Reviews from

in the past


Truly the epitome of watch the story, skip the game (besides Drakengard)
The game has some of the best if not the best storytelling and writing in the whole NMH series but the gameplay and level design is so repetitive and boring, and don't even get me started on the non-DLC final level :skull:

A surprisingly introspective outing from Grasshopper with stellar presentation and a good amount of gameplay variety throughout. The combat is a little too simplistic for my taste and some of the levels feel about 15 minutes longer than they should be but otherwise a great experience that I expect I'll come back to again one day.

This is one of the most conflicting games I’ve ever played, in an already conflicting franchise. On one hand, the gameplay is easily the series’ worst so far. It’s amateurish by today’s standards. The co-op element of the game makes it bearable at least, but this fundamental problem is why I can’t bring myself to rank this game as anything above a 3 star. That being said, the unique characters, music, setting, and story are where this game truly shines. This game is a character study of Travis Touchdown and Bad Man. Both characters have surprisingly deep conversations about their story so far, the status of their mental health, and their current outlook on life. It’s awesome to see how fleshed out both characters are by the end of the game. The music is off the wall, a totally new vibe for the franchise - but a welcome change. The levels are unique and match the new cast of antagonists perfectly. The gameplay is also broken up with fun virtual-novel style segments that have their own unique style to them. The game also exceeds in the humor department, making me laugh more than most games I’ve played recently. The tone, story, and characters are all excellent and really elevate this experience. If you care about No More Heroes and especially Travis Touchdown, this game is worth experiencing just to see the story and character moments unfold. If you can stomach the monotonous gameplay, it’s worth your time.

I'd love for TSA to be one of those games where I can look at all of its unquestionable flaws and shrug them off, toss them aside, then give it the perfect rating I know it deserves. Many of GHM's older games deserve that, and the same specter of a story that I know will stay with me for just as long inhabits Travis Strikes Again.

But... it doesn't quite deserve that level of praise. I'm not going to sugarcoat it, as a game, it's just not good. The gameplay's repetitive, unsatisfying and levels are long and tedious. Bosses are actually quite fun but they don't redeem the whole thing. To play Travis Strikes Again is to force yourself to endure mediocrity to experience its more clever moments. It hurts to see its overall mediocre reception from critics and consumers alike, but I get it. It's not just that this isn't a game for everyone, it's not for most people. It's not for me, honestly, I was getting pretty mad in the awful final level. (Although I think the DLC stage is overall pretty good)

Is it fanservice, then? Well, yeah, for sure. It literally admits that straight-up. They even reference the Kinect game where you throw baseballs at zombies for fuck's sake. Is it a soulless attempt to grab some cash before making NMH3? I don't think so. It's a very personal story, a story that only someone who's worked on videogames for as long as Suda has could tell, and that I'm glad he did. It's... maybe a bit of a vanity project, but a honest one. It's Suda51 putting himself on stage and just sharing every step of his journey, the good ones and the bad ones. There's discussions to be had, but I personally appreciate this melancholic look at the past a lot, especially in how it's embodied by Travis, who has grown up with all of us after the first two games (not me though I played NMH1 and 2 in 2021 lol), and is now a much sadder, more introspective man.

Even TSA's core message, though, I think has some holes in it. The pacing is awful, because the gameplay is still in the way. The visual novel segments while enjoyable are a bit hit and miss in terms of actually adding on to the actual themes of the story. Come to think of it, so are the levels themselves. A couple of them really don't feel as clever as the rest, despite still having heart put into them. So, I dunno, that's the core of Travis Strikes Again. It's a very flawed game that sometimes trips over nothing, stumbles and almost falls, but it ends up doing something special in the end. At least for me.

There are some days where you question if it's worth going on. If it's worth starting anew after an abnormal period of absence, if it's worth continuing after a history of failure, or if there's anything left for you after you've reached the very top.

Travis Strikes Again is the epitome of those feelings. Where the No More Heroes series, its creators, and its revered protagonist Travis Touchdown come to terms with their past and rejuvenate their passion to move forward in life. It's fitting that this type of story is told through the premise of diving into the last remaining mementos of a game developer who vanished from the public eye: leaving nothing but a failed gaming console and its cancelled video games where you have hypothetical fights with the proposed heroes of those titles that never saw the light of day.

The atmosphere of this game is extensively cozy - nostalgic, nocturnal, and artistically robust at every given moment. Combat, while different from the combo-based swordplay of the numbered entries, is arguably at its most strategic and challenging, thanks to TSA's innovations of varied enemy varieties and customizable skill chip powers. Granted, some stages can overstay their welcome and the game as a whole is missing the trademark ultraviolence and gore that defines NMH. But the sheer arcade-y fun of the action, paired with some pretty fun setpiece variety and segmented by thoughtful dialogue, absolutely makes up for it.

It's a game that I always find enjoyment in experimenting the possibilities - whether its with the other playable characters, and co-op that makes for a perfect night session with friends. It's a game that opened my eyes to what made me love the No More Heroes games and why it deserved to remain in the light once more. And most importantly, it's a game that always inspires me to come back. Because even after you've felt like your best or worst years are behind you, you've still got shit to carry with you in the present. More than a game about games - or at worst, a game meant to be homework for a "real" game - Travis Strikes Again is a game about the resolve to create something new with oneself.


There's probably a lot to love about this game, but I just didn't care for it at all. I'd say if you're not a big Suda fan - don't touch this game and pick up a YouTube video of it instead. The gameplay is extremely mundane - almost every Death Ball (level) is based on some sort of wack gimmick, most non-oneshottable enemies are absolute damage sponges and there's a TON of them, the special skills that actually help in battle take forever to recharge and it all just makes the combat not fun at all. I hated the donut levels, disliked the racing games, and absolutely DESPISED the final Death Ball - which was easily one of the most frustrating experiences I've had in videogames in a long while. A majority of the game's story is fourth wall breaks and self-depreciating jokes, which I liked, but it got repetitive after some time, just like the combat. I enjoyed the VN segments, though.

Suda's games are not for everyone, but I'd say most of his games can appeal to anybody with an open mind, like killer7 and the first NMH. This game is an exception. You will likely only stomach the gameplay if you genuinely care about Suda's work and career enough and have time and will to think about this game's meaning a lot, because that's primarily what this game is about. Overall I had zero fun with it, I respect what he tried to do with his extremely limited assets, but it just didn't grab me at all.

Me 1 hour into replaying this in coop: Wow this is so goat goaty, this is an easy 9/10, maybe a 10/10. Why did I even give it an 8/10

Me 5 hours into replaying this in coop: why are the levels so long, why are the enemies so tanky, why does this shitty (awesome) 20 minute long jumping challenge reset both players if one player falls, why are the sound effects mixed so loudly that I have to turn them down halfway just to be able to enjoy the music properly

feels like most of this game's problems could've been resolved by segmenting each stage into at least 2 levels each and giving the player some additional way of interacting with enemies (a parry perhaps...?)

Aside from that the game is still excellent when it comes to the writing, presentation and music. It's ballsy, soulful, introspective and masterfully develops Travis Touchdown as a character while also being a tribute to (indie) games all over. It's also pretty funny to play coop and arguably the best way to experience it.

Anyway, now I'm going back to listening to 'Travis Strikes Again: No More Heroes OST - Theme of Killer Marathon Feat. Marushow,surapurutame' on repeat, which is coincidentally what I was doing before replaying this game as well.

Check the game out (after playing NMH1 and 2) and crank the music up to 100 and the SFX down to 40, then return to this review and thank me please!!
And as Travis Touchdown always says (lest we forget):
10 HOURS OF GAMING A DAY!!!

Always put this one off, thought it was a lazy spin-off just to get interest back in the series but this feels just as interesting as Killer 7 or the original No More Heroes.
An odyssey through one man's head that tries to encompass a lifetime of regrets and choices. One feels like this Suda's attempt to get his mojo back and I can't deny it worked on me. I will always go to bat for works that feel indulgent, art that feels like an extended therapy session that we're allowed to look in on. Travis Strikes Again feels like a reckoning with what came before and if my analysis feels shallow it's only because so many talented folks have wrote about how this is a unique piece of the medium.
Suda Strikes Again

The weirdly simplistic gameplay makes a lot of people miss the forest for the trees (myself included for a while) but if you are a NMH fan and take the time to sit down and play this all the way through, will not be disappointed.

A great love letter to the history of
Grasshopper Manufacture and indie games too.

Everything in here feels like it came from the depths of Suda's soul.

levels are really long and tedious, enemies are really repetitive and boring, bosses die too fast
great soundtrack, characters and story though

repetitive gameplay a lot of the time but i'll be damned if this isnt in 2nd place for best writing in a Suda51 game (killer 7 always wins)

Tiene mecánicas de juego interesantes y me gustó mucho que cada mundo tenga su propia manera de jugar, tiene su propia esencia, pero no siento que sea un must play para un fan, pero igual es agradable

One of the strangest games ive played being oddly introspective on suda’s life in game development and also feels very indy

This review contains spoilers

i had pretty much forgotten about this backlogg account at this point ever since i've created it, but uppon replaying this game i have some thoughts about it that i can't help write it out, like a memoir of my own. the kind of personal attention that i feel like this piece of media def deserves. i wont be touching uppon every detail that's present within the game's narrative (which is alot) but mostly the ones that stuck w me the most.



i'll start off by some of the stuff i wasn't a fan of slash things that hold this game from being a 5/5, keeping those short before going into the real good stuff. gameplay can be boring and monotonous at some points, there's some challenge here and there which enourages the player to utilize well the skill chips and play more optimally, although this factor definitely shines the most during the boss fights, which is where TSA's gameplay is at it's peak imo. besides the occasional boredom and repetitiveness of the gameplay what drags it the most for me is def the some of the weird experimental gimmicks that i thought were a bit frustrating to go through, or that it clashed w the main gameplay formula, like the awkward 2D-3D angle on coffee & donuts w those random bland platforming sections.

it's small nitpicks on the gameplay but it's kinda like a death by a thousand cuts situation, as where i can understand the ppl that don't fw the gameplay as much because of such small issues that are present through out the entirety game. now w the gameplay out of the way i'll go into the actual interesting part of the game and the sole reason i'm doing an review on it, it's narrative.


a common occurrence that piques my interest on suda's work are the mentions of heinous acts being commited on summer/hot days, being it minor mentions or more major ones, such as the death of travis' parents. the death of one's innocence, together w the beggining of one's trauma, that was always my read on it. the constrast between the bright, warm, genuine innocent self, and the brutal reality of the cycles of violence within our world, the trauma that generates more trauma. such theme is directly tied with the series main thematic, which is accepting one's past in order to change and move forward, break the cycle, and maybe even changing the world itself. all of these themes connect with TSA's narrative in a genius way, applying to both travis' mental journey to dr juvenile's overall character, as well as the their similarities and the influence she had on him.


i'm not ignoring the elephant in the room, which is the fact that this is a very unapologetic project and even esoteric at some points, with references and inside ideas that were mostly thrown out there as a form of pure expression from the creative team. not only for their closest fans but, foremost, for themselves. although i respect this act, i feel like there's a true meaning beneath the references and callbacks, one that expresses creativity, passions, joy, and foremost: the stains that are present within such innocent and genuine emotions. bonded with traumas, and the struggle that's present on following up personal passions in a world that exploits creativity.

but to illustrate my point, first i gotta point it out and explore two of main vessels the game uses to express such themes and emotions: travis and dr. juvenile.


starting off with the poster boy of the game, travis. TSA imo works perfectly as a direct sequel to NMH1, not only on the field of ideas, but also given travis' development towards possible redemption, of which is tied to the acceptance of his past, said process followed by the experience he had while going through dr. juvenile's work. as he sits through her games, the constant flood of nostalgia and childhood memories he relives is the needed step for his further redemption, as such memories and feelings constrast with his traumatic past. this is the indirect-direct way of him coming with terms with his stained innocent self that's broken ever since his parents died, and its an idea that he faces directly as he kills his personal childhood hero on electric thunder tiger 2. thus, quite literally, killing his past and his innocence, and slowly owning his traumas and the darkness present within his past, accepting it and breaking the chains that held him from the possibility of moving forward.

although the acceptance is present, travis is aware that after all of the shit he did realization isn't gonna be enough for him to reach paradise, as its shown in the game's ending. but the path of one's acceptance towards trauma, opens up a possible path towards change, as it's further shown in NMH3.


now to dr. juvenile, the main antagonist of TSA, well, if you could even call her that. juve's story is one of someone whose passions and dreams were crushed by the tyranny of the world, and the work of her life, not to be seen or experienced by anyone, except travis. within a life filled with trauma and sadness, a burning anguish was present. one that was born from the constant feeling of rejection and neglect towards her passions, an isolating sensation, one that i feel alot of artists and creators have been through, myself included. after having her innocent but strong passions be stained by the cruelty of the people around her, all she wanted was to be heard, to have someone experience her life's work, of which contained her experiences, traumas and passions. travis was the one who took this role, and her art ended up changing him.

an artist's way to kill their past is through expression, and dr. juve serves as a vessel to express the isolation present within one's creative mind that comes from neglect and/or exploitation. an vessel that not only applies to one individual, but the artist itself. and said form of expression is beautifully done on this game.


the ties between travis and juve are ones of genuine passion and enthusiasm towards games, one being a player, and the other a creator. travis' adventure through her mind brought fullfilment to juve, and her work brought change to travis, as games were a big part on the life of both.


Travis Strikes Again is a piece of media that beautifully expresses the stains of innocence that are present on one's life through both different, but similar, perspectives. a narrative of which it's base is a auteur-reader relationship, where even though they don't know each other, they both bring direct fulfillment to one another through the medium of art. it's a game about games, but foremost, a narrative about true fulfillment, expression, and breaking free from the chains of the past. it works as a perfect sequel to NMH1, following it up a grim parody to a deconstruction of it, not only toward it's themes, but also travis himself. resulting on a slow but self reflecting journey of existentialism, through the medium of games.

i feel like alot of my love and favoritism towards this game comes from how much i resonate with it as an artist, from the genuine passion, to the isolation. it's a game that manages to not only share it's themes w past ktp work, but also tell it's own messages through the medium of creativity. and it all ties in beautifully, to the aesthetics, simple but good dialogue, travis' development, overlaping but cohevise themes and, foremost, the true form of expression that this game is.



in a world filled of hopelessness, turning your anger and anguish into a form of expression and rebellion can be fulfilling. but accepting the grim and cold reality of it is the first step towards change, not only to yourself, but the change you can make in the world through your actions.



great game that i'll keep coming back into, and keep sharing more thoughts that may come to mind as well.

Not the best in terms of gameplay but damn this really did stand out to me with its writing and story, plus this is also the only game ever that lets you wear a YIIK shirt

Beneath its relatively lackluster gameplay, Travis Strikes Again is a very artful game that narrates the life and career of Goichi Suda. There are a lot of analogies that tell his love for games as a form of expression, and how infamous ventures with Electronic Arts had him burnt out from his visions and so he tells us the player what he has been up to, in a sense just reassuring us he is not dead and he has just been contemplating many things through the years, not to mention the very end of the game served as a surprise of what was to come after 2019.

Travis Strikes Again is an odd game, it does not have much of a replay value, but it is definitely worth at least one go and worth your attention if you're invesited on the perspective of game developers.

Brilliant fucking game, stellar boss fights and a great self-reflective and deeply personal story

I went from a Suda fan to a Suda admirer after playing this game. The gameplay isn't anything to write home about and normally I'd dock more stars because of that, but the writing here elevates the game to four stars. I can't think of many games, or hell, any pieces of art that is this humanly self reflective. It doesn't come off as masturbatory in the slightest for me. Suda is simply reflecting on his career. Celebrating his highs and lamenting his failures. If there's any takeaway from TSA, it's get out there and do what you want to. Celebrate your success' and learn from your failures. You've got one life. Aim true and fire away.

the true sequel to no more heroes and shouldve been the end of the series

For better or worse, this is Suda's MGS4. Everything he's worked for, everything he's struggled with all leads up to this point. Every expectation you have for it is shattered, it's not a fun arcade game, the story isn't as meta as you'd think, its subtext isn't as deep as it would have you believe, all the cameos are flat, almost bastardizations of the original characters. Really the whole point is just that it's made by a guy for himself and only for himself, it's like vent art that breaks the fourth wall.
Its greatest strength is being artistically motivated above everything else, even pushing out what some would see as crucial mechanics in favor of a few more lines of good dialogue. You can't just come in and say "wow that was so weird, anyways time to play more Hotline Miami or whatever," you have to meet it on common ground, play by Suda's rules, listen to everything he's trying to say here. It's a sequel to every Suda game, you can't just pick it up and expect to like it without doing your homework first, especially if you've only ever seen Suda's recent work. Whether or not you like it, that's up to you, but in the end it's not really made for you is it? It's made for Suda, for all of his characters, for one push at artistic freedom above all else.
The art direction throughout the game is phenomenal and the music is uncharacteristically good for the context it's put into. Welcome to Hell is still probably my favorite track from any video game ever.

It's been almost 3 years and this game has not left my mind, I don't know if I can call it fun but god something about the music and story have really stuck with me for whatever reason. I hardcore recommend if you fuck with Suda's stuff


A spin-off but in my opinion one of the best in the series. More Suda perfection.

Pros:
- Exudes a love for video games

Cons:
-Exudes a love for some of the worst parts of video games

Why.

Travis Strikes Again: No More Heroes is a game bursting at the seems with so much to love. Everything from the fake intros to the incredibly stylish Visual Novel bits to the (again) really good OST makes this game feel like pure Suda and I'm all for it. It really feels like a personal project for the man and I respect what he was able to do with this game narrative wise.

All that being said I can wholeheartedly NOT recommend this game because actually playing it might just be one of the worst experiences I've had in recent memory. NMH1/2 weren't Itsuno level action games but they both got the job done and remained consistently entertaining throughout the runtime. TSA throws all that shit out of the window and has some of the dullest combat I've played with so many enemies thrown at you it feels like a fucking dynasty warriors game. Not helping matters is just how much is taken away from previous games, with simple shit like darkstep and LEVELING YOUR FUCKING BATTERY being inexplicably gone making it all the worse. Some new mechanics like the skills and super attack attempt to make up for these mistakes but are either jank as fuck (skills) or take too long to be used consistently (super attack). I'd be more kind if the levels also weren't the absolute fucking worst, with each of them going on for way too long and some having inexcusable gimmicks attached to them. Golden Dragon GP is probably the worst the game gets, with the driving mechanic being way too reliant on RNG and also forcing you to completely fuck it up in order to progress (thanks Suda). Special mention as well goes to the absolutely abhorrent final level, which throws so much shit at you as well as just being boring visually. On the subject of visuals I'd also say they're not great, with character models looking straight up unfinished and most locales looking like generic UE4 assets.

The ONLY way I'd recommend this game is if you're a diehard Suda fan and wanted to see his glorious return. It's actually pretty cool just how deep the game gets narrative wise and it really showcases why he's such a respected director for so many. But I could not stomach playing it and only got through because of switching things to easy and trudging through.

4/10.