Travis Strikes Again: No More Heroes Review - Screenshot 1 of 5

We haven't heard a peep from otaku assassinator Travis Touchdown since he terminal graced our screens in 2010's No More Heroes 2: Drastic Struggle. Abstraction of enigmatic industry effigy Goichi 'Suda51' Suda, Travis cutting a fashionable swathe through Wii'south catalogue of casual provender. That same infectious energy is alive and well in Travis Strikes Again: No More Heroes, the latest game from developer Grasshopper, and information technology'due south nifty to see Suda51 back in the manager's chair for the commencement time since the original game.

This is not a direct sequel, though. Positioned more as an indie-spirited accompaniment, this was adult by a modest squad and picks up the story years after No More Heroes two. Travis has been living the dream, travelling around the United states of america in a house-sized trailer playing video games. Despite this nomadic existence, Bad Human being – vengeful father of No More Heroes' dearly-departed Bad Girl – has finally tracked him downward simply both are mysteriously sucked into the globe of Electrical Thunder Tiger II, Travis' merely game for the legendary Death Bulldoze MK II prototype panel he's got his hands on. They strike up an uneasy alliance and stop upwards having to enter five other games, arriving Terminator-style, earlier hacking and slashing their style through static-infested enemies known as Bugstreet Boys.

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The cell-shaded artful remains from previous entries. Everything is 3D, although with a stock-still viewpoint that changes in every department, from tiptop-down to side-on with various angles in between, all without player input. Controls are simple – 'B' to jump, with light and heavy strikes split beyond 'Y' and 'X' respectively and a rolling dodge on 'A'. Travis' badass beam sword depletes with every swing and must be recharged past clicking in the left stick and shaking the right Joy-Con (a familiar action to fans of the previous games). You waggle the right stick instead if playing in portable mode, although you're encouraged to play Super Mario Odyssey-fashion with a Joy-Con in each hand.

Property 'L' and hitting a face button unleashes a variety of assignable skills you collect along the style, from lightning bolts to defensive barriers or summon spots that interact with enemies or furnish your health. Presets are saved and loaded from the pause bill of fare. Skills recharge at unlike rates, and combat relies heavily on them – information technology's vital to experiment and find what suits your playstyle.

Although each of the six Death Drive games has a dissimilar theme, Travis' hack-and-slash gameplay is consequent across the board. Specific sections ape other styles or games (and in that location are some not bad surprises along the mode). The 2nd game intersperses a serial of murder houses with a top-down suburban neighbourhood on rotatable tiles bringing some light puzzling. Some other Death Ball (DDMKII games don't come up on carts, you see) sees you lot exploring a chilling mansion in search of damn fine java and doughnuts (props to the localisation squad for that one).

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The gimmicks raise a smile, and while some are stronger than others, the base of operations gameplay is satisfying enough to keep y'all going through the less-inspired sections. Relieve points (toilets, of form) are scattered throughout and enemies evolve quickly from lowly drones to shield-wielding variants and beyond. Crowd control becomes important and you'll need to prioritise baddie-spawning skulls before dealing with the horde. They inevitably get a footling repetitive and, although mid-bosses provide some comedy, they're not especially interesting fights – hack-and-slash veterans will take petty trouble on standard difficulty. Bosses themselves are an entertaining bunch, but they're still pretty standard – information technology's slick, stylish fun but Travis Strikes Again lacks the depth of more than complex fighters. Bayonetta certainly won't exist losing whatever sleep.

We spent the majority of our time every bit Travis, only the baseball game bat-wielding Bad Man is available at almost whatsoever time from the pause menu, with individual XP and a couple of bespoke skills. The game boasts drib in, drop out unmarried-screen co-op with a unmarried Joy-Con, too, and the simple controls and mechanics lend themselves well to teaming up with less-experienced players.

Mechanics aside, Travis Strikes Once again's presentation is intoxicating. Every 'game' is introduced with crackling CRT static and presented in 4:3 with art and info occupying the borders on the sides of the screen. It'south a meta-collage of pop art, '80s neon, Spielberg films on VHS and, of course, video games. On newspaper, information technology sounds similar reconstituted Gear up Player 1, simply information technology's got more than bite than that and Grasshopper's self-awareness prevents it from becoming a 'spot-the-reference' box-ticking exercise. An eclectic soundtrack mixes Thomas Bangalter-esque techno with twangy hillbilly guitar and smooth chillout (we specially liked the track in the mansion).

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Jokes about budget restraints, spiralling localisation costs and fighting against system specs volition tickle anyone familiar with game evolution. Characters worry about gamers 'expecting an activity game' and non wanting 'a buttload of text'. They ponder the importance of their Metacritic score. Grasshopper explores the dashed hopes and frustrations of game development, coming close to eating its ain tail sometimes, just it's never less than entertaining.

In betwixt games you lot hang out in your trailer, a hub with a PC to access ramen blogs and a shop where you buy indie game t-shirts using the coins and collectables you find. Nosotros showed our love for Only Shapes & Beats, but there are dozens to choose from; Travis Strikes Over again wears its fandom literally on its sleeve. For all its Tarantino-esque reverence, though, nosotros never found it grating or try-hard. This isn't a game of 'knowing' references or thematic nods to Spielberg'due south oeuvre; it gets up on the table, demolishes the fourth wall and shouts: "EVERYTHING IS ******* AWESOME!" Its references are in-your-confront (with enemy names including Spielbug, Soderbug, and Zuckerbug) and 18-carat rather than affectations that broadcast nerd credentials, shoving Grasshopper's tastes downwards our throats. Information technology's unpretentious and wonderfully inclusive – a Lego Picture show-like commemoration of video games, if you will.

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And thanks to that generous spirit, y'all tend to permit its shortcomings slide, sitting back and enjoying the ride rather than dwelling on invisible walls, finicky platforming or repetitive enemy types. Instead, y'all're opening up the archives section and reading fantastic era-appropriate reviews for tips, or enjoying the interstitial drifting narrative via a DOS-way text adventure 'game' (although it's really just tapping through dialogue boxes). It's pitch-perfect, anticipating the player's thoughts and mood, and it's willing to poke fun at itself and the limitations of the medium. Suda seems content to allow his video games be video games, so despite all the intertextual references, you'll spend your fourth dimension playing Travis Strikes Again, unlike certain other series helmed past auteur game directors we could mention.

Although we had sixteen hours on the in-game clock when credits rolled, exploring, dawdling and notation-taking probably inflated this by v-6 hours. There are collectables and hidden characters to go back for (how else are you going to procure all those natty t-shirts?) and 'Spicy' difficulty unlocks upon completion. Plenty to keep you busy, then, and we're eagerly awaiting the DLC.

Conclusion

Billed as a side dish, Travis Strikes Once more: No More Heroes has been prepared with plenty love and affection to become a filling meal on its own, packed with the spice and spirit yous'd expect from Travis Touchdown. It'due south a fun, indie-inflected boom of hack-and-slash which doesn't change the world mechanically (and don't go in expecting No More Heroes 3), simply its sincerity and energy are charming. It's an adult game – a gamer'due south game – foul-mouthed and dripping with fashion. If you're sitting on the fence, nosotros'd recommend diving in, if only to support its infectious, celebratory spirit; Suda51 seems to have a existent affection for Nintendo hardware and this makes yous feel lucky to accept him working on Switch.

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