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.

Reviewed on Jan 21, 2024


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