February 3rd, 2010 by Keaton Arksey
Give Me More!
In all my years of playing video games, never before have I seen anything as vulgar, violent, and nonsensical as
No More Heroes 2: Desperate Struggle. Whilst being a surprise hit on the Nintendo Wii (which does not have nearly enough mature-rated games), the first
No More Heroes game did have a number of issues. These were namely the camera control and the huge, empty open world that really only served as a quick break between the phenomenal boss fights. In making a sequel that (mostly) improves on the issues of the first game, Grasshopper Manufacture have not only created one of the best Wii games of 2010, but of the console’s life to date.
You Like What You See?
No More Heroes 2 begins some time after the end of the first game. After successfully reaching the top rank of the United Assassins Association (UAA), the otaku-wrestling fan-assassin Travis Touchdown has gracefully stepped down from the number one spot. Unfortunately for Travis his many enemies still hold a grudge, and a group of criminals enact their hatred by killing his best friend Bishop. Travis learns that the leader of these criminals is the CEO of the fast-food corporation Pizza Bat, and it just so happens that he is the new number one ranked assassin. Travis vows revenge and begins his climb back up the UAA rankings with the goal of avenging his friend’s death.
No More Heroes 2 plays similar to other action games; Travis runs around levels fighting enemies. Travis’ weapon of choice is a beam katana, which is suspiciously (but for legal purposes, not) like a lightsaber. Before every boss fight, Travis has to charge through a level full of enemies that attempt to stand in his way. Combat is primarily button-based, and the height of each attack corresponds with the height the Wii Remote is held at. As Travis attacks, the battery on the beam katana is drained of power. When you are all out of juice, shaking the Wii Remote back and forth can recharge the katana. This triggers an on-screen animation that (for lack of a better word) can only be described as suggestive.
After dealing enough damage to an enemy they can be finished off with a violent auto-kill, providing the player reacts to the on-screen prompt. This will usually mean a gory display that varies from decapitations to cutting enemies in half, and the like. Better yet is what you can do when an enemy is dazed. With an enemy punch-drunk, Travis can use his knowledge of professional wrestling to his advantage - pulling off Suplexes and their German variation in all directions. The combat is not exactly deep, but the visceral nature of it helps to push you along. There are four different beam katanas that can be used, from the basic design to the two single-handed blades that allow for faster combos at the sake of damage.
And What Are You Supposed To Be?
No More Heroes 2 should not be played for what serves as its bread - fighting countless, generic enemies. Instead, it is better played for the absolutely insane boss battles that act as a delicious filling. Like the original game,
No More Heroes 2 does a phenomenal job of creating some of the most absurd and entertaining boss battles ever. For instance, Nathan Sect is a religious rapper with boom-box arms and Matt Helms is a deceased boy who takes the form of an overweight mask-wearing psychopath with a flamethrower. But my personal favourite is Charlie Macdonald; a quarterback accompanied by 24 cheerleaders. Charlie and the cheerleaders transform into a giant mech, which cues Travis in his own mech and the two engage in an epic 2D-style fight. Absurd? Yes. Amazingly awesome? Damn straight!