No More Heroes postmortem

May 11, 2008

I’m done with No More Heroes now, and since I wrote my last post just a third of the way into the game I thought I’d put it to bed with some final thoughts.

Links

As it turns out, No More Heroes has inspired a ton of critical discourse, so rather than rehashing what everyone has already said I’ll just link them up here. I’ve mentioned a few of these already, but it’ll be useful to collect all of them one place:

Warning: choking hazard

One of the issues that comes up in several of those essays is the game’s low-fidelity aesthetic, especially the setting. Santa Destroy evokes the open-world environments of Grand Theft Auto but lacks any of the, well, fun. The city is drab and unremarkable, the people are wholly non-interactive, and the landmarks are few and far between. I actually spent the entire game using the mini-map to get around since there was nothing interesting or important to look at and never developed a mental map of the place. And why would I? There’s no there there.

With a game like No More Heroes, the obvious question is whether this is a flaw or an intentional part of the design. Here’s a snip from Yahtzee’s review:

The awkward thing about No More Heroes, or at least about reviewing it, is that like killer7 it’s intended to be satirical, and when there are problems with the gameplay I’m worried that it was intended to be that way as a satire of… I dunno, pretentious video games — and if I were to call it out on that, then I’d lose my credibility with the cool alternative crowd. But then I remember that any game designer who sacrifices fun to make an artistic statement is obviously stuck so far up his own ass that he’s in danger of choking on his own head.

I’ve been wrestling with that last claim ever since I watched Yahtzee’s video. Do video games need to be fun?

Practically speaking they probably do, if they want to sell copies. But what about something like Jason Rohrer’s Passage, an indie game which made waves last December for its emphasis on metaphor over gameplay? Isn’t the medium big enough to include fun but thematically vapid games like Unreal Tournament and games with higher aspirations like No More Heroes? (Hint: yes.)

In any case, here’s what Cowzilla3 had to say about Santa Destroy:

The entire world is based around what Travis has interest in, there is literally nothing else. What is Travis interested in? What most young male gamers are: obsessively collecting objects (in this case clothes and models), killing bad guys, movies, the gym, sports and gorgeous women. If it doesn’t have to do with these things then it isn’t important to Travis and it doesn’t deserve anything more then an ugly gray building. Santa Destroy is a literal recreation of the self-centered world of a 20-something male and a comment on how this gaming generation views what is important in life.

I’d buy that analysis. There’s an argument to be made here about whether authorial intent is relevant — if Santa Destroy is actually empty because Suda51 didn’t have the budget to fill it in, is Cowzilla3′s analysis still meaningful? — but we’ll save that for another day.

The dark side

No, this isn’t about those ridiculous dessert-themed special moves. I think there are more serious themes at play here than winking allusions and gleeful self-referentiality.

In my last post on No More Heroes I mentioned the game’s conflation of sex and violence vis-a-vis Travis’s beam sword. I thought it was a fairly light-hearted joke in the game — ha ha, you have to pretend to masturbate with the controller. Then Michael Clarkson had this to say in the comments:

I found it interesting that most of the sexual content has to do with sexual humiliation. I mean, without spoiling too much, Travis is deceived, used, and humiliated in nearly all his relationships with women, and then there’s the dialogue every time he goes to “train” with his “master”. Not to mention the regular calls he gets from the Beef Head video girl, which also have overtones of humiliation to them. Travis’s success with women usually involves killing them. Speaking of which, do you think the fight with Bad Girl might symbolize a confrontation with his sexual haplessness?

It’s a sobering analysis, and I was taken aback that anyone read the game on such a serious level. But when I used Michael’s comment as a jumping-off point to probe a bit deeper, I decided that the sex-violence conflation is perhaps less light-hearted than I thought. This was my eventual response:

Bad Girl is the most overtly sexual of Travis’s female targets — she exudes a mix of submissive innocence (her coy nickname, her Lolita-esque little girl outfit, her crying) and violent dominance (her baseball bat, her endless conveyor belt of cloned S&M-bound men). If we set aside the old woman Speed Buster, she’s also the only female target who Travis enjoys killing.

Significantly, the final blow isn’t just a straight-up decapitation. Travis impales her with his beam sword — which, I remind you, has been infused with phallic symbolism throughout the game — as she unsuccessfully tries to beat him away with her bat. “Naughty girls need spankings,” he mutters. After bleeding to death, Bad Girl goes limp lying on top of him with her legs spread, the sword still sticking through her body.

Now, what does that imagery remind you of?

No More Heroes is not a game about rape, but when we consider its conflation of violence and sex there’s an unmistakable edge to the sexual humiliation theme. In the end, Travis’s “revenge” goes beyond the hackneyed fights of destiny with Jeane and Henry. He’s trying to be something more than the loser otaku everyone takes him for and get back at them in the process.

Is it a stretch? Sure. Does it jibe with the vague uneasiness I felt after the Bad Girl fight? Absolutely.

For a game that ostensibly sacrifices fun for the sake of artistic merit, No More Heroes sure has a lot of both.

11 comments

I went into more detail on this in my response to your comment earlier [editor's note: see here], but about fun: the thing I thought immediately when Yahtzee said that was, “Then why are you so high on killer7?” After all, there are plenty of people who thought that game was too linear, the puzzles too insipid, etc. But Yahtzee apparently had a good time. And I had a good time playing No More Heroes. So the criticism that fun is sacrificed for artistic merit is valid, but highly subjective.

That said, the idea that No More Heroes is short on fun has gained a lot of traction, for two reasons. The first is that the town is dull, and the second is that you have to drive around the town a lot on repetitious missions. The thing is, that second part is in YOUR control. I’m pretty sure that if you cut down on getting upgrades or clothes, you can make it through the game without repeating even one mission. Is Suda punishing completionists? Or, is he saying that completionism is a way that players turn games into work? In that case, why is it HIS job to turn the work back into fun?

by Michael Clarkson on May 11, 2008 at 9:57 pm #

You know, I do kind of wonder if Suda had some commentary in mind with the side quests. There are so many clothes to buy, and they’re so expensive, that it seems like he has to be goading completionist gamers. It reminds me of the house for sale in EarthBound.

It occurs to me that the last line of my post is a bit of a non sequitur, as I never mentioned whether I actually think the game is fun. I do. I also happen to think Yahtzee is right that the game sometimes sacrifices fun to make a point, but I’m okay with that. James Joyce sometimes sacrifices prose quality, and The White Stripes sacrifice audio fidelity, but that doesn’t make their work bad.

by Dan Bruno on May 11, 2008 at 11:56 pm #

The other thing with the clothes, of course, is that one of your major sources for them is the dumpsters. That seems like another sign Suda is needling the completionists. The shirts in the store cost thousands of LB$, but they’re no better than the ones other people have thrown away. Another view of this is that Travis likes garbage.

by Michael Clarkson on May 12, 2008 at 8:30 am #

Your and Michael Clarkson’s comments about the nature of the violence as sexual humiliation give me pause. I obviously like the game very much, but this way of seeing things (which I don’t think is some kind of interpretive reach) makes me want to take a closer look. It’s strange that I didn’t receive the game in this way because as you describe these things I’m thinking “Hmm. Yes. True. Interesting.”

Having said all this, I think where Yahtzee and others get it wrong is in severely under-appreciating the combat system in the game and the crazy, inventive ways it’s implemented. Clearly, the game riffs on all sorts of stuff, but Grasshopper has incorporated a seriously well-tuned swordplay system with motion control in this game, and the wrestling moves are icing on the cake. Add to that the indelible boss assassins (I mean, they are utterly unique villains), and it seems to me there’s a lot of fun to be had, regardless of what you think about riding around town on the motorcycle. Yahtzee is fun because he’s so over-the-top, but sometimes that approach ignores a lot of subtleties, which this game has in spades.

by Michael Abbott on May 14, 2008 at 1:34 am #

Michael A.: We’re on the same page here, I think. No More Heroes is a blast to play, to be sure; Michael C. and I are just theorizing that the parts which aren’t as much fun, like exploring the town and collecting expensive clothes, may be part of Suda’s artistic vision of the game. I think Yahtzee’s point that gameplay sometimes takes a back seat to making a statement is valid, notwithstanding his simplistic opinion of the fighting mechanics.

Man, there are enough commenters here now that I have to differentiate between Michaels. I love it. :)

by Dan Bruno on May 14, 2008 at 10:12 am #

I agree we’re on the same page and should have been clearer that my real objection (a minor one, really) is Yahtzee’s discounting of what I see as the central “fun element” of the game. I also detect a strain of anti-intellectualism in his response to NMH. He and others seem to be saying it’s sort of silly to apply artistic interpretation to games because they’re really only meant to be fun. I’m extrapolating a bit, but I think the backlash on this game from the 1Up gang and others has largely been focused on those of us who tried to assign genuine satirical intentions to Suda’s approach. It’s fair to assess how successful this effort was or wasn’t, but I’m struck by how often I’ve seen or heard on podcasts a kind of smirking dismissal of all the artsy-fartsy responses to this game.

by Michael Abbott on May 14, 2008 at 10:39 am #

I dunno. Yahtzee’s mix of “real” criticism and taking the piss for the sake of entertainment can make it tough to suss out his points, but I think he was more positive about No More Heroes than you give him credit for.

There’s a lot of subtle backpedaling in his review. After deriding the game for being a GTA clone, for example, he adds “Well, that was a bit uncalled for”; after complaining that the battle system is “mash A until bored, then mash B for a bit instead,” he admits that “Actually, the swordfighting is pretty fun.” He pretty much needs to criticize the game somehow — after all, he’s made a name for himself as a professional cynic — but I think his positive opinions still shine through.

Towards the end of the video he says that “in spite of the last eight paragraphs of petulant birdlike warbling, I enjoyed No More Heroes a lot.” Personally, I find his endorsement of the game despite his issues with the gameplay to be a sign that he “gets” it — that he appreciates Suda’s satirical intentions and the game’s underlying artistic merit. Because of that, I put Yahtzee more in our camp than in 1UP’s.

Oh, and as for 1UP (and the other similar reviewers), I agree — they didn’t get it. Hopeless philistines, the whole lot of them. :)

by Dan Bruno on May 14, 2008 at 11:21 am #

I definitly see your point about Yahtzee’s approach. It’s his signature, and I enjoy the unique voice he’s developed. He makes me laugh out loud, and how often can we say that about game reviewers?

I don’t know if this should be classified as ironic or not, but I wonder if Yahtzee, in an odd way, is sort the pot calling the kettle black. He needs to be petulant and aggressively cynical because that’s his signature, but in this case maybe he gets in his own way. He likes the game, but he spends a significant amount of time knocking it down with humor…sort of because he has to. Which is funny when you consider that his basic criticism of NMH is that Suda becomes a kind of prisoner in his own satirical game design. The game could be more fun, but Suda’s voice keeps interfering, he seems to be saying. In a way, the same could be said of Yahtzee’s review of NMH. Just a thought.

Thanks for the conversation, Dan!

by Michael Abbott on May 14, 2008 at 11:40 am #

That, I think, sums it up perfectly. Well put.

by Dan Bruno on May 14, 2008 at 12:10 pm #

Sorry I haven’t swung back around to check out these comments again. I wonder what causes people to not “get it”. In surveying other articles prior to writing my own, I ran into a number of reviews where the writer didn’t realize what was going on at all, and some where the writer didn’t get it, but suspected there was something he wasn’t getting. How much of that is Suda’s fault — the inaccessibility of the game — and how much is the reviewer’s? I mean, if you accept the premise that games have no deeper meaning, then the conclusion that No More Heroes is a decent, if repetitive, action game with subpar open-world aspects is valid. That mistaken assumption is the reviewer’s fault, but I can also see someone open to the idea of games as art missing the point or getting too frustrated by the setup to actually parse what Suda is saying. That’s Suda’s fault. It would be more reassuring for me to believe that Suda is mostly to blame, but I have a depressing feeling that many of the reviewers (presumably people who have a special love of games) just never thought of asking what NMH might MEAN, artistically.

In the interest of reducing confusion, you can always use my nickname. The funny thing is that a large part of the reason I got a nickname in the first place was that there was a proliferation of Michaels in my high school.

by Sparky Clarkson on May 19, 2008 at 11:41 am #

Well, I’d say the percentage of people who care about what a video game means is still vanishingly small. Even if there are some reviewers who are interested in (and capable of) deeper insight, that’s not what’s bringing in the pageviews. The medium is not yet at a point where the average gamer cares much about some greater artistic vision.

That’s my Occam’s Razor take on things, anyway.

by Dan Bruno on May 20, 2008 at 6:43 pm #

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