The end of the Alice battle struck a chord with me, since I've played another Grasshopper Manufacture game, Contact, which dealt with a similar idea (is data alive?). I may blog about this. :O
Personally, my favorite boss battle was with Margaret and my favorite boss cut scene is easily New Destroyman's.
I completely missed that Vladimir's ties were cut.
Or who knows, maybe there really is no symbolism in Suda 51's work and he's just f*cking with us.
Lookin' forward to the conclusion.
Or anyone else see where he's coming from?
@ Everyone else- Thanks for reading that thing. I'm not sure I even like what I wrote, but there it is. It's amazing what having a deadline will cause you to come up with.
Evidently a very well recieved article. You shouldn't be so hard on yourself, the fact that you analysed anything by Suda51 and came out the other side vaguely sane shows that you have major cojones!
Really ironic when you consider that Grasshopper is currently working on something with EA.
Regarding Alice, there was another thing that I think ties into the "Non-player character" theory: the photos that she starts burning seem to show off a secret life that the player knows nothing about, but apaprently exists. That, however, doesn't really matter to Travis or the player, so she is burning them, because once she dies, there won't be any record of her life.
When I run over someone in GTA, that pedestrian may have had his/her own personal life, but it doesn't matter at all to me, so that secret life may as well not exist.
Honestly, though, with Suda51 taking something of a backseat for NMH2, I'm wondering if a lot of this is just nonsensical ass-pulling. I like to think that it isn't, though.
And good point about the photos. Alice couldn't have a personal life and be a videogame boss at the same time, and that's a sacrifice we should respect.
Damn, I sound so serious!
Also Bishop was his link with something else. Even if their relationship was lacking depth, every other character that he knows is related to the asesination world. Bishop may very well be his only way to look away form the madness of killing. Wich seeing the game realtes to the change of tone, as while assesiantion and normal life parts were balanced out it the first game, making the killing almost seem as a gme, here it is something real, more than the standard life of a citizen, which is now downplayed and even seen as more of a gmae, with the 8-bit style gmaes for that part of his life.
Well, maybe i'll blog about this, and my own interpretations, as it is a game that deserves this.
Waiting for the third entry of this.
My other issue with the Alice segment is that it never really addresses the similarities between Alice and Holly Summers from the first game. I'm still working out the actual meaning, but I did notice some things when thinking back on it. From the prosthetic legs (Alice has a lot more, of course) to the characters' distinct wisdom, to their acceptance of death, not to mention their request for Travis not to forget them, There's definitely something there that you may have overlooked.
anyways, despite my criticisms, I'm really looking forward to part 3. The ending was one of the parts of No More Heroes where I felt that, from reading forum posts, the majority of players really missed the point of. A fact which saddens me because I found it to be an extremely moving way to complete Travis' own personal journey.
The GTA feel comes very much form the urban/gang theme that is portrayed in the whole stage, or at least that was where I think it came. Still I think it is very interesting, as yes, the atmosphere of the stage has a SH feel to it, more so when you think that Alice's theme song, Twilight, was composed by the same man, reinforcing the eerie feeling that makes this stage close to the mythical terror saga. But then again the city enviroment and the waves of enemies seem more like a GTA game.
The million gunman part was enlightening, to say the least, I was really stuck on this one.
This had me rolling on the floor laughing, partially because I don't own a chair, but also because it was funny.
I finished the game tonight just so I could finish reading this article without spoilers.
Some of the analysis it doesn't seem like you've contemplated long enough, but as you've said- deadlines, and still overall I really liked these two articles. Really, there aren't too many video game news stories I'll read that are this long... well, except the Blatantly Better ones.
I guess we'll see in the sequel, if it ever gets made. Remember kids, get at least of of your friends to buy No More Heroes 2. It's good for them.
@ Phanto- I really hope you make a cblog about your perspective on NMH2, but if not, I'd be happy to hear about them via PM.
@ Aaron- I would have never thought of SH2. To me, that open sequence in Alice's stage is about 2 things; cinematic pacing, and the sudden revelation that you have established yourself as the ruler of a city, for better or worse. Those are the 2 things that GTA prides itself on, and pretty much the only 2 things that I like about the series.
Still, that's not to say that your idea about SH2 is wrong. I just don't see it as clearly as the GTA connection.
As for Alice and Holly, while they both definitely illicit sympathy and respect, I think the two characters are pretty different. While Holly has had to turn part of herself into a machine out of necessity, Alice uses her extra limbs to over-achieve.
Also, Alice looks like she's becoming a giant bug. If MGS4's Beauty and the Beast crew had a spot for a scorpion, Alice might pass the audition. Holly, on the other hand, still appears human. She just looks like she's been broken by the world.
So Alice is what happens when you sacrifice everything to become number one, while Holly is more of an example of a PTSD victim.
That's just my take anyway. Maybe I'll think differently after I have some coffee.
@ ScottyG- In a good way?
@ kurokotetsu- I think you're right about Bishop. He did represent Travis's link to the "regular" world, and there is something to be said for the fact that it was severed.
I guess his death would have meant more to me (and to Travis?) if he was a character from the first game that I liked a bit more. Thunder Ryu's already dead, but maybe Naomi? Maybe even Sylvia?
That's not to say that Bishop's death is meaningless to me. I guess it just doesn't feel that emotional, more like Travis wanted revenge on principal alone.
I'll keep myself, for the sake of everyone's patience, to describing the last fight with Jasper Batt Jr., as I found it the most egregious in meta-gaming vs. a powerful narrative story.
You made a very good point about Pizza Batt being a construct about bigger game developers. His fight is set over three very predictable, deliberately clichéd phases. That this is the guy that’s putting the unique (to some extent) 8-bit games in San Destroy out of business is very telling (although 8-bit mini-games is sort of clichéd in itself now). The pointlessness of revenge could even be gathered from the goofiness of the fight, as you stated, this guy thinks he’s Batman. You can’t take him seriously, he’s worked out this big revenge plot but he’s just a kid playing with toys, a foil to Travis playing with light sabers and robots in a very clear way.
So if that’s their point, fine, but they did effectively mutilate any semblance of emotional power the story should have at that point. This is the big revenge fight and it ends with Travis cutting a Macy’s Thanksgiving Day parade balloon up. No conclusion, no last chance to take pity on what appears to be a kid. After all, revenge doesn’t end does it? It just continues. He might not be killing for money anymore but that was already established in the beginning because he left the UAA. It undercuts the half of the emotional consequences of revenge that they had been trying to make.
The worst part was that the three heads turned out to be replicas (two at least). Talk about deflating any emotional power. They disclose the secret right before the only hard part of the entire fight! Bishop wasn’t much of a character in the first one anyway, but when I saw those three trays I thought “Damn, Suda51, you cold bastard, you’re not afraid of anything! I’m going to tear this guy a new one!”
So what’s so bad about revenge again? It’s sure to get an NPC nobody cares about from a previous game killed? Frustratingly, since this is Suda51, you can argue that’s also deliberate, you’re killing for a completely architected reason. Someone else is only forcing your character to care. But at a certain point that kind of circular logic doesn’t hold water with me anymore. If there’s one thing I learned from reading Lucky Wander Boy is that there’s no limit to what can be read into a game. That Suda51 does try to say a lot only makes it more difficult to pick it apart. There was a lot of noise in their message and it’s always hare to tell what was intended and what wasn’t.
By contrast, the first game ended in two ways. The regular ending, in my opinion, the more powerful of the two, was a fateful meeting of two people, serious in both real revenge and their history together. It made you question what Travis knew and didn’t know getting into the competition and his motivations at a subconscious level. Was he searching for Jeanne all along or just fate? The second ending was a throw up to video games, a tongue and cheek show down that ended with funny reference to the concept of sequels. Both showed a bit of funky irreverence and deconstructing of video game tropes. Neither, however, seemed to contradict the plot or mess with the story out of boredom. There’s always some room for messing with the player, players can laugh at themselves, but when developers mess with the story, they do it at the expense of the story.
In any case, the plot is still head and shoulders above most of the stuff out there and your post is definitely a must read for people interested in the undercurrents of the game. Perhaps if there’s an NMH3 it will bring NMH2 into a greater overall narrative
I'll keep myself, for the sake of everyone's patience, to describing the last fight with Jasper Batt Jr., as I found it the most egregious in meta-gaming vs. a powerful narrative story.
You made a very good point about Pizza Batt being a construct about bigger game developers. His fight is set over three very predictable, deliberately clichéd phases. That this is the guy that’s putting the unique (to some extent) 8-bit games in San Destroy out of business is very telling (although 8-bit mini-games is sort of clichéd in itself now). The pointlessness of revenge could even be gathered from the goofiness of the fight, as you stated, this guy thinks he’s Batman. You can’t take him seriously, he’s worked out this big revenge plot but he’s just a kid playing with toys, a foil to Travis playing with light sabers and robots in a very clear way.
So if that’s their point, fine, but they did effectively mutilate any semblance of emotional power the story should have at that point. This is the big revenge fight and it ends with Travis cutting a Macy’s Thanksgiving Day parade balloon up. No conclusion, no last chance to take pity on what appears to be a kid. After all, revenge doesn’t end does it? It just continues. He might not be killing for money anymore but that was already established in the beginning because he left the UAA. It undercuts the half of the emotional consequences of revenge that they had been trying to make.
The worst part was that the three heads turned out to be replicas (two at least). Talk about deflating any emotional power. They disclose the secret right before the only hard part of the entire fight! Bishop wasn’t much of a character in the first one anyway, but when I saw those three trays I thought “Damn, Suda51, you cold bastard, you’re not afraid of anything! I’m going to tear this guy a new one!”
So what’s so bad about revenge again? It’s sure to get an NPC nobody cares about from a previous game killed? Frustratingly, since this is Suda51, you can argue that’s also deliberate, you’re killing for a completely architected reason. Someone else is only forcing your character to care. But at a certain point that kind of circular logic doesn’t hold water with me anymore. If there’s one thing I learned from reading Lucky Wander Boy is that there’s no limit to what can be read into a game. That Suda51 does try to say a lot only makes it more difficult to pick it apart. There was a lot of noise in their message and it’s always hare to tell what was intended and what wasn’t.
By contrast, the first game ended in two ways. The regular ending, in my opinion, the more powerful of the two, was a fateful meeting of two people, serious in both real revenge and their history together. It made you question what Travis knew and didn’t know getting into the competition and his motivations at a subconscious level. Was he searching for Jeanne all along or just fate? The second ending was a throw up to video games, a tongue and cheek show down that ended with funny reference to the concept of sequels. Both showed a bit of funky irreverence and deconstructing of video game tropes. Neither, however, seemed to contradict the plot or mess with the story out of boredom. There’s always some room for messing with the player, players can laugh at themselves, but when developers mess with the story, they do it at the expense of the story.
In any case, the plot is still head and shoulders above most of the stuff out there and your post is definitely a must read for people interested in the undercurrents of the game. Perhaps if there’s an NMH3 it will bring NMH2 into a greater overall narrative
this game really needs to be played on the wii though. i'm sure suda could make a great game on any console but this game is the first game in ages that made me remember why i own a wii.
and i have no clue what the fuck squawkderby is squawking about. different races/genders have different perspectives cuz of different experiences. duh!
I'm sure most people who played the game didn't read into it at all, not were they prompted to. Actually, that's the main complaint I'm hearing about NMH2, that "it doesn't try hard enough to make you think". Obviously, that wasn't much of a problem for me, as I'm still thinking about the game all the time.
@ Squakderby- Trust me, I agree with you more than you probably think. I've long thought that the way people tend to make an issue out of race for the sake of making an issue out of it only perpetuates racism.
That said, I do think that people generally have different experiences depending on where they grow up, and what race, gender, sexual preference, etc, they are. That's why, in this instance, I do think it would be interesting to hear what a black woman would say about Shinobu and her boss fights. The developers of this game were trying to put themselves in the shoes of a black woman when they created Shinobu, just as they tried to put themselves in the shoes of a white man when they created Travis. I mean, it's not Precious or The Color Purple or anything, but still, NMH2 does make a genuine effort to give us the perspective of a black woman, something no videogame has really done before.
Is it so crazy (or "subtly racist" as you call it) to put a particular value on what black women might think of the first game ever made to (temporarily) star a black woman? Would you be saying that if I wanted to know what people who live in a nursing home thought of Bubba-Hotep, or what a Serbian immigrant thought of GTA IV?
And yeah, I would absolutely "cry out" to hear the perspectives of white males on Travis Touchdown, if it weren't for the fact that every single review or analytical post I've ever read about No More Heroes was written by a white male. Not that I have anything against white males. In fact, some might even say that I'm a white male, though that's debatable in some circles.
In short, ignoring race/gender/sexual preference is great when it comes to how you treat other people, but when analyzing movies/book/videogames/art/and narrative device, you'd be missing part of the picture if you ignored anything, don't you think?
Also, I don't think I ever brought up "racism" or "misogynism". Sounds like you might have brought some baggage of your own to this party.
Still, you make a valid point and I'm glad you spoke up. Just in case you don't read this, I'll send it a long as a PM as well.
@ SuperFlounder- Amazing comment, worthy of it's own blog. I don't see anything wrong with you saying it twice.
In response, I'll say that I felt a lot of of emotional power from the game's ending, more than the first one. The severed heads bit actually hit me pretty hard, which was a surprise. I didn't think I had grown to care about Sylvia, Henry and Shinobu, but seeing them dead (even just for a second) showed me (and Travis) that I did. That's all their deaths needed to do, so bringing them back to life a few minutes later was actually fine by me.
As for cutting a giant Thanksgiving Day parade balloon in half, yeah, it's silly, but it's fantastic symbol for a cliche-but-touching ideal; the little guy finally getting one-up on Goliath. Blimp-Jasper is how I see Bobby Kotick. Now, I'm not saying that I want to see the man cut in half, but I would not mind one bit if Grasshopper Manufacture somehow put Activision out of business. That's some symbolism I can get behind.
And the stuff that happens after the battle, the free fall, the realization of paradise, and the rescue of "whore Sylvia" from her fall from grace, all awesome stuff.
This comment's pretty long too. Better PM it to you too, just in case.
I wish I had written the post in a better way. If I had, I think it's likely that you would have seen from the start how much we see eye-to-eye on the whole idea of race and gender.
Thankfully though, you brought up your opinion, which gave me the opportunity to respond to it, and in doing so, clear up what I meant in the first place.
And yeah, Jasper is really tough on Bitter, though I actually thought New Destroyman was worse.
The very worst though is Jasper on Deathmatch. There are no checkpoints in the battle, so you have to kill all three forms on the same life bar. I came close once, bu that was out of at least twenty tries.
I know it probably doesn't unlock anything to beat him, but I'm still compelled to do so. I'll probably keep trying until I die.
Anyway, thanks again for reading this thing in the first place, and taking the time to exchange ideas with me. It means a lot.
However, I have to disagree with your statement of Travis and Bishop's friendship and how there was never one to begin with. Yeah, Touchdown does care deeply for the city and the state it's become since his departure, and Bishop was sort of his whipping boy through NMH 1. But there's a reason why they threw his head through Travis's window, and not that strange guy's that visited his grave. There's a reason why he screamed out his name, and why he's pretty much pissed all up to the final boss fight. Bishop was his friend, and more than likely the only friend he ever knew. Hell, it was Bishop who got Travis those dual-katana.
That's just what I think. Bishop was Travis' only friend, and to me, that's the only reason why I'm taking him through each kill-fest to make it to the top.
I just get the sense that Bishop is supposed to represent more than "a best friend". Little "Mom and Pop" video stores are dying relic of a simpler time. That time is what I think Bishop represents.
Maybe it would have been better if instead of Pizza Batt, it was Netflix Batt, or if Bishop ran an arcade instead of a video store? Or maybe that would have been too obvious?
@ The NoMoreHero- I really appreciate that. Hopefully someday, more teachers will make No More Heroes required reading/playing for their classes.
As for Million gunman, I honestly see race as a factor only in that in the context of our society, and the culture that the West exports to other cultures around the world (Japan), people who are rich and cultured a more generally represented as white guys. Other than that I don't see him as anything more than a mash up of Bond tropes. The golden gun, his accent and clothing all reminded me of bond. The fact that level itself is a sort of spy and espionage themed also made me think of Bond films. His tactic of retreating through doors, very much like a bond villain. He does condescend to Shinobu but more from a "you're just a girl" perspective. You have to realize, he's probably sort of pissed when he sees her like Destroyman, all the assassins are looking forward to fighting the Crownless King, not his lackeys.
I just don't think gender/race was a point in this game. Frankly, if it was, how using the dismemberment of two blameless groupies in the fight with Colin fit into all this. Travis doesn't really seem to care that much, he could have just MOVED, but he chose to cut through them instead. Ofcourse, when he actually has to kill some white cheerleaders who actually were in the ranking and did intend to harm him, he shows some misgivings. I just don't find that cohesive with a game that's really interested in the politics of black sexual female identity.
The way I saw that fight, Nathan threw the women at Travis, then attacked Travis through the women. Nathan definitely treated them like objects (in this case, throwing weapons), and likewise, Travis treated them him an attack. That does work to establish Travis as a heartless bastard, something that I think gradually changes through out the game. However, I don't get the sense that it says anything about misogyny. It does say that Nathan doesn't care about his companions, and Travis doesn't care about anybody.
And I agree that Million Gunman has some Bond Universe-like traits. The question is though, what does the Bond reference mean? Is it done just for fun, or is it trying to say something?
Do you think that Bond and his villains represent cartoonish exaggerations of many of the traits we as asociety associate with the rich and upper class? If so, what does that mean in relation to Shinobu? In the Million Gunman level, she basically breaks into a bank, ignores the money, and goes on to behead a money-obsessed English gentlemen who calls her "sir" once his head has been removed. That's pretty damn weird, isn't it?
Maybe it's all meaningless and random, but even as I'm writing this now, I'm coming up with possible interpretations of what this scenario could be saying. A Bank is a place where people put their valuables to keep other people from getting access to them. Shinobu breaks though that. She gets to where the stuff that many people value above all things (money) is held, where she does battle with an enemy who is constantly trying to stay as far away from her as possible, only attacking her from a distance.
It's Shinobu's task to close the distance. The breaks in and gets close, closer than the high class guy wants. Does that say something about her? Does that say something about what she's doing in this game, (temporarily) taking the starring role of the game away from Travis?
It may not have been intended to say anything, but it says something to me.
who are you and why aren't you in charge of your own magazine?
I am now...
1. heading immediately to read part 1.
2. downloading both pages for future NMH reference.
3. anxiously anticipating part 3.
4. did I meantion anxiously?!
kudos.
PS - the only part I disagreed with: it's never shown on screen, but I believe NMH-related media has said that Bishop is Travis' "one and only true friend." not sure on the details, but I would assume that means he really was important to Travis.
maybe Travis valued the -simplicity- of their shallow relationship as it was one of the few non-effed-up relationships in his life? maybe?
As for Bishop, I'm just going off Travis's relationship with him in the first game, which is pretty limited. You're right though, I could have been interpreting the whole thing wrong.
Whoops, yeah, my mistake, Copeland. I think what you've read into the Million Gunman fight is on the mark. I think the difference here is that where I would label it all under characterization of a protagonist and boss, you also find some symbolism in it. Which is valid, since I agree there's creative and corporate symbolism in the character of Jasper Batt, Jr., after all, and sexual/personal symbolism in Sylvia. I just personally didn't take away any symbolism from the Million Gunman fight, when taken in the context of the entire game. His odd decapitated uttering, to me, just signified his complete subjugation to the proven better warrior. The odd gender pronoun, may be weird translation, or to further symbolize acquiescing.
The treatment of the afro babes in the Copeland fight, however, do relate to misogyny in my opinion, though not overtly. It's like, to me, how there's the old 80's horror movie rule that states that the sluts never make it to the end. Many feminists would point out that since these two women are sexualized, and obviously sexually active with Copeland, that their value would be predictably marginalized in their depiction. And they are, played off like that, their heads rolling about in a manner that I don't think is supposed to invoke pity. By bringing this up I don't mean to say that Suda51 intended to say anything about sex/gender/whatever, its more like he just didn’t deconstruct what was actually going on there. Travis does indeed change from his overtly murderous mindset, in the next fight in fact, but fact that the death of those two particular innocent people doesn't seem to play a part in it I found sort of telling.
Still, I'm frankly just sort of glad there are still games being made that cause people to think about these kinds of things at all, in between button mashing anyway. Can’t wait for part 3.

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