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No More Heroes III

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Boutique action game developer Treasure once proposed a theory: if the climactic boss fight represents the most exhilarati­ng moment in any videogame, then any game composed primarily of boss fights would surely be the most exhilarati­ng yet. Alien Soldier was the result, and the game – one of the last to arrive on Sega’s Mega Drive – remains a design masterclas­s. Its foundation­al principle has since appeared in varied shapes, from Fumito Ueda’s stately, dour Shadow Of The Colossus to Goichi Suda’s No More Heroes, a high-fructose series built around a succession of battles with screeching pantomime villains.

No More Heroes III follows the template establishe­d by the series’ 2008 debut: a series of climactic fights with unforgetta­ble assassins, interspers­ed with unhurried interstiti­al downtime. Here you knock around a city so devoid of life that it borders on a satire of the sumptuous open-world games that have come to dominate in the years since the previous instalment.

You again play as Travis Touchdown, a character who embodies two opposing archetypes: the American cool guy, all leather jacket, shades, Fonz-slicked hair and lithe physique, and the loner Japanese otaku, in his grotty bedsit surrounded by capsule toys, unable to parse the world and its challenges in anything other than videogame terms. Ever primed to be the protagonis­t in someone else’s drama, Travis is drawn into a plot of galactic proportion­s: the return of an alien being, FU, to Earth to reunite with a boy, who, 20 years earlier, found him crash-landed in the woods and nursed him back to health. Now both alien and boy are fully grown and, together with FU’s entourage of interplane­tary supervilla­ins, seem set on world domination. Travis believes he is the only one who can stop them.

In 2008, No More Heroes’ feverish animation style, sweary antihero and hyperactiv­e direction contrasted starkly with Nintendo Wii’s stable of family-oriented games. No More Heroes III enters a different marketplac­e and, with its jagged, low-poly models, Ceefax fonts and Geocities-era clip art, feels more like a pastiche than transgress­ion. Suda’s leftfield playfulnes­s drapes more comfortabl­y on this world than most others in his oeuvre, and while the five urban islands on which the game takes place are asset-starved and enclosed by invisible walls, they are at least filled with jokes and minigames. These vignettes (which have a distinctly community service feel: municipal lawnmowing, litterpick­ing, toilet unblocking) are more than distractio­ns. Travis must pay a fee to fight each assassin, and the best way to raise the cash is through busywork.

Of course, the success of any game built around a series of set-piece battles depends on the potency of its combat. Here, No More Heroes’ old systems prove enduringly robust. The pitter-patter button mash of beam-sword attacks chips away at a foe’s health bar.

Execute a perfectly timed dodge and time slows for your enemies, while Travis remains unaffected, free to continue his barrage of attacks. These moments of uninterrup­ted violence allow you to power up a Tension Gauge and trigger a death blow. After the correct input is made (a conductor’s flourish of the Joy-Con, or flick of the analogue stick if you’re using the Pro Controller), the camera lingeringl­y sweeps and zooms to take in the dramatic slash before a shower of fluorescen­t pixels gamifies the arterial blood spurts of samurai cinema.

Each successful kill triggers a jackpot reel, overlaid in the centre of the screen. Various combinatio­ns offer various rewards. You hope for three 7s, which enables Travis to enter Full Armor mode – a Gundam-like suit that fires a volley of missiles to obliterate remaining enemies. This sequence of microevent­s, repeated hundreds of times across the game, never quite loses its satisfying, kinetic thrill, and carries you through the dull interludes from which most players, in a lesser game, would step away.

Travis’s beam sword – bought at auction in the first game – drains a little battery charge with each strike and must be re-energised mid-fight, either by shaking the Switch controller­s or by waggling the right analogue stick. What seems at first an inconvenie­nt imposition forces a tactical rhythm, as attacks and retreats must be managed carefully. Further interest is layered onto the combat via the addition of a Death Glove, a device that facilitate­s bonus special moves, and which can be fitted with three bespoke microchips. Junk collected from battles and side-quests can be used to craft these microchips – implants that will, for example, increase your attack power at the cost of making Travis more susceptibl­e to damage, allowing tinkerers to adjust his strengths and weaknesses.

The influence of Marvel films on Suda’s writing here is clear, but this is more than a convention­al tribute; Travis’s grim bedsit has a superhero-style basement filled not only with gadgets but also, in a dreamlike embellishm­ent, a giant cherry-blossom tree. The game benefits tremendous­ly from the weirdness and specificit­y of Suda’s imaginatio­n, and the fact that his vision feels like it has survived intact. For all its rough edges, this is indisputab­ly a game of singular tone – something to which any number of polished, designby-committee open world games cannot lay claim.

Still, the truth is that, like its nerd-as-world-savingswas­hbuckler protagonis­t, No More Heroes III is an anachronis­m. Even the whizz-bang UI’s tribute to the Atari 2600 aesthetic is, as pastiches go, stale stuff in 2021. This doesn’t mean it’s not charming, or enjoyable, or, in its escalation of challenge, compelling. But for all its appealing idiosyncra­sies, No More Heroes has lost some of its urgency and, with that, its potency.

The game benefits tremendous­ly from the weirdness and specificit­y of Suda’s imaginatio­n

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 ??  ?? BELOW Stun an enemy and Travis can get behind his opponent and execute a wrestling throw
BELOW Stun an enemy and Travis can get behind his opponent and execute a wrestling throw
 ??  ?? ABOVE Unblocking public toilets provides new save points across the city – handy before tackling a particular­ly challengin­g opponent. RIGHT The game uses two currencies: UtopiCoins for items, and WESN coins for upgrades
ABOVE Unblocking public toilets provides new save points across the city – handy before tackling a particular­ly challengin­g opponent. RIGHT The game uses two currencies: UtopiCoins for items, and WESN coins for upgrades
 ??  ?? ABOVE Die during a fight and you’ll spin a roulette wheel featuring a range of different benefits, such as increased attack power or guaranteed jackpot reel outcomes, to offer an advantage next time
ABOVE Die during a fight and you’ll spin a roulette wheel featuring a range of different benefits, such as increased attack power or guaranteed jackpot reel outcomes, to offer an advantage next time

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