A very entertaining and fun experience that you'd never expect to be on the Wii of all things. The best part of the game are the characters. Travis Touchdown is an enjoyable protagonist with a lot of fun banter between himself and the other characters in the game. Sylvia falls into the category of "Mysterious characters that you can't stop obsessing over". Her past isn't explained that much, which makes her all the more enticing to the player. All of the bosses have their own distinctive personalities and gimmicks that make each of them fun to fight. The world is so lively and bright with tons of things to interact with. But the thing that many argue over is the combat system. Many hail it as brilliant while others can't stand it. Personally, I belong to the former. I find it unbelievably satisfying to string up combos and slaughter hundreds of enemies. Overall, easily one of the most entertaining games of all time.
This is an experience people been waiting to have on the Wii for a long time - heart-pounding, sword-slashing, sword-parrying, suplex-flailing motions with a light saber, sorry, beam katana in hand. It may not be 1:1 ratio motion, but the experience can be just as exhaustingly fun.
It’s hilarious, completely matchless in its design, and hands-down one of the most passionate projects we’ve seen for Nintendo’s console. On the other hand, it’s obvious that open world designs aren’t Grasshopper’s strong suit, and while you wont be actually fighting or experiencing any “pure action” moments in the world, it’s a pain to trek through, and a painfully low-tech visual offering. Pop-in is everywhere, control is irritating at best, and the frame rate is all over the charts. It’s an absolute mess.
It’s a unique take on open world play, and its almost nihilistic fixation on violence for the sake of violence has a satirical and darkly comedic edge. Unfortunately, the repetition and lack of substance behind the flash left me cold.
Sus momentos tan absurdos y fuera de lugar hacen que merezca la pena pasar por alto las carencias técnicas y de diseño. Original apartado artístico, y buen guión. Game play mediocre y apartado técnico por debajo del standar de su época.
My feelings for this game fluctuate almost on a daily basis. I came into it thinking I was going to get a 3D Scott Pilgrim-esque experience with swordplay, with non-stop action. Instead, I was forced to mow the lawn and mash buttons furiously in order to collect coconuts so I could earn the in-game money required to actually get to the good bits: the actual fighting. Quite frustrating. On top of that, the game can get quite repetitive as enemies are often beaten in the exact same manner, and scraps are made difficult due to the sheer number enemies as opposed to clever AI. Only the boss fights offer an properly difficult challenge, but their attacks can usually be avoided by simply dodging attacks and landing some of your own in afterwards. Sounds like a mediocre game if there ever was one. This repetitiveness makes it hard to justify engaging in combat for more than half an hour at a time.
And yet, something brings me back again and again.
Somehow, the mundanity of those boring side jobs that occur between levels keep you anticipating the meat of the game, the combat. I don't think any other game could get away with boring you for long amounts of time, but No More Heroes does. I couldn't tell you just why this is. Maybe it's because the game is bolstered by its art style and wacky characters. Maybe riding the most camp motorbike ever makes traversing Santa Destroy a bit more enjoyable. Maybe it's because I want to see the game's linear cycle of work/pay/kill be broken. It's a bit like Animal Crossing that way; you keep on playing regardless of whether you'd rather stop.
No More Heroes imitates our own boring lives and yet injects them with an overdose of cool. It enables the animé nerd protagonist Travis Touchdown to become the coolest person in the world he inhabits, despite falling so pathetically for femme fatale Sylvia Christel and receiving encouragement from his waifus, the protagonists of the faux-animé Bizarre Jelly.
As a piece of interactive entertainment, NMH shows that videogames can be art. It somehow makes players praise the more boring aspects of the game. However, as an actual videogame, it isn't quite as brilliant, being a slightly boring, slightly repetitive, albeit sporadically fun, trudge to the top of the UAA leaderboards. NMH's aesthetics have managed to keep me interested in future installments. But the truth is, as a videogame enthusiast, I just want to play a good videogame, and don';t care as much for an "interacitve experience".
Simple: For the Nintendo audience, this was a tornado of fresh air. However, playing it now on the switch, there's no way around it: the mechanics of this game ****. Boring side jobs, boring repetition, clunky camera, clunky aim system, lifeless city, truncated controls all around. This game alone made me never again believe other user's reviews. All my time with this game I was really searching for a redeeming quality, and I could not find it. Even the punk attitude it's stale nowadays. I'll be skipping this series. The Tarantino atmosphere is just not enough to grind your teeth through the gameplay. If you want to play a crappy ps1 game, go right ahead.
the gameplay is awful and boring, just press AAAAA and get interrupted every 2 seconds by a message that told you how you MUST wave the wii mote, it feels like an eternal tutorial. Then you must do the most boring and awful mini games there are in history to do missions ...
SummaryNo More Heroes tells the story of Travis Touchdown, an anime fan who lives in the fictional town of Santa Destroy, California. After an unexpected turn of events, Travis finds himself at the bottom of an Assassins' organization. Travis will have to prove himself worthy and defeat 10 other bloodthirsty killers – all with deep stories of t...