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No More Heroes is in an odd position. Grasshopper's last title,
killer7, was an odd
beast of a game. While it had enough style to fill ten games and
an outrageous yet strangely intriguing plot, it simply couldn't
overcome its most basic flaw - terrible gameplay. This combination
of an oddball style and poor game mechanics doomed killer7 as a
sales train-wreck. Because of this, the game's director, Suda-51,
decided to create a game that was catered more towards an American
audience, with improved gameplay at the forefront of his development
concerns. No More Heroes is the first of Grasshopper's games born
of these new ideals and while it has its fair share of issues, the
interesting style, over the top storyline and solid game mechanics
make it a title that every serious Wii action gamer should look
into.
No
More Heroes places you into the imaginary city of Santa Destroy,
a city that is at the same time completely insane and disappointingly
bland (more on that later). It's here that you meet Travis Touchdown,
an extremely cocky yet utterly geeky ex-wrestler. While Travis may
be arrogant, he's not as adept a lady-killer as he strives to be.
You see, after chatting up the vivacious Sylvia Christel at a local
bar, he finds that she has little interest in him - that is, unless
he can become the United Assassin Association's #1 ranked Assassin.
This sets Travis on a journey to take down the top 11 assassins
with his newly purchased "Beam Katana" (read: lightsaber) at his
side, all in order to score a date - and maybe more - with Sylvia.
The
main thread that holds No More Heroes together is its sense of style.
The character designs, especially those of Travis and his fellow
assassins, are abstract, bizarre and truly fascinating. Every time
you're introduced to a new assassin you'll struggle to fathom how
Suda manages to conceive such wild characters. From a classic cowboy
to a crazed, pudgy witch, the variation in the assassins seems limitless.
It certainly doesn't hurt that nearly all the dialog for these and
most of the other characters in the game is smartly written and
playfully acted either. Sure, there are some strangely delivered
lines - especially those of the salespersons and receptionists at
the stores throughout the city - but these usually only add to the
mystique of the world.
The
soundtrack is also surprisingly catchy, if a little sparse at times.
Some of the simple tunes are catchy enough and a few had a tendency
to stick with me long after I was done playing. The sound effects
are equally solid; the thrum of the Beam Katana is satisfyingly
cool and everything sounds as it should do while traversing the
game world. The only real disappointment is the lack of diversity
in the basic enemies' dialog, which it rarely varies beyond "get
him". It would have been nice to see some more interesting dialog
from these enemies, especially considering how seemingly insane
their boss can be.
The
game is also stuffed with classic gaming throwbacks - a pixelated
mini-map inhabits the bottom-left section of the screen, the game
plays an NES-era song when new missions open up and an early arcade
era scoreboard keeps track of where you are in the UAA rankings.
These effects are all well done and don't interfere with the game's
functionality at all, while enhancing its style.
All
of these gaming throwbacks compliment the simple nature of the combat
well too, even if it borders on the basic side. The core mechanics
are pretty rudimentary if taken on their own; you've got your basic
slash attacks, charged attacks and stun attacks - pretty basic stuff,
even with high and low stances being toggled by the position of
the Wii remote. Fortunately, there are some nice bits of flair added
to keep things interesting. When opponents are stunned, for instance,
you can grab them with the B button to execute a pro-wrestling move
via imitating the directions on the screen with the remote and nunchuk.
Similarly, if your opponent's life is low, an arrow pops onscreen
directing you where to slash the remote. Once executed, one or more
of your opponents are usually either decapitated or split in two,
leaving a fountain of blood spewing out of the wounds. Don't let
the anime style fool you folks; this isn't a game you should buy
your Naruto-loving
child; sexual innuendo and extraneous amounts of blood are plastered
all over the place, justifying its Mature rating.
Upon
completing your first assassination, you're let loose to explore
Santa Destroy on your ludicrous looking motorcycle and it's here
that you'll first notice the game pushing itself too far. While
the typically small-scale interior sections of the game run smoothly
most of the time and look pretty solid, the game starts to falter
during these open world sections. Both textures and even entire
buildings will begin to pop up right in front of you, taking away
from any cohesiveness the world may have had.
After
getting used to the abundant pop-up and somewhat loose driving controls,
there are a few interesting options at your disposal. You can purchase
a few things throughout the city, including new clothes, old wrestling
tapes to learn new grapples, new Beam Katanas or upgrades for your
current one, and workout sessions at the gym to increase your stats.
You can also find Lovikov Balls around the city, which you can then
hand into a drunk at the bar in order to unlock new abilities. While
these activities seem like they would add some variety to the game,
they rarely do. In fact, you'll most likely get into a routine while
traversing the city. You'll find yourself traveling to each of the
points, picking up all the upgrades available and maybe some new
threads along the way. You'll be looking for something new and exciting
to do in this seemingly open world, but you probably won't find
anything, as despite the open world look of Santa Destroy, there
is very little to do, aside from these distractions. It is impossible
to draw your Beam Katana during these sections and there are no
enemies in the city at all. What this means is that the city ends
up being a relatively inefficient menu system for the game, rather
than feeling like a cohesive open world.
In
order to participate in most activities, along with unlocking the
next ranked match, you'll first need to find some cash. With no
other way of raising funds at first, Travis is relegated to performing
mundane jobs around Santa Destroy, ranging from pumping gas to collecting
coconuts. While you'd think that the game would try to add some
sort of twist to these activities, it doesn't. They're interesting
at first, as you'll want to see what weird job Travis will be relegated
to next, but they all end up feeling pretty mundane and you won't
want to repeat the same one more than a couple times before moving
on. Luckily, after completing each task only once, new assassination
missions open up, allowing you to take on groups of enemies with
different objectives and limitations, in order to gain more cash.
These missions, while a nice change of pace from the dull part-time
jobs, are repetitive in their own right. The objectives don't deviate
too far from each other, with pretty much every one being "kill
everyone" or simply "kill the V.I.P", with very little change to
the formula. This is especially noticeable later on in the game
when you are doing the equivalent of grinding these missions for
money to open up the next ranked match. It also doesn't help that
most of the enemies are repeated constantly throughout the game.
Some camera sweeps even seem to revel in this fact, showing an entire
row featuring a dozen of the exact same enemy. While it's expected
that some models will be repeated in a beat 'em up, it's still disappointing
to see it here. With all of the main characters having such loving
detail put into them, the clones you have to fight only detract
from the overall unique feeling of the game.
Once
you feel you've upgraded enough for your liking and you have the
necessary funds deposited at the local ATM for your ranked match
entrance fee, it's off to the best part of the game - the boss battles.
As I mentioned earlier, each assassin has a unique personality and
offbeat charm. Before you can meet each assassin though you must
first make your way through a gauntlet of lackeys, usually through
small corridors. While this adds a little bit of an epic feel to
the time leading up the main showdown, they usually end up being
just another obstacle between you and the cool boss battles. Luckily,
the bosses themselves rarely disappoint; each requires learning
a certain pattern and once you think you've got it figured out,
it's all about the execution. They almost uniformly attain just
the right balance of being challenging and genuinely entertaining
to fight; in fact, they're so entertaining that the rest of the
game can sometimes feel like a chore in order to reach them.
Upon
completion of No More Heroes, there isn't a lot left to do . You
can choose to run through the game again on the harder "Bitter"
difficulty, keeping all of your old upgrades, weapons and clothing.
Unfortunately, this option, along with finding all of the Lovikov
Balls, doesn't equal a ton of replay value. Still, coming in at
around ten to twelve hours, the main game should hold enough entertainment
for the money for all but the stingiest of gamers.
No
More Heroes is a game that is somewhat more style than substance.
Fortunately, what substance is there is enough to keep you entertained
while the story, characters and boss fights propel you forward.
It may not be perfect, but No More Heroes is a great game that every
action-loving Wii owner should experience.
Reviewed by Jordan Wasilka for AceGamez (All Rights Reserved).
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