36 reviews liked by DanTrashPerson


Just pure joy, from the aesthetics to the combat which is 99% perfect, I don't think theres been a game more made for me since Sekiro. With the exploration of Hollow Knight slightly sanded down in favour of the combat, this is such a crisp experience that I will be thinking about forever.

The enemy and boss design really dips into the creators horror roots and makes great use of the contrast between pure strength and power that the Sol society exhibits with its tech and warfare and the taoist message of flow and passage. I never overpowered a boss, I outfought them, in the purest way.

The story is beautiful, lovelingly displaying the ideals of the tao cycle versus the stagnation of fear of death, technological development and ambition. No-one is wrong for wanting to keep going, but there are ways to go about it that completely undermine your society that means the best you can do is decide to move on to something new.

Up front, I want to admit I'm biased towards the cinematic action-adventure genre. The PlayStation-exclusive type of game design is not my thing, and I find it to be lacking as a a genre when it comes to producing an actual video game, which is what we're here for. However, some of them do hit for me, and I get some enjoyment out of them. Hellblade 1 was one of those. I thought it was good and I liked it.

I do not like Hellblade II.

I already knew something was up when reviews were left until release day, and how reluctant Microsoft seemed to be to market the game. I saw that Hellblade II reviewed "good" at a Metascore of an 81 or so, but it was a significantly lower mark than the first game.

After playing it, I'm not too surprised. Hellblade II gives you a garbage first impression by essentially being a walking simulator for the first 20 minutes, after which Senua picks up a sword and you're given a rude awakening by being introduced to the plodding, dull, and mind-numbing combat.

This is why I don't like "cinematic" games like this, because the combat and gameplay always feels stiff. There's so much effort put into cinematography, sure, but when every combat encounter results in the same 10 or so canned animations, with little to no variation whatsoever, it becomes a snoozefest. I can't count how many times I've seen Senua get knocked on the ground after parrying a strike with the same animation each time, or using one of the same selection of execution animations. And you'll see these often too! Especially since the combat amounts to building a charge for what is essentially a one-shot, which means that combat encounters can be breezed through fairly quickly so long as you charge up that execution move. By the way, the final boss uses the same canned combat animations you've seen for the whole game.

One thing you'll notice right away while playing Hellblade II is how stunningly beautiful it is. It is one of the best-looking games you'll ever see on a console thanks to the power of UE5. I can't take anything away from that - but Hellblade II's confusing, hollow, and bland experience is not helped at all by the graphic fidelity.

It is worth mentioning that Hellblade II only runs at 30fps. Which is fine, because you're likely going to be playing this off of Game Pass. My personal belief is that if a game is $70, there should be a performance mode. If the game is on Game Pass, however, I'm only paying $15 at max, so that's no big deal. For me.

Another minor technical issue: Hellblade does not work properly with Xbox Game Streaming. The Focus button, which you need to progress the game's numerous puzzles, does not work while streaming. I was able to work around this by turning the stream off and on. Later I reached a section where you MUST sprint to survive the level's design, and Senua just wouldn't sprint because the LB button didn't work properly while streaming. Since I like streaming my Xbox audio to my PC, I had to plug in an Elgato to proceed with the level. This is only going to be a problem for maybe 1% of people who play Hellblade, so I won't give it flak for this... but this is an XBOX game. Shouldn't XBOX Game Streaming work for it at launch?

What makes Hellblade II mediocre beyond the combat? Unfortunately, it's the story.

I beat Hellblade II in only 7 hours. Originally I thought it was 5, because it didn't feel like 7, but then again my console was on pause for what added up to an hour... so let's say 6 for good measure. Those reviewers and tweets you see weren't joking about its length. It is a very short game. Nowadays playing a AAA game that is so short is an anomaly, sure, but this game was in development for FIVE years, wasn't it? How did 5 years of development result in a 5 hour game?

Hellblade 1 had a story built around Senua's psychosis, and I think that's what made it excel, and it's why I liked that game despite my aversion to the genre.

Hellblade 2's story does not feel like it is built around Senua's story. After meeting some NPCs on her journey, Senua instead ends up hunting down giants that are ruining the land after spelunking in a cave to be proven worthy. There you go, that's the plot. I don't know how Senua's psychosis is relevant to that, because I don't think it is. The point is that Hellblade 2's story is extremely generic compared to Hellblade 1, and is a concern I had almost immediately within the first hour of playing.

Hellblade 1 really shined by being a solo experience built around Senua. Hellblade 2 features multiple companions and NPCs, which doesn't really lend itself well to using Senua's psychosis in the plot. Senua's psychosis no longer feels like a relevant portion of the game's themes and story, and instead is reduced to a background element of a dull story - a story that is somehow confusing and boring at the same time. Why? Because when the story is said and done, it's not even really clear on what happened for the most part or what it even means. While Hellblade 1 had a similar feeling, you at least got the idea and thought-provoking thematics they were trying to express.

Hellblade 2's ending presents itself as if the creators believed they had just made something profound, but instead you're just left scratching your head. What's funny about this is that the first line you hear in the ending cutscene is "All the questions answered." NO, THEY WERE NOT.

I don't know what Senua's plot or story arc is supposed to be here. Does she even have a character arc in this game? I don't think she does! The game tries to toy with this idea of Senua feeling guilty for people dying... when we just spent a whole game where Senua was all alone? Senua feels like the deaths of others are her fault, and the voices in her head try to remind her of that. (Which they do a good job of. The psychosis portrayal when it comes to Senua herself is still very well-done) It just comes across as forced and doesn't really suit the kind of character arc that Hellblade 1 concluded with. Senua's story felt finite and this attempt feels aimless, a vainful venture to continue a character arc that was already concluded.

Here's an example. At the end of The Witcher 3, Geralt's story is pretty much done. This is why many speculate that The Witcher 4 will feature Ciri or a custom protagonist. Because what else is there to tell? Geralt did everything he can possibly do and his arc is at a satisfying end, so any further attempts to tell stories for Geralt will feel forced. Same thing here. Senua's story felt done already, so her arc in Hellblade II is most comparable to a D&D DM who is struggling to continue a campaign after his players hit the end of the planned Adventure.

I'm at a loss of what else to say since the experience is so short of an acid trip that I'm grasping at straws here. It's not even good acid!

I guess I can mention that it's voice-acted pretty well. I'm surprised Senua's VA hasn't gotten more roles.

All in all, Senua's confusing mess of a plot and lack of steady direction only reinforces my own personal belief that Hellblade didn't need a sequel at all.

Score: 66

A waste.

I didn't finish the original Hellblade. I remember spending about an hour wandering through a forest where traveling through a gate would change the surrounding terrain, and it just kept going and going and going far longer than it had any right to. It was a ridiculously badly-paced section that was placed early in what was set to be a padded game, so I stopped. In the wake of the news of Xbox shutting down some of my favorite modern studios, I was surprised to see that they'd picked up Ninja Theory back in 2018; I hadn't noticed, given how many companies Microsoft has been keen on acquiring in the past few years. To be perfectly transparent, I was going into this sour. It was with my arms folded and my face screwed up that I downloaded Hellblade II — a sort-of defiant "well, let's see what Xbox thinks is worth keeping alive if not Arkane and Tango". What I had managed to play of the original game was, at the very least, interesting. I figured Ninja Theory would be able to tread water and release something that was about on par with the last title.

It's worse.

I wrote in my Breath of the Wild review that people who thought that game was doing anything seriously impressive or novel probably haven't played many games. It wasn't an especially polite thing to say, and it ruffled some feathers, but I stand by it. I'd like to take this opportunity to go further and suggest that anyone praising Hellblade II for being like a movie probably doesn't watch many movies; if they do, they don't have any actual understanding of the medium beyond blind, uncritical consumption. I've seen praise get heaped on this for its cinematography when it's comprised almost exclusively of over-the-shoulder shots, the most bog-standard drone flyovers you've ever seen in your life, and simulated shaky-cam group shots where everyone stands stark still in a circle while having a conversation about nothing of importance. This is shot, cinematographically speaking, like shit. Watching this feels like someone gave a film student an eight-figure budget. Take a shot every time you're in one of the over-long combat encounters and Senua gets grabbed from behind to transition into the next battle.

While I was settling in expecting a visual feast, this is more of a visual buffet. Maybe a visual McDonald's. It looks good, to be certain, but it's really not that impressive. The mandatory upscaling present here forces some compromise to be made where it really ought not to be; DLSS is hailed as being the best option of the lot, but it still leaves shimmering artifacts on the edges of models where it can't quite get the anti aliasing right. Switch over to FSR and you can mostly get rid of the edge-shimmer, but it similarly demands that you manually set the sharpness a bit too high and fuck up the graphics everywhere else. I can say without hesitation that I've seen a lot of games that look significantly better than Hellblade II. For probably the same amount of money and about six months earlier, Alan Wake 2 does everything that this wants to and more convincingly. Go back a few years to Detroit: Become Human or Death Stranding and it's plain to see that those are far more impressive works from an entire console generation prior. I wouldn't normally give a fraction of a fraction of a fuck about graphical fidelity, but seeing all of the praise for how good this game looks makes me wonder if our eyes are working the same way.

I appreciate Crystar for pointing this out in her review, but Hellblade II has a very funny concluding monologue. Ending the game on the statement "all the questions were answered" implies that any answers were given, and further suggests that any questions were asked. There's not all that much that's ambiguous here, and the parts that are don't manage to raise any interesting questions. I had a feeling that the giants didn't actually exist, which Senua seemingly confirms at the end when she screams it at the final boss. "There are no giants, it's just you", she says. Unfortunately, the giants not being real means that most of the game didn't actually happen. All of the characters who were talking about giants weren't. All of the characters who died fighting the giants didn't. Everyone who thought they saw Senua kill a giant didn't. The natural disasters that the giants caused were just random and unrelated; whether they ended after Senua "killed the giants" is either another coincidence, or they didn't actually end at all. Cut all of this away, and there's really not much story left. Senua and her friends (who may not exist) trek across the land (which might be ravaged by natural disasters) while fighting the undead (who may not exist) so that Senua can get a blessing (that definitely doesn't exist) from a group of underground mystics (who definitely don't exist) until they get to the slaver king's doorstep and beat him in a fight. This reads like one of those early-10s fan theories about Rugrats being Angelica's dying dream. I know I like to exaggerate for comedy's sake when writing reviews like this, but this is a stone-faced recap of what happens. There are no jokes here.

The command to not pay too much attention to the writing comes a little too late into the game, long after you've already sat through dozens of ridiculously trite scenes. The bar for the writing sits around the point where Senua cries while looking at her bloody hands, and the voices in her head say "you have blood on your hands", just to make sure that you understand. The voices aren't much more than exposition fairies. They exist to recap story events that just happened with breathless awe, never giving you a chance to think about anything being said. A character will mention something that Senua hasn't heard of — giants that control the weather, let's say — and the voices immediately pivot to acting like confused toddlers. "Giants? What are giants? Can we kill a giant? Are giants real? They can't be real. There's no such thing as giants. We don't know what's real. Giants might be real. What does he know about giants? Why is he telling us about giants? I wonder how much he knows about giants. Does anyone know what giants are? What if he's lying? Can we ask someone else about giants?" It continues at this pace for about five hours until the game ends. The voices chattering on and on is one thing, and I could at least understand it as something the devs were doing to intentionally provoke the player, but this constant motor-mouthing falls apart when you enter into combat. The voices somehow don't have enough lines to cover these incredibly strict and linear fights, so they're constantly repeating themselves. I heard the line "their bodies strong like rocks, you have to hit harder!" four times in a single encounter, and at least ten in total before the game ended. I was half expecting them to start asking if I had any potions, or food. Add this to the canon of game characters who manage to annoy the player by spamming voice lines like they're running HLDJ.

Pacing is, regrettably, another factor that Ninja Theory has regressed on. A vast, vast majority of this game is spent holding the left bumper and up on the left stick. You walk forward, and you walk forward, and you walk forward, and Senua's never really in much of a hurry to get anywhere. You'll have a good twenty minutes where you're doing quite literally nothing besides walking in a straight line while the voices ask questions about shit that you already know. They'll also celebrate you figuring out the solutions to the ridiculously simple puzzles in the most simpering way imaginable. I do not need to be told that Senua is a very, very smart girl who can do no wrong when the game told me where the symbol was, and then automatically solved the puzzle for me when I held the focus button vaguely in its direction. These over-long sections where you walk around and do nothing are occasionally interrupted by over-long combat encounters where you tap dodge and spam light attacks, and that's where the fun really begins.

Most of these fights are fucking silly; the part where Senua interrupts the ritual is easily five minutes, as is the cave fight, as is the undead raid on the village. This is only as much of a problem as it is because Senua can only ever fight one enemy at a time, which makes them drag. There are about nine distinct enemy types that exist in the entire game, and they all take turns to lazily swing at Senua and slowly get chipped down. A lot of games that do mob fights will have some enemies hang back while others slowly come at you, but this doesn't even attempt to give you the illusion. Senua never has to fight more than one enemy at a time, regardless of how surrounded she is. What really gets me is the fact that this wasn't a problem in the original Hellblade. Enemies would come at you in twos and threes, and that was even in the earliest fights of the game. This is a total regression of a system that was already pretty thin, and the fact that Ninja Theory have cut out a majority of Senua's attacks to streamline the combat even further than it was boggles the mind.

There are glimmers of something good in here. I really do like the part in the cave where Senua starts to get the blessing from the hidden men, and the entire place lights up like a LIDAR scan. It's got some genuinely good pacing, too; you've got puzzle sections that lead into little combat encounters, and then those lead into walking sections, and that leads into a stealth section, and then it leads into another puzzle. It's the only place in the entire game where any of these systems feel like they're working together in harmony, rather than existing solely to interrupt one of the others for going on too long. It's a shame that Senua has to exist outside of that cave. I thought it was a good place for her to be. It was interesting, at least.

Anyway, I'm not sure I buy Ninja Theory's Games for Impact-bait shift in the past few years. I see their logo and I think back to how they would write Monkey killing escaping slaves because it was badass, or that GDC talk they did for DmC: Devil May Cry where they dedicated a section to making fun of Dante for being gay. The company, to my knowledge, has never really had a reckoning for any of that. Tameem Antoniades seems to have slipped out the back door just in time for this to release, but he's still got the sole creative director credit. I'm willing to believe that Senua's actress Melina Juergens actually believes in what she's doing — she's said in interviews that her father had a psychotic disorder, and she seems to have the most solid understanding of the crew when it comes to how the narrative ought to handle Senua's mental illness — but I'm not extending that faith much further than her. There's something about the documentaries that Ninja Theory self-publishes where they go over how very, very carefully they handled psychosis (we promise!) that doesn't pass the sniff test. I don't think it's bad that this exists, and I won't erase the people who have said that these games have been genuinely good reflections of their own mental illnesses; I just have some strong doubts that Ninja Theory is doing this out of the goodness of their hearts. One look at their back catalog suggests to me that they only wanted to make a Serious Mental Health Story because their old shit stopped selling and they could tell which way the wind started blowing. With the constant distractions of giant-slaying, risen undead warriors, and the sins of the fathers subplot, the current big game on the market "about psychosis" barely has time for the psychosis.

The conclusion that I'm forced towards, reductive as it is, is that people who love Hellblade II don't play anything else. They don't really watch anything else, either. I don't know what they do. It's not worth just harping on the fans, though; I don't think many people dislike this game for the right reasons, either. Complaining about a game not offering a good enough playtime-to-dollar ratio is peabrain shit. People also cry about Senua being Sweet Baby-core because she's got peach fuzz and bug eyes, all acting as though she isn't the the textbook definition of conventionally attractive. And the game isn't bad because it's story-focused — the game is bad because it's fucking boring. You engage with it in a boring way, and it tells a boring story. This isn't an inherently broken game. The concept is fine. It's the execution where Ninja Theory makes it clear that they've got no fucking clue what they're doing.

Great photo mode, though.

Short little slide into cyberpunk that focuses more on the meat grinder aspect of the genre than the digital humanism, it says we are human but to the system we are numbers. Despite this the soundtrack and atmosphere does allow a little bit of hope as a people to slip through that calms the soul a little.

Not the most polished thing but a really fun time and has enough going on and changing up that it doesn't outstay its welcome. Very much enjoyed that slope full into horror at the last hour mark that it had been vigorously circling the entire time.

How many trans women changed their name to Heather because of this game?

P.S this is better than 2.

This review contains spoilers

the main character gets told that she's pregnant with God and immediately gives herself an abortion, and if you don't think that's the tightest shit then get out of my face

"harry mason introduced the everyman to survival horror" "as an ordinary man harry mason can't take many hits and struggles with firearms" my man is standing here nailing headshots with hunting rifles like it's nothing. he's getting pounced on by flesh gorillas, mauled, and then crawling out like he just took a scratch. he's surviving electrocution and then nailing noscopes like it's easy. and there's no question he's been doing his cardio as well, sprinting across an entire town while barely breaking a sweat. barely loses his composure until a lady literally turns into a blood demon in front of him. even then he takes a second to sit with it and then starts running around literal bizarro world again as if nothing happened. what does chris redfield have that harry doesn't?

when I played silent hill 2 I managed to self-impose the dread and anxiety required to fully immerse myself in the dilapidated corridors and alleys of the titular town. not so much this time. my friends/roommates were really into watching this one so I rarely played this one alone in the dark like I did its sequel, and I played the game accordingly. lots of riffing and plenty of laughs at the stilted dialogue, creepy setpieces, and oddball puzzles. when I got to the lighthouse I was really having to strain my tank controls prowess to run up the spiral staircase, and as a bit I made a couple other people try it to prove I wasn't crazy; I'll always remember that shit.

but I can't deny that when I played this alone for a bit in the otherworld version of the school, even as I worried that I couldn't remember how to envelope myself in that fear, I could feel those telltale signs occurring. the tightening of the chest, and that prickle in the throat letting me know that the imagery of strung-up bodies and rusty grating were starting to make me anxious. even with few prior antecedents that managed to capture this disgust and visceral psychological torment within the digital world they managed to perfectly envision it on such limited hardware. scenes like the rows of windmills placed in the middle of nowhere after the caterpillar fight or something as simple as covered corpses on beds in the hospital convey sickness and decay without hesitation. the lighting as well, from the muggy daytime streets to the narrow beam of the flashlight control the player's gaze so perfectly, unsettling them as they dare to peek into a corner or open yet another door.

what perhaps surprised me the most was the game's structure. from back to front the game isn't particularly long, and unlike its sequel the actual dungeon sections are much less heavily emphasized. these locations in silent hill 2 contain heavy story significance and a much stronger sense of relevance to james' history and mental state in comparison to the school and the hospital, which serve more functional purposes to harry than thematic ones. the rooms as well feel much more cookie-cutter by comparison, with fewer key areas of interest and more vessels to contain keys of various shapes. where this game succeeds in disorienting the player most is in the ever-shifting locality of the places you visit. building floors that disappear, bathrooms that exit on different floors than you entered on, and entire city streets melting away before your very eyes; all of this culminates in the nowhere, where previous areas are stitched together into a dizzying maze detached from any semblance of reality.

silent hill also has significantly better puzzle design than its follow-up thanks to the lack of any sort of item combination feature. keys are keys, no need to weld multiple random items together to get to the next area. instead the progression feels much more directly drawn from resident evil, with a mixture of fun little brainteasers and lock-and-key matching. surprisingly these appear very little in the second half of the game, assuming that you totally skip the kaufmann side quest as I did (thought I looked around a good deal and yet totally missed the bar, and as soon as you walk down the street on the boardwalk you're completely locked out of this whole section unfortunately). past the hospital there's quite a while of just running past hordes of enemies completely incapable of keeping up with you: in the town center, the sewers, the dock on the way to the lighthouse, and then the sewers again. not really an issue considering you still get to take in the sights regardless, but I would've preferred a little more "dungeon-crawling" so to speak.

when I first tried this game years ago the clunky combat and controls threw me off, and if you feel like you're in this boat take some time to get used to it and explore. items are ridiculously common and taking damage usually yields little risk provided you keep tabs on your health. although I didn't use the strafe at all and barely touched the backjump, overall these are some super tight controls. would not blame anyone for trying the second game first and then coming back to this one like I did.

This review contains spoilers

hmmmmmmmmm. no more heroes 3 is a good enough game that i found to be pretty dissapointing in several areas that ended up making the overall product feel a little less than. namely the story and the way they handled the levels.

but okay, let's not try to start off being a negative nancy too hard because there's stuff I liked a bunch in this game! for a start, the combat feels great! the removal of the stance system kinda bummed me a bit at first but after playing around with the new death glove abilities and some additional refinements they made to the overall combat i'm pretty happy with it! i never hated the combat in the old games but it's appreciable to have the katana killing in 3 just feel a lot faster and cooler. travis' animations and swings feel satisfying, the new glove abilities are fun and the change to the dark step mechanic gives it a bit more risk/reward. oh and the focus on keeping them at 60FPS is incredibly welcomed.

also MAN, that "KILL!" screen with the blood splatter in the background and the guiter soloing in the background rules. fuck ye

i also liked the boss fights in this! which like ye, shocker, no more heroes has good boss fights but they managed to keep a good amount of variety, gimmicks and surprise "no, I'M the real boss!" encounters in to keep me excited for each ranked rumble. there's probably at least two bosses from this game that i would take into my imaginary, non-published "Lewis' Favourite All Time NMH Boss Fights" canon. very happy me and suda were in the same "hey, that boss design looks boring can you kill them off and replace them with someone else" hivemind.

speaking of designs, the last thing i really wanted to praise was just the art and look of this game. i really liked the different clashing presentation styles of this game from old Mac PC looking menus, to PS4 livestream windows, to cutscenes like the intro to Velvet Chair Girl's fight and having your screen pop up with a strong arm of A buttons and every literal way to say Accept on the planet Earth. it was good. colourful, pop and obnoxious!

so whilst i feel like grasshopper got the combat, bosses and looks right they unfortunately dropped ball in some other areas for me. mainly the story, which ended up being my biggest sticking point after finishing the game. i don't know if this is just my fault for expecting too much from a modern day no more heroes game but the game doesn't really have anything surprising to it or anything to really say. like i mean, yes there are weird things happening around the edges of the main plot and fakeouts on boss fights etc. but when it comes to the actual story and where it goes it's kinda...it kinda just plays out how you expect. alien invasion happens, travis must kill top ten ranking dudes, he does, you get your big final boss fight with who you think plus additonal palpatine's behind it all and...yeah! Which I guess isn't nessisarily bad but the introduction of people like midori midorikara, kamui giving his big kill the past, kill the life speech, henry cooldown having a personality change and being a part of a secret organisation (and also sylvia??), the constant boss fakeouts i mentioned, even the fact that Travis Strikes Again even managed to say something or go somewhere more than it's initial premise with the deathballs granting you a wish thing just made me feel a bit meh on where the game went in the end. kinda came away without really feeling much about what happened or what it said. i guess at the end of the day i didn't really care that much about Damon and FU so having the game sideline everything to focus on them in the end was a bit of a bummer.

also i feel like the cast of this game is pretty underused. like, the no more heores series has such a strong line-up of characters and designs and a lot of old favourites and new hotness appear in it! bad girl is back! shinobu is back! dr. juvenile is here! midori midorikara appears from another universe and kamui is also her bf and has some fuckin kurumizawa shit going on in those hands! like it's a stacked cast but in the end none of them really end up doing anything or impacting the story until right at the end. shinobu gets her arms ripped off immediatly, bad girl gets Depression, dr juvenile just...wasn't asked to do stuff i guess and kamui just chills with bishop and travis for one scene and that's about it. even sylvia feels pretty underused in this game. do you see what i mean about stuff not really happening and characters not really mattering? it just seems like a bit of a waste, which is sad.

also yeah, the way they handled levels in this game is bad because they removed them completely and instead replaced them with arena fights where you get teleported around and they have no real style or location and because of that they feel way less unique and more like an extention of the overworld in a bad way and BOY let me tell you about the overworld it su-okay wait i just noticed the length of this review nevermind.

in the end, i enjoyed my time with no more heroes 3 and it definitely holds some value in the overall series. it just didn't leave me with much in the end. who knows, this might be one of those things where in a couple of years i'll look back on it and wonder why i was high strung on certain things and why i didn't enjoy it for what it was. but for now, alas.

actually one more thing henry cooldown is so fucking cool in this game i love him

This is the Conker's Bad Fur Day of action games
I will not elaborate any further

Actual thoughts:
"No More Heroes III is a game that's going to have to do more now than just be a celebration of Travis being back for real after this one."
-TheGamingBritShow, The Meaning of Travis Strikes Again | Suda 51, Legendary Again

No More Heroes III, to me, fails at creating nuance at any point in its far too long runtime. It represents the worst traits of all of the post-NMH1 Grasshopper Manufacture games where Suda 51 was only tangentially involved in, made worse by being a game Suda actually directed. I have no personal attachment to the Kill the Past anthology since I never played them outside of the No More Heroes series, but considering that 3 follows up Travis Strikes Again, a game with a lot to say in a mostly somber tone, it fails to build on anything from these games in a meaningful way. At no point did I feel this game's existence was justified, a complete lack of nuance from a director who gave his games that in spades. I genuinely cannot tell you what the main theme of this game is, since it's just shallow commentary after shallow commentary. I really tried to find even the tiniest thing to latch onto in terms of themes, but what I found was, at best, surface-level, and at worst, works against any theoretical themes I tried to make up. At the beginning of the game, Travis goes on about being a hero who just happens to be a passing assassin. In No More Heroes, it's made explicitly clear that Travis is an irredeemable bastard of a man acting for his own interests of bloodlust and regular lust. How he gets to this point in NHM3 feels more out of circumstance rather than a genuine want to improve himself and become the hero he wanted to be in the second game. Travis Strikes Again made him realize that this current path he's on isn't worth it for most of its runtime, but by the end, there's an air of acceptance of his bloodlust and the fact that he's a bastard. No More Heroes III walks back on a lot of what NMH1 and TSA sets up, and instead of building on their themes and Travis's character, it focuses on one-off moments that never add up to anything and a VERY weird-guy view on sexuality in Kimmy Love. I fail to see anything deeper in what this game is trying to do. It feels like there's concepts of themes that the game fails to build on in any meaningful way. Is it about Travis and his idea of what a hero is? Is is about media and how it affects us? Is it about the sterilization of video games as a whole? Man, I don't fucking know. Even No More Heroes 2 was more clear cut in its themes. It a confused mess of ideas that never coalesce at any point. This also extends to the gameplay. In NMH1, all of the gameplay stuff in that game is to show that Travis is just some other guy trying to get by on menial work, showing a more mundane side of Travis. TSA is a top-down hack n slash meant to emulate the style of video games of old, building on Travis's character and the themes of the game through the gameplay. What is NMH3 trying to say through its gameplay? I tried to look at its combat system and minigames from every angle and came out with nothing. Even compared to specific action games that released a couple years ago, it fails to even come close, mechanically or thematically. I play games like Kingdom Hearts III or Devil May Cry 5, and I can tell both games use their mechanics to build on the themes of legacy and the importance of carving your own path. There's more to their gameplay than that, but I'm saving that stuff for the KH3 video, but back on topic, NMH3 does not use its gameplay to push any themes or pose any interesting questions. If I told you about any of its themes, I'd feel like I'd be lying to you, and I should not feel that way for a game of this nature. It also has the most baffling finale of any game I have ever played, a perfect representation of a game with a massive identity crisis, with a Smash Bros clone that comes out of nowhere and offers nothing of nuance.

Maybe it's my fault for wanting something deeper than what we got, but when you follow up something as thematically dense as TSA, I can't help but feel disappointed. It lags behind action games like the aforementioned KH3 and DMC5, games that are dense both mechanically and thematically, and instead of pushing the series forward with its head held high like they did, it feels like the product of a bygone era, a facsimile of its series.

Oh yeah, and Orca Force/ Dead Orca Force blows, I'm sorry bro.

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