No More Heroes is a third person action game originally released on the
Nintendo Wii in 2008. Set in the fictional town of Santa Destroy, you
play as Travis Touchdown, a man on a mission to become the top ranked
assassin in the USA. Beginning at rank 11, you must guide Travis up
the ranks from one fight to the next.
You’ll
divide your time between the core linear missions – the ranked
fights – and the open world side content. The core missions are the
best part of No More Heroes. Each features a new environment, new bad
guys and an entirely unique boss fight. The quality and challenge of
the missions varies somewhat, but it’s where the game shines and
it’s where you’ll have the most fun.
The
open world and side content, on the other hand, feels like an
unnecessary addition that only exists to pad out the rather meagre
core content. Each ranking fight costs an ever increasing amount of
cash to unlock. Whilst cash is earned during core missions, it’s
never enough to cover the next entry fee. And this is where the side
content comes into play.
After
every ranking fight you’ll unlock a new side ‘job’. These are
just basic mini-games that range from collecting coconuts to cleaning
graffiti from buildings. They don’t pay very well, but you’ll
need to complete each in turn in order to unlock the assassination
jobs. These pay the most cash upon completion, and if you’re only
interested in going from one core mission to the next, you’ll
likely only have to complete each side and assassination job once in
order to do so.
But
there are other things to spend your money on in Santa Destroy. You
can buy wrestling videos to learn new moves. You can buy new versions
of your beam katana, or new parts to improve its power and recharge
rate. You can pay for training to increase your health and strength.
Oh, and you can also purchase new clothes for Travis to customise how
he looks.
And
spending cash to improve your health, strength and weapon, whilst not
strictly necessary to progress, does make things a lot easier,
particularly on the harder difficulty settings. It should be noted,
however, that everything you buy does carry over into a new
playthrough, so you’re under no pressure to try to purchase
everything on a single run.
But
here’s the problem with this system – every time you spend your
cash on something, you’re moving another step away from your next
entry fee. And this means that if you want to buy all of the katana
variations and upgrades, stat improvements and cosmetic items – and
earn enough to unlock the next rank fight – you’d better be ready
to grind your way through the assassination jobs multiple times.
Which
wouldn’t be so bad if the jobs weren’t almost entirely recycled
content from the core missions, which then also recycle the
same job types multiple times. So much of the side content –
including the bonus ‘free fight’ jobs – are all just pieces of
the core missions recycled. And once you’ve played each side or
assassination job once or twice, you really don’t want to play them
again – but you’ll have to if you want to unlock any of
the extra items or upgrades.
That
said, the cost of items and what you can earn as you progress isn’t
too punishing. It’s not like you’ll need to grind these
extra jobs for hours to earn the cash you need, but the way these
jobs are unlocked and played also proves rather frustrating. You
can’t just pick a job and play it from a list. No. Instead, you
need to pick a job and physically travel through the open world of
Santa Destroy to start it.
This
is where it becomes clear that the ‘open world’ aspect was really
just used to pad out the run time. Nearly every job requires you to
travel from one side of the map (to choose the job) to the other (to
complete the job) and then all the way back again if you want to
choose another job or even to replay the one you just did.
The
open world isn’t massive, and you do have a fairly speedy (though
awkward to control) bike you can use to get around. And to be fair,
it only takes 30 seconds or so to travel from one side of the map to
the other. So why am I complaining? I guess it’s just something
that adds up and begins to irritate as you play. Because so much of
the side content is recycled, you’ll frequently be driving to and
from the exact same locations multiple times, even for entirely
different jobs. It’s not so bad at first, as you begin to explore
the open world, but by the time you hit rank 5, these repetitive
little back and forth driving sections really start to get on your
tits.
All
it does it pad out the game, turning what is only 4-5 hours of
original content, into 9-10, half of which is repetitive, recycled
content. The open world itself is small and rather pointless to
explore. There are collectibles to find which can be used to unlock
various things, but there’s little reason to bother. And the same
applies to the cosmetic items – they cost so much and are mostly
just recolours of your ‘base’ outfit that they’re not worth the
extra side job grinding.
In
fact, everything about the world and the side content is a little
basic. The weapon variation and upgrades are very limited – there’s
no system to customise your weapon by swapping out different parts.
The health and strength training is just another motion controlled
mini-game. There are only 4 or 5 wrestling videos to buy and you
can’t even select which moves you want to use once you’ve learned
new ones.
None
of this extra stuff is terrible, but it’s frustratingly shallow. If
all of this side content had been properly fleshed out and didn’t
rely so heavily on recycled content, it really would have transformed
No More Heroes from being a good game into a great one.
Yes,
I do think No More Heroes is a good game, despite these complaints. I
love its style, its music, its completely bonkers world, characters
and plot. And the core gameplay and missions are a lot of fun. But in
many ways, the game feels unfinished. Even some of the main missions
feel hastily cobbled together. It’s like they just tossed a bunch
of wacky, half-baked ideas together to see what would stick.
And
the weird thing is, they kind of succeeded. Because No More Heroes
does somehow manage to mix all of this crazy shit together in a way
that actually works. It’s certainly one of the most unique games
you’ll ever play, that’s for sure.
The
core missions are great as is the combat. It’s a fairly simple
system of blocks, dodges and basic combo moves with motion controlled
finishes. The bosses each offer a unique challenge with their own
attack style and patterns.
I’ve
already written way more than I intended to about No More Heroes but
that’s probably because it’s a game I really like, but I’m also
pretty frustrated by. It misses as much as it hits with its content,
but when it hits it really knocks it out of the park. It’s
enjoyable, irritating, bizarre and most importantly – fun.
I can’t wait to play the sequel.
7/10
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