6 reviews liked by CygnusGamma


“he’d love to spend the night in zion / he’s been a long while in babylon / he’d like a lover’s wings to fly on / to a tropic isle of avalon” - digital man, rush

dense, layered, and easy to get lost in all the same as its island centerpiece, flower sun and rain endures as personally-tailored perfection in a video game.

some years ago when i was working my way through kill the past, a good friend of mine advised me to not bother with the completely optional and not at all mandatory lost & found puzzles, as “they suck and they ruin the pacing of the game”. as a matter of pride i simply decided to not heed that advice and go through the game solving as many of the lost & found puzzles as i possibly could. in doing so i’ve made the playthrough likely much longer and more drawn out than it should have been, but it’s only until as of writing this in 2023 that i’ve realized that doing these puzzles actually held some value to me.

flower sun and rain is a game of multifaceted allegory and metaphor, where no ‘truth’ is singular (despite what sumio initially says) and just about any way of reading into it is a valid reading. to me, flower sun and rain is a metaphor about a man unwilling to acknowledge the past and move on to the future; a man eternally stuck in the present. the titular hotel claims its stake on being a paradise to forget about time in, and like a moth to a flame, sumio does as much as he can to waste away in paradise for as long as he possibly can. he lets himself get distracted with the denizens and their issues, letting paradise pull him deeper into itself so sumio doesn’t have to think about the airport and everything outside of this paradise. 25th ward puts a wrenchingly satisfying end to this thread as his life outside of paradise has become completely void of enjoyment. in the end he lets paradise subsume him, never to move on again.

paradise as an idea is something i had touched upon earlier in my thoughts on kaizen game works’ paradise killer, which for anyone who’s played a decent number of suda51 games, can very much see the unabashed ktp cribbing it proudly flaunts. it is rooted in a need to escape human problems ironically caused by humans and the societies they’ve built up. in building these paradises, it comes down to exploitation of resources and people to cultivate these getaways and romanticizing a world fundamentally incompatible with the systems that even lets a vacation spot like this exist in the first place. vacation spots like the flower sun and rain hotel are inextricably linked to colonial structures thriving off of that exploitation. this brings flower sun and rain close to an idea proposed by writer mark “k-punk” fisher known as capitalist realism, in which he proposes that due to the sheer widespread influence of global capitalism, it’s believed that it is the only viable political and economic system and that it would simply be impossible to even begin to imagine any viable alternative. in that sense there’s no such thing as a true-to-definition paradise; it is at best only a temporary state of mind, but it’s one that a person can find themselves unfathomably lost in.

there’s probably not a lot of people who went out of their way to do the ds port’s lost & found puzzles, as they’re technically not really rewarding the player with any juicy lore or narrative revelations, just some stuff to look at in the game’s model viewer and maybe the satisfaction of solving esoteric puzzles that have nothing to do with anything. or so one thinks they have nothing to do with anything relevant. for the player to deliberately seek out the lost & found puzzles and forget about time solving them, it is, to me, the perfect way to reinforce the narrative flower sun and rain presents. sumio is a man who lets frivolous people distract him and seeks out these meaningless problems to solve for others, and for the player to do these lost & found puzzles, they act as an extension of sumio to drag out every second possible to indulge in paradise. one of the most potent executions of a ludonarrative tool i’ve seen in a video game, and it’s entirely done through optional puzzles that a good deal of the people who played this game likely did not do.

i don’t regret doing the lost & found puzzles. i think they’re the best part of the game.

Trauma-induced delusions are one of the least supported and understood areas of mental health that is represented in media/larger society in general. So I was incredibly skeptical discovering there was a sequel to the original "bag of Milk" game.

The first game kind of felt like it was trying to express how the player cannot ever understand the experiences of those that exist within fiction and telling a challenging story within that. It follows a protagonist who is attempting to go outside of her home for the first time since her father died with monsters and cruel thoughts following her every step. Along the way the player is interacting with her thoughts and representing a sort of "medication" for her. This first game doesn't necessarily succeed in its aims. However due to it's short amount of timespan and ambiguity in low fidelity it surprisingly doesn't feel exploitative. Instead it just feels like a short story that presents us with ideas and images for us to carry and think about.

By making a second game in relation to this, I have to wonder what the goals are. Why do the ideas and images from the first title need to be expanded upon? Unfortunately it feels like "Milk outside" doubles down on the moments from the previous title as a means of reveling in traumatic iconography. This sheds the sympathetic lens formed from the first game's lo-fi constrained ambitions, and reveals a voyeuristic kaleidoscope of torturistic pleasure with higher fidelity animation and visuals.

I have heard there is some pretty cool stuff the game does with narrative structures and I also think it looks nice. However, I just don't feel a desire to play through more of this game's depictions of delusions and trauma.

when you first encounter dr. naomi in NMH3, she's eking out a kind of solitary existence in travis's basement, resigned to her fate being entwined with a 'creepy-ass otaku' and promptly aiding him through all his savagery and debauchery. there's obviously still a lingering a mild undercurrent of disdain in their interactions, but dr. naomi is otherwise shown to be genial enough to continue to upgrade travis's gear. although it's not like she had much of a choice in the matter - her unexpected transformation into a cherry blossom firmly anchors her in the game's primary base of commerce, allowing her to fulfill her pre-established role as a fixed vendor from the convenience of travis's motel.

the question of how exactly dr. naomi became a disfigured and hardy tree given artificial life isn't necessarily central to NMH3's narrative, but i find it worth thinking about because it continues NMH3's perpetual tendency to allude to works of all kinds unceremoniously. in this case, the easiest analogue would be twin peaks: the return; in the 25 years between season 2 and the return, a character slowly and inexplicably evolves into a fleshy and gnarled tree pulsating with electric currents. this is nothing more than an incidental tribute - and not unexpected after something like 2018's the 25th ward references to twin peak's third outing - but an homage to the return will always make me reflect a bit because it is such an extraordinarily well-structured, thematically cogent, and thoroughly excising metatextual work that it still is every bit as arresting and affecting as the moments i first watched it some four years ago.

NMH3 poses as a ‘return’ of sorts as well; in reality, however, TSA, with its title literally referring to travis’s absence from the throne, is more likely to fit that bill. TSA was also a metatextual work – about travis and GHMs absence from the limelight, about what had changed over the course of close to a decade, about GHMs works, fears, and their future. in several respects, TSA may as well be NMH3, bringing a close to travis’s character arc and positioning itself as a vector for GHM’s next project.

these elements effectively make NMH3 a lot more like a big-budget reunion than a fully-formed closer to a trilogy, something comparable to a no more heroes: gaiden or no more heroes: the after years. i say this in large part because, in contrast to TSA and especially NMH1, NMH3 is markedly straightforward and almost juvenile in its affectations. i don’t envy anyone attempting to continue a series which defied continuity and explanation the way NMH1 so deftly did, but this is our third time returning to this nexus, so the hope would be that there’s an actual reason to be with these characters again, to inhabit this world. so to briefly sum up: to an extent, i think even NMH2 toyed around with the idea of franchise iconography and the role travis had foisted upon him in that world. TSA was, as was previously said, a game about absence, reflection on and mild interrogation of the indie space, about games themselves and the feuding ideals animating their development, about artistic love and loss.

what’s NMH3 about? we’ll get to it, kind of, but for our purposes it’s worth establishing a few things first, namely that this is a pretty significant departure from NMH1’s jodorowsky and seijun suzuki-influenced blend of inviting contradictions and abrasive lampooning (although it’s worth noting suda apparently has never seen branded to kill lol). if anything it’s kind of the opposite which makes it kind of wild that it released after TSA, NMH1 is very pointed about the intersection between stifling economics, dead end americana, and fan obsession with foreign work, whereas 3 is kind of like, ‘im travis and im 40 and kamen rider is still so fucking cool’ (not that hes wrong, just that that kind of adoration and those adolescent proclivities go totally unchecked here). still, it shares less in common with the kind of vulgarity-without-sincerity romp that NMH2 produced and honestly a lot more in common with suda’s short fiction, especially post 2010? im thinking very specifically about ranko tsukigime and kurayami dance, both works that are ‘closed-off’ or ‘shuttered-off’; they have a very definite beginning and end but everything that happens in between is a dense mix of dream logic, parodic undertones, perverse ironies, ‘i say it like it is’ genre statements – very much storytelling as irresolvable and inconclusive. shared between all three, there’s a strong narrative centering on non-sequiturs, an emphasis on artistic collaboration, and torrential floods of absurdity and surrealism fueling the game. hell, so many artists, such as animation teams like AC+bu, are common to both ranko and NMH3, even.

and i think for sure a lot of these constituent elements are present in other GHM/suda titles (that inability of narrative to resolve itself is a staple of NMH1), it’s just the explosiveness and the frequency with which you get barraged by these specific traits are at a fever pitch in those works. kamui shows up here in NMH3 and he basically does as kamui is wont to do, offering a bit of a skeleton key for understanding some of these works:
“[Things] had become quite the confusing mess. But somewhere inside that confusing mess hid the truth. What is real, what is not? … There is only one thing that is real. I am here in front of your very eyes.”

i think this is where my problems with NMH3 come into focus. i think NMH3’s invocation of that dizzying mess kamui alludes to is half-baked and barebones. unlike ranko tsukigime, NMH3 isn’t an absurd sidescroller that can be finished in 40 minutes. unlike kurayami dance, NMH3 isn’t a sub 30 chapter manga. NMH3 is a 12-20 hour adventure game. so while it shares much in common with these narratives, just the protracted nature of it results in maybe the last thing i expected a NMH title to be – just kind of boring? it’s a profound skeleton of a game in so many different ways, there’s not really a full-bodied texture so you’re left with a lot of entirely separate and only somewhat interrelated elements. how you feel about the game is left up to how you feel about any one of those constituent elements. for my purposes, i think a lot of this game has the seeds of something really special, but comes up pretty short.

when we catch up with travis touchdown again, he’s in the middle of doing something i think a fair amount of us do and are unwilling to admit – he’s looking up footage of a game he’s already finished, looking to vicariously (and perhaps voyeuristically) re-experience some of those same emotions, to temporally connect himself with a younger, more idealistic version of himself. i recommend watching it here, if only because in the same way NMH1’s intro frames the game, i think this is meant to be NMH3’s primary invocation of all its themes, running parallel to the game, and i like the remake angle the opener plays with because it feels like an implicit acknowledgement that so many sequels are really just remakes if you unpack them a bit.

in the proceeding cutscene we learn quickly about antagonists FU and damon’s origins, lovingly animating an ET-esque tale of nostalgic childhood tenderness gone somehow wrong. FU promising to return no matter what is a bit of cheeky writing, and the transition seamlessly shifting between aspect ratios as the scene shifts to the modern day is a great touch as well. damon (based on known shit-for-brains john riccitiello, a can of worms im not really interested in opening in this review), has apparently used FU’s powers to position himself in a place of executive power since the days of his mirthful childhood, and signals FU back to earth, where he pretty much immediately sets out on planetary conquest. in the original reveal trailer this is revealed as its own fakeout IP in the form of goddamn superhero, right before travis crashes the party. the kind of IP conflict this opener promises – between a resuscitated old franchise built on subjugation of nostalgia and clearly alluding to the MCU, in conflict with the brazen punk nature of NMH – is the kind of fertile ground NMH3 is built on, but fails to really capitalize on.

after that, the two plotlines intersect. travis is interrupted and called to action before he can figure out who deathman is, sylvia immediately begins fulfilling her designated intermediary NMH role, some dire shit happens, and the game kicks off proper with revenge serving as the impetus for taking down FU. it’s here where we’re introduced to the systems of the game, harkening back to NMH1. we can explore an overworld on foot or on bike again, participate in side activities like gig work, and hunt for small collectables and trinkets. structurally, however, it’s difficult for me to say this was worth it. performance is taxed to a degree in the open world and it’s barren in a way that feels unacceptable, fragmented across different islands, some of which are inaccessible from beginning to end. but even on spicy difficulty where i played, you only need to check out some of the barebones gig work a couple of times just to see what’s there, and you’re more than comfortable to just engage with the designated matches to advance in the narrative. they’re there because they worked in NMH1 and people like it, but they don’t recognize how interwoven those elements are into NMH1’s thesis. perhaps there’s a read in which you can argue it’s fun work for work’s sake – it’s nice to see travis turn the act of lawnmowing into stylistic expression – but it just feels noncommittal and compartmentalized.

which is another problem imo…NMH3 doesn’t have levels, you travel to points in the map to engage in little designated battles that take 2-5 minutes to complete on average to deflect from the fact that there’s no substantive content and to give the combat system some meat and heft. and i do think the combat is kinaesthetically really appealing, in a way kind of the artistic statement of the year, it’s so garish, the way the voxel art and weird low fidelity environments and excessive blood and splatter effects all coalesce into conveying an off-kilter unreality, but it sucks that the combat is what’s on center stage and nothing more. even if the enemy designs are generally serviceable and the gamefeel is solid, i found myself wanting more than contextless skirmishes. midoris one of the better fights in the game purely because there’s actually a level here with good ideas and imagery relating to her character and background fueling the stage before travis’s competing subconscious infects the scene and they fight in a tokusatsu rock quarry.

NMH3 in that respect represents NMH at its most gratifying. it just feels good, despite it all. part of this is that your slot machine upgrades don’t grind gameplay to a halt to do some other weird mode of gameplay for a bit but they all naturally come together to form random bursts of unrelenting power expression. gold joe is probably my favourite fight in the game – soundtracks fuego, mechanics are simple, gimmicks unique, and the fight is very readable without compromising too much on difficulty, it fits the style of game NMH3 is trying to be the most. and that’s where that slot machine integration comes in because it’s entirely possible to stunlock these guys into oblivion when all is said and done, combining a smidge of luck with some of the very minor okizeme nuance present in the game – i basically one hit killed FUs first phase because i got luckily enough to trigger mustang twice through errant slashes and he got stuck in my cage of fishermans suplex torment. i still don’t really know what his moveset looks like in the later stages of the fight. that’s a gratifying thing in my books, perfectly in line with NMH’s ideals.

still, it’s a bit uninspired and tame otherwise in how it achieves that expression, and i wish there was a bit more meat on its bones. it’s technically the best NMH combat system, but it achieves this through:
- configuring dark step as witch time
- having enemy types
- boring death glove DPS mechanics
which is really kind of a shame because it’d be nice to have more in the way of formal experimentation, particularly after some of the crazier death glove abilities in TSA. this is basically killer is dead 2 for all that that’s worth, and it’s not particularly interested in tying any of these combat mechanics into a greater core. it’s just a Component in an, again, extremely compartmentalized game, unlike NMH1’s brand of, to this day, really unique bushido/lucha combat. it feels homogenous with action titles i’ve already played, yknow?

that retreading, homogenous feeling, is what’s most disappointing about NMH3s conveyance of narrative. everything in the opening establishes some ideas and themes that lose a lot of their momentum as you engage with the game, throwing in NMH1’s subversions of boss battle identity and coyly alluding to it at times as an unsatisfactory way to shake things up. i think where NMH1 and TSA are pretty unpredictable, NMH3 is firmly predictable and monotonous - there aren’t as many hooks to engage with, not as many quiet moments to reflect on…i imagine there will be some sects of the internet who think NMH2 deserves a reassessment after this and my answer to that is a hearty no, that game’s just absolutely miserable to play, but even that title has something like the captain vlad fight which i really liked! and a fair amount of my positive feelings on NMH3s battles mostly stem from whether or not they were fun to engage with on a more tactile level rather than leaving me with some narrative or aesthetic thread to deliberate on. the multimedia, ‘binge streaming’ format the narrative is conveyed by feels holistically appropriate in this sense, because it really is No More Heroes as unchallenging content, No More Heroes as brand ip, No More Heroes as obligation…in a world where games more than ever unironically resemble NMH1’s implicit criticism of the open world city format, what could or should NMH3 be bringing to the table? because it’s just more of the same here.

if travis feels at odds with it, subsumed by it – i think that’s the fairest way i can read this game, even if it doesn’t feel like something the game is perhaps entirely committed to. sylvia is travis’s partner but you wouldn’t guess it in this game, she’s resigned to her designated role as matchmaker and manager, pitting travis against battle after battle to keep his bloodlust sharp and flowing (which maybe in some perverse sense means someone like her is inadvertently the ideal partner for travis), but that elides that she absconds every time travis attempts to talk to her more meaningfully. and i think maybe what the game attempts to stab at is that complete and total death of meaning in the macro sense as we prefer to engage with things in the micro sense. im pretty sure this is why it ends in the dizzying manner that it does, even if its post-credits scene is something a great many of sudas works already do (ranko, SOTD, etc). travis’s life is now battle for battle’s sake; the game doesn’t think to ask how he feels about that because it’s clearly still duty to him at this point in time, but one of the only other meaningful connections he’s fostered is someone like bishop who he can just sit back and crack open a cold one with, sitting through miike film after miike film having these podcast-esque discussions as this weird place of respite. sylvia even thanks bishop for taking care of travis, so it's clear she's aware to some extent of what he's being put through. still, his inability to connect with sylvia does frustrate him but there’s not a lot he can do about that given she’s been shuttered off into the role his life demands of her. hell, so cyclical is the absurdity in travs's life that characters from separate narrative continuities like kamui and midori (with kamuis malleable and impermanent physical appearance fittingly shaped to appear as a younger otaku in this title) explicitly allude to glamour camping in this universe, because, well, it seems like there’s a vaguely interesting show going on here – why not change the channel for a bit? in that sense i do think some of the spirit of KTP is in this title, but not in a particularly substantive way. i should also probably point out that i didn’t expect any of those narrative threads to be in this game, because that’s insane, and i specifically wanted for NMH3 to be another expression of NMH, however that might manifest. but if these are ideas NMH3 wanted to chase, i don’t think it needed to explicate them necessarily so much as it needed clarity and focus; after all, much of NMH1’s thematic strength is expressed in the margins. i kind of liked ranko, and i greatly enjoyed kurayami, both of which are similarly works defiant of continuity that still feel complete and total, whereas this is just distended for much of its runtime.

maybe the other fair thing to point out is that my favourite narrative content in the game is usually in the smaller moments, particularly the optional bad girl arc players can choose to engage with wherein travis attempts to console her by making anime recommendations. classic stuff there. but otherwise things just kind of happen with hardly any sense of importance or dramatic rhythm, and while it’s unrelated, you can sense that the most in the game’s pared back soundtrack – a surprising wealth of these tracks are lacking in pulse or energy, particularly the battle tracks which are composed by nobuaki kaneko. he later went on to form the band red orca – their debut album features so many of the tracks listed in this game that have all been given extensive and lavish production, whereas in NMH3 they’re all significantly pared back cascades of white noise. not as relevant to the discussion here, but feels like an apt metaphor.

i really think it’s admirable that a game like this can swing for the stars, but not every chance at bat will be a home run. i expect that this will become something of an MGSV-type debacle in a few months time, since it’s clear that covid production, budget issues, and technical problems took a butcher’s knife to this game, with it being confirmed that there’s over an hour of cutscenes missing from the game and probably even more content missing as well judging from suda’s own description of what’s absent, such as boss fights and fully developed areas. but, all the same, im really not sure it’s a game that can find life in its wounds like MGSV can be said to accomplish…but it’s all the more frustrating that it’s impossible to say, as well. maybe there’ll be a director’s cut, but it seems highly unlikely given that this is travis’s last hurrah and marvelous has the rights to the IP. it ends up offering an interest contrast to killer7, a game salvaged in a similar edit that brought everything into comparable focus. with NMH3, the dominant sense is that everything is disparate and disconnected. i can say that trying to make any semblance of cohesive statement on this game is hell, which explains my overwrought nature this time i suppose, but then, NMH3 is like that too. meditation on weaponized nostalgia? ouroboric game about audience’s inability to let the past die? a work about the futility of mechanics-oriented design? impossible to say, but i could have appreciated its resistance to any easily read interpretation (in part because i think treating works purely in terms of the message they purport can be a reductive lens) if its parcels of content were more meaningfully engaging, but they unfortunately arent. by the end of all these competing conceptions of media, it's only fitting that they all meet at their 'final destination'. it is what it is. see ya in the next one

"without love, it cannot be seen." - beatrice, umineko no naku koro ni

no more no more heroes (for the foreseeable future, anyway).

it was not so much as a conclusive and satisfying farewell to travis and co. as much as it was just meeting up with a pal to do the thing we’ve always done, for one last time, for old time’s sake. i imagine that was the feeling suda was going for, as given in interviews regarding any potential continuation of nmh is unlikely due to ghm wanting to pursue new original ventures and marvelous being the holders of the ip.

nmh3 is an adequate synthesis of everything one would come to uniquely enjoy about its series, the whole shebang retreads its ground and is fully aware it’s doing so; why else would anyone play no more heroes anyway? however, it does so with a keen sense of retrospect and self-reflection that was formed in tsa. if there’s a succinct way to describe nmh3 as a whole, i think it’s love. it’s a love for its parts, a love for the sum of its parts, a love for all the things that inspired and continues to inspire suda and his work, a love for all the people who’ve come together to make it possible, and a love for everything suda and his players have built up his body of work to be where it is today.

love is something that nmh3 examines and extols, both in its development and in the game. the sheer breadth of collaborators who gave a part of themselves to make nmh3 the unique melting pot of styles, ideas, and mediums it is shows each creator’s undying love and devotion for their craft, and seeing it unify creator and fan under such a unique work is nothing short of a historic little diamond in video games as a medium. as for the game itself, it examines the relationships its characters have with each other, and i found that travis and fu have interesting contrasts with how they interact with their circle. travis shares his love for japanese media and pro wrestling in bishop’s podcast, in his consolations to shinobu, and in his way of helping bad girl work through her grief. fu however, sees his “friends” just as tools for his conquest and the aliens in his league are as keenly aware of his exploitation of them as he is. travis is a person who wouldn’t be where he is now without the love he’s built up between himself and his friends, and fu ends up getting used as much as he uses his champions. i would go as far as to say that it’s travis’ understanding and strength of his love that defines why he comes out on top in the end.

phrases like “love letter to the series”, “labor of love”, and whatever similar thing is what i think is the best way to encapsulate no more heroes’ final outing. like the lyrics in orca force, “i know how strong love is,” and suda has a lifelong lover of his work in me ever since i dived into the silver case at some point in 2020.

With his head in hand, he who bore the pain, would try to reach The Void again; The place where nothing moves, where darkness is lord and silence its preacher - a place of peace.

as someone whose number one dream in life has been to clamber into a sensory deprivation tank for years now, i relate to post void's take on the arcade format. oblivion is inviolable and sacrosanct here, not transcendence - everything between here and that inverse nirvana is stream-of-consciousness anarchy and troublesome white noise, each new threat a tax and handicap on your senses as you try to reach that sweet, sweet cessation of being. so committed to 'noise' post void is that even your upgrades will occasionally contribute to the visual clutter on screen (one explodes enemies on death; another ricochets bullets), and it's up to you to translate that mess to wasd and mouse as you line up headshot after headshot in the world's most deadly funhouse, its sprawling and uneven geometry working against you the whole way through. kind of barebones in design in a way that makes me wish it was designed far more around its purity - pistols just feel right, whereas the shotgun, once kitted out, is way too lenient - but i prefer this minimalistic roguelike compared to the likes of downwell, at least personally. introduces a slide just for the hell of it, cause it feels good but damn if it didnt get me killed more often than not

This review contains spoilers

It's kind of hard to keep expectations in check for this title considering it's been in the works for a few years and it marks the end of a mini-era for Grasshopper Manufacture looking back at its past IPs that began with the remake of The Silver Case in 2016. How do you bring a conclusion to the 14-year arc of Travis Touchdown? The simple answer is, you don't. His development has already finished at TSA, and while he's not devoid of depth here as his brush with death late in the game explores, there's also not really a way to put a nice bow on his character, and GM doesn't even begin to try and instead lets other aspects of its presentation represent what it really means for NMH and the studio as a whole.

This game, to me, is the culmination of NMH as a "found family" story. Our cast of (no more) heroes are a bunch of dysfunctional weirdos alienated by the mainstream that eventually rally together to avenge the death of one of their own. Travis rejects his biological brother Henry one last time in favor of the other bonds he's created, while Bad Girl is able to accept the death of her father through the support of Travis and others. As darkly hilarious as it is to see Travis help Bad Girl with the process of grief by recommending Tomino anime, there is something genuinely sweet about the way he relates his own impact by said stories to her, as he's really trying in his own way to help.

It's also a celebration of otaku media that is often dismissed as "silly" for their excess. This is present in other NMH titles, but I feel it hits here hardest as Travis's character development is practically complete and yet he still embraces tokusatsu and anime even as both he and the game poke fun at them. There is no longer a sense of childishness attached to them as in the first game, as now it practically screams "yeah it's weird, and what the hell are you going to do about it?" I really don't understand how this game's teasing admiration could be mistaken as disdain by a few journos when no writer could be both so precise and wide-ranging in their references without a deep investment themselves.

I haven't even brought up the gameplay, and to be honest, I really don't have a lot to say about it. I miss the levels that had to be traversed before bosses and think the presentation of the designated matches are rather lazy, but at least combat itself is engaging enough and stays in the spirit of NMH. Only a few boss battles in this game really stuck out to me as particularly memorable (Kimmy, Midori, Henry) but I wouldn't say the other bosses were bad by any means, just a little disappointing considering the incredibly memorable bosses of the first two games. At the end of the day, NMH3 is a game that is more than the sum of its parts, a reflection of the rich style and history of its developer and a pledge to never lose their edge.