itself. Sometimes it even breaks most of those rules stablished before in seemingly "important" moments, just for comedic effects and laughs. Look, I don't know if the bitter one here or not but it didn't do much for me honestly it all felt pointless by the end. Was that really the meaning of it? You either love it, don't understand it or hate it. Thing is, I love shit like this. Dumb ass games that don't take themselves seriously are up my alley, as long as they've a good balance of course.

Love for what it stands for: "Punk". Don't play by the rules and do whatever you want. Even though I don't think Suda51 objectively makes "good" games that really appeal to the largest demographic group (doesn't need to either), I do feel he pour his heart out on each of his projects and wants to set a precedent on the industry as a whole. I just don't think is a good game in a otherwise very stylized and unique adventure. Or probably didn't fell into as much as the rest did.

What a desolate place this is.

In the name of Harman...

When first starting No More Heroes, one finds himself in a fairly typical hack n slash romp, with the game wasting no time putting you in front of a bunch of thugs to slice your way through a straighfoward path to the first boss who faces you in a fast paced 1v1 sword battle. The game starts "in media res", without any context as to why you are facing these enemies or what your motivations as the main character are, a trope we are used to seeing in storytelling and that we presume will be expanded upon the further we go into the narrative. If this is your first impression of No More Heroes, then you have already fallen into it's trap.

It's not until you get further into the 2nd or 3rd mission that things start to feel a bit....off. You find yourself inside plain looking corridors and empty warehouse that repeat themselves ad naseum and beating seemingly random and out of place thugs like baseball players or military troops, and between missions you will be doing extremely mundane and grounded chores and part time gigs until you have earned enough cash to be able to start a new mission. This sense of purposeless progression during gameplay and detachment from the extreme and cartoony violence that happens during combat and the cutscenes is further instigated until the game flat out starts to take away catharsis from you and mock you for it.

All of this would have been meaningless, if Suda didn't intertwine the player with the main character, Travis Touchdown, so closely together. Travis Touchdown fancies himself an over the top anime superhero, climbing his way to the top of the ranks with a Star Wars lightsaber, but in the most downbeat moments of the game one quickly discovers that Travis is just a 20 year old something addicted to videogames and anime, without a steady fullfilling job and with some romantic hang ups to boot. Suda brilliantly makes Travis' frustration and boredom our own through the act of interactivity, and as you find yourself shaking the controller in a jerk off motion to fill your sword's battery to kill the next enemy and putting the wiimote in your ear to hear Sylvia'se sexy voice speaking directly to you, the metaphor is firmly established and unavoidable.

As you reach the final hours of NMH, and the game has completely shattered the 4th wall and destroyed any possibility of a conclusive and satisfying narrative, you will know you have played something special. In an era where videogames are now so preoccupied with artistic recognition, Suda shows that much can be accomplished with so little, and that you never have to sacrifice the medium's strength, the gameplay, to explore deep thoughts and questions about why we play videogames, what we expect to take from them, and why we surrender so much of our lifetime to it.

This review contains spoilers

When asked about how the title “No More Heroes” relates to the game itself, director Goichi Suda confirmed that it’s in reference to how protagonist Travis Touchdown thinks of assassins as heroes; the game depicts him growing past his need of such idols and taking them down one by one — using all the “life lessons” he’s picked up through anime, video games and wrestling.

I’d argue the title is a bit of a double entendre though, with perhaps the even more obvious interpretation being that Travis himself is a break from the types of heroes we’re used to in games: an uncompromising display of what it would actually look like if an American weeb really did buy a lightsaber off eBay and went out to murder people to fulfill his fantasies of rising to the top of a real life-highscore board. Tired of cookie-cutter agreeable heroics? Well, here’s a game for you.

Looking at NMH in the context of Grasshopper’s previous game Killer7 is fascinating, because the evolutionary and thematic chain between the two is a lot more logical than you might first expect. It doesn’t feel like a coincidence that Killer7 is Suda’s first international release, while also being explicitly about anti-Eastern xenophobia and the disturbing ways the West will impregnate the minds of following generations with their toxic ideas. What we know for sure based on interviews is that his new audience was a major consideration for Suda when designing Killer7’s absurdist control scheme, essentially asking “if you’re only walking in straight lines anyway, why not boil that process down to just holding a gigantic-ass green button?” With the controls now totally in the background, your mind is free is to fully take in the game’s sights, sounds and themes.

If Killer7 was a game about using the GameCube pad’s in-your-face A button to run through corridors and shoot at nightmarish abominations, then No More Heroes is a game about using the Wiimote’s equally in-your-face A button to slash away at regular people and do janky mini-games. If Killer7 was a game about fear of Eastern culture, then No More Heroes is a game about the commodification of that same culture. The ways that manifests may not be quite as explosive as what’s depicted in Killer7, but the implications are no less disturbing if you stop to think about them.

NMH predates the words “Gamergate” and “incel” entering our everyday vocabulary, so replaying this cold-blooded takedown of nerd culture with a 2021 perspective is almost eerie in its predictiveness. In her final phone call, Sylvia’s finally 100% blunt about the fact that Travis never had a shot with her in the first place and that he’s an idiot for ever thinking otherwise: “You are a dopy otaku assassin. The bottom of the barrel. No woman would be caught dead with you… unless she was a desperate bitch.” Given that Sylvia’s calls are delivered through the Wii remote’s speakers, which you have to hold to your head to hear, meaning she’s speaking directly to you, the connection to actual real life video game players couldn’t be more explicit.

I just used the word “predictiveness,” but it’s actually more illuminating to think about how this game, in reality, has to be a reflection of how Suda perceives our consumption of his country’s culture. It’s interesting that Travis is regularly referred to as an “otaku” by different characters; today and in the West, the word we’d instead use is “weeb” (I already have in this review,) because it’s more strongly connoted as specifically in reference to obsessive Westerners, whereas the word “otaku” is more understood as a descriptor for a “general” nerd in Japan.

From that (and some cursory research I did,) it’s safe to assume “weeaboo” doesn’t really mean anything to most Japanese people, and yet Suda clearly understands the concept and is able to portray it at its most alarming extreme. Over the course of the game, you and Travis spend mountains of cash on surface-level obsessions: you can get dripped out, buy a goofy new laser sword or dummy grind to enter your next ranked fight, but Travis’s life will never actually meaningfully progress, he’s never moving out of that motel, the game’s rigid structure of ping-ponging between work and play is never broken. The significance of either of the two endings (Travis being doomed to be continually challenged by new assassins + him and Henry literally saying they can only keep running now, never to find the exit) didn’t really hit me until I wrote down this paragraph.

Under that light, it’s NMH’s combat that warrants more detailed analysis. Again, very much like Killer7, No More Heroes is a piece of extremely impressive interface design in how the control layout, camera and general mechanics correspond into this vehicle for beautiful kinesthetic violence, but as an actual fighting system it’s fundamentally ill-fit to make for compelling engagements: having to shift between high and low stances to connect attacks and maintain combos doesn’t result in meaningful choices, you basically wail on the enemies until they decide to not take hit stun anymore, at which point it’s time to dodge roll away and look for another chance to get back in. The parry system is so free (you hold one button to block and then wiggle the analog stick) that the game has to sometimes arbitrarily decide to not reward you for it because fights would otherwise be over in like two seconds.

It’s cool that contextual QTE finishers can hit multiple enemies — there’s very little in gaming that’s as satisfying as taking out an entire crowd of NMH goons in a single strike, fountains of blood gushing from where their heads used to be, your Nintendo Wii completely shitting itself as the frame rate hits single digits. Creating opportunities to make that kind of carnage happen by spacing correctly or singling out problematic foes with a dash attack knockdown is engaging enough. The problem is that this dynamic with its periodic cathartic payoffs isn’t whatsoever present in boss fights. Instead they only highlight the rigidity I mentioned previously: you chain as many parries and basic attacks together as the game will let you, until the boss runs away for a minute and throws out gimmicks for you to dodge roll; rinse, repeat.

It’s easy to see how the game’s creative fighting scenarios and audacious violence wowed players (myself included) back in the day, but on my most recent playthrough it’s been kind of difficult not to be underwhelmed with pretty much every single boss fight here — which is ironic when eccentric bosses are the number one thing you associate No More Heroes with. This game is for all intents and purposes a boss rush: it spends a vast amount of its runtime edging you for the next ranked fight, only to never really let you cum.

A deliberate series of anti-climaxes, then? My honest answer to that is “probably not;” I’m unconvinced any mainstream developer would specifically set out to make something that’s shitty in this particular kind of way. Either way, entertaining these debates is pointless with no insight into the actual process. I feel the real achievement here is to have a game that’s interesting enough to make you question the developer’s intentions in the first place. The point isn’t that the feeling of dissatisfaction I got from most of NMH’s gameplay necessarily brings me more in tune with its themes, it’s that the specific combination of elements here is distinct and interesting enough that I find my mind regularly trailing off of the nitty-gritty procedures and instead trying to untangle the experience as a whole while I’m playing. If this reminds you of what I said earlier about Suda’s intentions with Killer7’s mechanics, now you know why I keep comparing the two games.

In an odd way, No More Heroes being so much more conventional than Killer7 on the surface does an even better job of making you let your guard down. That lack of abstraction makes it hit all the harder whenever you follow Travis into yet another dingy, blood-tinged fighting arena where only one more psychopath awaits; to say a couple words, give you a shitty fight and then die without leaving a meaningful mark. I not only appreciate that it balances that darkness with comforting levity, I’d argue it kind of needed just enough anime antics to be interpreted as a celebration of that culture by at least some of its playerbase, rather than the uncompromising condemnation it actually is. The way it walks that fine, almost satirical line is so much of what drives my interest in the experience. Under that light, it’s hard not to consider No More Heroes a resounding success, even if it’s not a game I will revisit much in the future.

oh look bad girl fell over and is crying, now is my time to attack

Goichi Shoulda made an actually good game

This review contains spoilers

Ash has already done a very good review of this game which I won't try to live up to, read it, it's probably on top of the feed rn. So I won't go too deep into the game here, honestly.

But...

The #2 assasin in No More Heroes, Bad Girl, in her introduction, after murdering a bunch of gimps on a conveyer belt with a baseball bat, sits down, downs a beer, and despite being waaaaay too into the murder, remarks on it being the daily grind.

Whilst the more ridiculous, meta and upfront stuff comes in the following hour or so, this moment, which by no means is unsubtle, is what hit me most in NMH. Even this absolutely batshit lady who i want to step on me is stuck in the grind.

Because that's what NMH really is about for me. This absurd narcissistic fantasy story about travis where he's forced to rise and grind, GET THAT BREAD from working shitty jobs, doing deadlifts that demand way too many A presses, giving money to a grift, live like shit and only really finding solace in porn, getting way too into this one girl that pays attention to him and his delightfully low-poly kitten.

You ride around a shitty town on your piece of shit badly handling motorcyle, passing the same streets over and over going between a few locations just trying to eek out the living you want. Even if that living is heroic, or bullshit, the grind is all the same. Money is what makes things spin in this world. You can get caught up in your murderous fantasies and adventures all you want, but when it comes to us third-raters? Me, Travis, Bad Girl, we've got to pay rent all the same.

It's probably not the thing everyone takes from no more heroes. It's a game so heavily driven by vibes and themes that people are always going to latch onto different portions of it.

But for me, it's just that. We've all got to grind out paths. It won't be easy, whatever choices we make, whatever route we go down. So, we may as well take our true path.

How do you even judge a game like No More Heroes ? The brainchild of weirdo author Gōichi Suda, better known as Suda 51. No More Heroes is on the surface just another typical action game original released for the Wii. You play as Travis Touchdown, a young hot head Otaku rising through the ranks of an assassin organization to become number one. Everything from the box art, to the marketing and the opening cutscene presents itself as a prototypical action game. If you happen to be only slightly familiar with Suda 51, you will quickly pick up that everything on the surface is a lie. No More Heroes is in fact a both a giant love letter to nerd culture as well as a middle finger to how serious we tend to take that culture.

Travis Touchdown itself is the thematic center. Both a skilled swordsman that can dispatch his foes effortlessly, and at the same time the biggest loser you could think of for an action game. A sexually immature nerd, living in a shitty Motel, getting by with low rate jobs and hopelessly chasing a sexy blonde who's clearly only stringing him along for his money. Quite frankly, Travis is pathetic and on all accounts, is hard to sell as a relatable main character. But why do people like Travis ? To the point that No more Heroes has endured as Sudas most popular series with 4 full games. I think its the genius fact that you embody Travis in every aspect of his life. You see his most badass moments, at the same time having to commute to his shitty jobs every day. You can hang out in his tiny apartment, play with his cat Jean, then head over to Naomi's Lab to get the most powerful Beamkatana in the game. The entire game is build around being Travis Touchdown, warts and all.

And the gameplay also consists of this daily routine. Drive around the dead end beach town of Santa Destroy, get a job, go to your favorite stores or go to the Gym. The hub itself is probably the game's biggest criticism, and I'm not sure if its meandering nature is intentional or not. What can not be denied is that the frequent commute between places tends to slow down the game's pacing to a crawl. Between Rank fights, you need to pay large sums of money. That money comes from doing less than fun odd jobs and assassination missions. Its original release on the Wii had to of course simplify the controls. There is a skill level here with high and low sword stances, perfect dodges and wrestling moves, but overall it's not a deep enough system to carry the 10-hour story mode. The go-to strategy seems to be to grind the Death Match 100 mission as soon it becomes available. A pretty easy 100,000 rewarded from it, that will carry you through to the end, getting you to eventually max out all of Travis stats/gear and fight the secret final boss.

The bosses of course are the highest high point of No More Heroes. Always interesting and flashy, they will push you through the worst parts of the game just so you can see what's next. You'll be hard-pressed to find a game that is less predictable than No More Heroes. I love pretty much every one of them for how widely different they are in both gameplay and tone. Some are completely despicable like the insane Harvey Moiseiwitsch or Destroy Man and then others seem like they could have been allies in a different life like Holly Summers or Shinobu Jacobs. Of the 12 bosses, I can say only 2 didn't do anything for me: Speed Buster and Bad Girl. They really felt like empty filler with levels that seemd to have been short-changed on the budget side, although Bad Girl at least has a great design.

In the end No More Heroes remains maybe the most unique 7th Gen game and by the time that you're face to face with the final boss it has fully shattered the 4th Wall with a planet size sledgehammer. I'm still kinda shocked just how bold it's willing to mock both itself and its audience. Art is the only word I have to describe it, and I implore anyone interested in video games as art to play No More Heroes.

Travis doesn't wipe his ass and swallows his mouthwash I think that's pretty epic if I say so

Miller vs Raiden in alternative universe.

A game I know isn't perfect, but I don't care. It's perfect in my eyes. No More Heroes is a great hack-n-slash game with gratifying visuals, visceral combat, and a supremely interesting story that has a lot for both people that want a fun, simple adventure, and people that want a deep, profound narrative.

The game has a lot to say about how witnessing death can change you as a person, and it's firstly disguised as a goofy action game. This and the director's previous game "killer7" heavily influenced me as a teenager and what I look for in a video game's story.

The Wii version is the most authentic experience, but the Switch version is mostly competent while sporting a better framerate. PC version is very rough and doesn't even include kb+m controls.

dilemma: the lawn mowing minigame was so much more fun than anything else that I decided my playthrough had peaked and I felt satisfied enough to stop there
takeaway: what I come to video games as an art form for might be even more inexplicable than I previously thought

A, D, G, A, A, A#, A, G, high C#, A#, A, G, A, D, G, A, A, A#, A, G, C, low F#, C.


A qualidade mais punk de No More Heroes é, ironicamente, que ele te faz trabalhar: as várias horas gastas andando de moto num mundo mal feito ao ponto do insulto, balançando o Joy-con igual um idiota para pegar gatinhos, escorpiões ou limpar grafite, intercalado com sessões lucrativas do que transformei em fordismo de ultraviolencia, toda a labuta convertida no ingresso para uma dose de 15 minutos de nonsense depravado e combate repetitivo - admiro e me diverti em como o jogo me manteve do começo ao fim me sentindo um verdadeiro idiota por continuar jogando.

A escrita de Suda é irreverente, abrasiva, te convidando para rir da estupidez que é a violência e toda a cultura que a exalta, ainda que esteja participando com deleite da mesma. Infelizmente, senti que os momentos em que No More Heroes mais me tocou não ocorreram durante seus picos de adrenalina, incrementalmente mais irritantes e desagradáveis - de um jeito ruim - e sim em quão estúpido ele faz todo esse esforço parecer, intencionalmente ou não. Embora o ciclo tratasse as lutas como o clímax, estrondos após um mar de tédio, lidar com um sistema terrível de combate em troca de algumas migalhinhas de nonsense decente não era o que me atraía no jogo, e sim o quão engraçado eu achava me sentir um total otário ao terminar de trabalhar na vida real, ligar meu Switch, e imediatamente começar o serviço no poço de lixo que é Santa Destroy.

Quando eu lembrar afetivamente de No More Heroes, não lembrarei dos controles nojentos ou dos bosses que são bullet-sponges entediantes. Do que lembrarei é de quando sua moto capota ao passar do lado de um carro cuja hitbox é três vezes o tamanho dele, ou nas várias vezes que fiquei mais de três minutos chacoalhando os controles pra pegar um gatinho e não conseguia de jeito nenhum - o tragicômico do banal e do corriqueiro executado com maestria. O que gostei em No More Heroes foi rir de quão idiota é trabalhar.

This review contains spoilers

Everything feels deliberate in No More Heroes, perfectly chosen and presented to the player. Its commentary on otaku culture is pointed and ageless, all the while being quite entertaining. The combat is deceptively simple and very rewarding once fully understood. Every beam katana has different strengths and weaknesses, and I found myself enjoying each one as I unlocked them.

The plot of No More Heroes is a fairly open-and-shut affair: if sequels had never been made, I would have been satisfied and not questioned it. The strength of the plot comes from the incredibly creative cutscenes, which give a lot of personality to each assassin while peeling back the story's layers bit by bit. Of course, some cutscenes are entirely character-focused and still rock: Destroyman's is the obvious pick, but I think the oft-neglected Volodarskii's cutscene is equally awesome.

To me, this all goes back to the deliberate nature of the game. The side-job tedium reflects Travis' pointless climb to the real-life leaderboards of wet work, and the smart writing tells you just enough without spoiling the big reveal. Even so, the player is given plenty of options for the open world segments: finding the Lovikov balls, mastering the bike, shopping, there's a solid variety of things to do outside of jobs.

No More Heroes isn't a very long game, but it doesn't need to be. It has its points and themes spread evenly across its runtime, a story smart enough to know when to end, and streamlined combat that rewards decisive action without being greedy. It's a damn fine game and I'm glad I finally got the chance to play it.

This game taught me I too can get some dick if I'm good at killing people and doing basic work for pennies.
I'm already doing that and I'm not getting any dick what the fuck Suda.