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[Editor's note: Whoa, a promoted story that isn't related to the Monthly Musing theme?! That's right boys and girls, we still recognize brilliant pieces of work that deserve to be promoted. Such as this case where Cowzilla3 writes an eye-opening piece on what No More Heroes really represents. -- CTZ]

Videogames stories hardly ever confront the gamer, causing some sort of introspective look on the decisions they’ve made throughout the game and prompting them to not only take a look at what they are doing in the game but who they are as a person. Films, books and television all have a myriad of means of confronting their audience forcing them to think about their actions and the world around them. However, videogames more often then not supplant us in the role of hero and push us forward unquestioningly and linearly to a victorious end goal. Sure there have been the rare gems like BioShock or even Call of Duty 4, but even these games only confront the gamer's ideals and not the gamer themselves. This is why I am so chagrinned that Suda51’s No More Heroes is not getting as much attention for its story and characters as the aforementioned games do.

Maybe it is the fact that it’s on a “less serious” console. Maybe it’s because the story is just that strange. Maybe it’s because of the different artistic style. Or maybe it's the fact that the game wasn’t quite as big as others. Whatever the reason, it doesn’t seem like No More Heroes is getting the attention it deserves for its incredibly smart, confrontational and interesting ideas. So I’m going to do that here. There will be spoilers, but that isn’t really that important because as we will see, in the end it is not the story that makes the point but the game itself. Hit the jump to read on.

So what is the point of No More Heroes, you ask? The point, as I see it, is to challenge the perception of how games and gamers work. The point is to question our motivations for playing and beating games, prompting us to look at both ourselves as gamers and the ideas and ideals behind both games’ moralities and designs. Quite a hefty chunk for a game that looks like it’s a generation old, can be summed up in its gameplay as a “hack n’ slash” and whose primary character seems to have as much depth as the 2D-pixel-style graphics that surround him.



Maybe Travis Touchdown, the game’s protagonist, is the best place to start then because without realizing that he is one of the most complicated characters to ever grace a gaming console it is hard to accept that the rest of the game is really doing anything smart. Travis is shallow, but it is this shallowness that gives him his depth. When we’re introduced to Travis, his sole goal is to become the number 1 assassin in all of Santa Destroy and he’ll kill anyone who gets in his way. The opening of the game does nothing more then set us up to start killing, even excusing further details on the story because of the player’s short attention span. The point is made that he doesn’t care about the “why” of killing these people but simply that it would be cool to be the best and the gamer, despite not being told anything, agrees with him. In fact the only thing that really knocks him back when we are first introduced to the character is the cost of killing all these people.

It seems pretty straight forward and leads one to imagine a very traditional videogame character. Travis though is not just a traditional game hero, and here is where the crux of the game’s ideas are. Travis is a representation of gamers. Suda51 has created a character whose world functions like that of a gamer’s. As gamer’s, we start playing a game and killing easily. Much like Travis, our quest is often simply to be number one and we go through not really questioning the deaths of literally hundreds of people at our hands. The point of games is to win and even in games that challenge our morals like BioShock, in the end we are being propelled to destroy the 'big bad' and basically become number one. Thus Travis is us and we are Travis and as the game unfolds this becomes further confirmed and all the more troubling.



A look at the games world will help us to understand the connection between Travis and the gamer even more. Santa Destroy is comprised of a bunch of low resolution gray scale buildings whose main purpose are to house fights or distractions for Travis. 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. The inanity of the side quests throughout the game only emphasize this by creating a world that is both boring and uninteresting outside of Travis’ dream life. Whether or not poor game design can be excused for the sake of an artistic message is a subject for another blog but the point is that the entire game world is Travis’ world and thus, much like Travis represents us, his world represents ours’, as depressing as that may be.

So there we have the set-up. Travis is us, his world is ours and as it turns out when we’re gaming we have some pretty base instincts. This is all well and good but it hardly confronts us as gamers. In fact in the beginning of the game the commentary is far more satirical then it is confrontational. As Travis starts to rack up the bodies in cooler and cooler styles, the idea of simply killing everyone becomes more and more disturbing to Travis, especially when he realizes that being number one seems to have less and less meaning. Even more disturbing though is how this reflects upon the gamer himself/herself (though it’s debatable if a woman can see themselves reflected in Travis. If any women care to enlighten me I’d much appreciate it). If Travis is questioning all that he is doing in order to become number one, shouldn’t we then be questioning it too and not simply in this game but in gaming in general? As stated before, we are flung into battles to kill and win and become number one. But Travis suddenly asks why we desperately want to do this. What is the fucking point and why should we even care?



It becomes even more upsetting once Travis realizes that there really is no point. His wonton killing is leading him to the same inevitable conclusion of all games: winning. But being number one has kind of lost it’s shine after becoming bathed in the rivers of blood the game has spilled out. By the time Travis reaches the final boss, he is clearly continuing on not because he is interested in becoming number one but because it is simply the thing to do. This is then what we too do as gamers, pushing forward to the end of a game simply to end it because that is the path we have been put on. Thus when Travis’ true motivations are revealed they are glazed over in fast forward because his motivations didn’t matter, you got to number one. The outlandish story behind why Travis even started in the first place doesn’t truly matter, you’re at the boss and it’s over now. Despite not getting the big payoff of an explanation at the end of the game, what do we all do? We push on because, just like Travis, we’ve been set on this path and we want to win, despite how pointless even that now seems.

Does No More Heroes fall into its own trap then? Is the game cleverly pointing out that a gamer is usually simply killing his way towards being number one and then playing and ending in the exact same way? The answer to this is a very simple “no.” This is for two reasons really. The first reason being that we’d have to ignore the fact that the entire game itself is ironic, simultaneously critiquing games that are nothing but killing through levels and being that exact game itself, thus critiquing games via this irony too (again whether this is excusable in videogames is debatable but not discussed here). Secondly, if you’ve beaten the game on normal (mild) you know that this is not truly the end. The final battle takes place against yet another character with yet another absurd plot twist that doesn’t really matter. It is how this battle ends which truly defines the entire game. 


Travis and his opponent, after a truly epic sword battle in which neither comes out on top, resign themselves to fighting forever as neither will ever win. Travis, despite the fact that he has fully realized that his fight to the top was both fake and pointless, is still fighting but having reached this point it is with a new realization that fighting was really the only point all along. Gamers would do the same thing, and do often do the same thing. Despite the killing having become pointless in terms of story and development, if the game went on we would go on with it in order to win. Travis has come to terms with this and realizes the only way out is to get a game over. As gamers we’re usually lead to a nice clean ending with the game designers holding our hands till the end of the story. When Travis realizes this isn’t going to happen in his game, that even now loose ends are popping up, finding “that exit they call paradise” becomes the only option to end the game. No more hero, no more game, no true winner, no true end.

Why did any of us start playing the game? Was it to unravel the mystery or be confronted in our ideals? I doubt it. We just wanted to chop people up with a light saber and Suda51 totally called us on it, and not just people who played No More Heroes but all gamers. It’s incredibly refreshing to play through a game that moves beyond surface value and becomes art not just through looking gorgeous or controls, but by challenging our perceptions. Because in the end, great art is something that not only moves us, makes us think and challenges who we are but also expands its medium and No More Heroes does all these things wonderfully.

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73 comments | showing # 51 to 73

Cowzilla3's Avatar - Comment posted on 03/07/2008 13:02
Cowzilla3
Damn it, I'm even confusing myself here. Suffice to say I was arguing that Suda51 was making a game like a Tarentino movie in which he was alwasy commenting via irony and self referential tactics.

The fact that the last boss glazes over everything does prove that the point is to just reach number one in the game but since the game is an ironic comment on all gaming this glazing over just reaffirms how little we as gamers actaully care about what is going on. The irony and the fact that this ending isn't the actaul ending are the two reasons that the game is critiquing all games as being the same.

But really it isn't about all games being the same, it's about gamers willingness to go along with anything till the end. We go, get a game, beat it and then what? What was the point? Glazing over the final boss like that just emphasizes the point. It really didn't matter becasue you got to the end, and that was your goal all along wasn't it?

I don't know if I'm explaining this any better. I'd really love to talk about it though so you can message me: marazak at gmail dot com.
deaddays's Avatar - Comment posted on 03/07/2008 13:15
deaddays
Excellent article Cow! The underlying themes and issues crept up on me slowly, as I started feeling kinda weird playing the game and didn't really understand why. Around the time when I moved up to #5, I started feeling like, "what's the point?" as Travis' initial motivation seemed to be dwindling. But I wanted to see who was up next. I wanted to take everyone out and I wasn't sure why. I started feeling kinda bummed as I gathered enough money for the next round, but would get way pumped when the new mission began. I FELT the game messing with me and it totally compelled me to progress.

Your article really did a good job of explaining why I felt the way I did as I played! Great read!
imbeta's Avatar - Comment posted on 03/07/2008 13:25
imbeta
Yeah! I like reading blogs that know how to spell. Goodtimes.

I am yet to play NO MORE HEROES, but I am glad I read this, now I really want to play it. Not to win... but to just ROCK.
Hitogoroshi's Avatar - Comment posted on 03/07/2008 13:28
Hitogoroshi
Great great write up. I see all these things in the game and I think it is brilliant. Yet I find that I have to force myself to play it since the combat is so repetitive.
MissHinasaki's Avatar - Comment posted on 03/07/2008 15:14
MissHinasaki
Game Informer gave it a 6 for being "shallow". I think they kind of missed the point...
Holyetheline's Avatar - Comment posted on 03/07/2008 16:00
Holyetheline
This is an excellent article. You perfectly captured NMH's true meaning.
Cyberxion's Avatar - Comment posted on 03/07/2008 19:15
Cyberxion
Nice write-up, but I'm pretty sure the game establishes early on that Travis wants shit, and is told that he'll get money if he kills someone. Then he gets roped into killing more people.

So basically it's his materialistic nature that gets him tied up in the whole assassin thing.
Automation's Avatar - Comment posted on 03/07/2008 19:16
Automation
This is by far the best article I've read here on Dtoid.

That being said I'm not sure I could ever be convinced all these themes were intended during development short of Suda actually coming out and saying so. It's important to note that the analysis you give is an appendage of everything NMH could represent, rather than what it factually does represent, as some commenters seem to be thinking.

The blandness of the overworld, for example, being intentional may very well be due to the reasons above, but a more economical/commercial reason would be that it's an indie developer with limited resources trying to make the experience gel in the best way possible by creating a rougher but more immersive menu system.

I'm very much hoping that future products manage to garner this much depth though, intentionally or unintentionally.
Wedge's Avatar - Comment posted on 03/07/2008 19:49
Wedge
If you look at Suda's previous work, I'd say this is a fair analysis. Also partially a cop-out for lack of resources, but in the end, it works.
braulio09's Avatar - Comment posted on 03/07/2008 20:39
braulio09
Wow. Amazing article, man. Totally deserving of the front page.

Also, I now feel stupid for not seeing this when I played the game. I mean, watching the video now, it almost feels like Suda 51 was trying to make it as clear as possible and I totally missed that.
Zeal404's Avatar - Comment posted on 03/07/2008 21:33
Zeal404
...damn
Necros's Avatar - Comment posted on 03/08/2008 02:35
Necros
Cowzilla, you rock. I still need to play this, though.
mistic's Avatar - Comment posted on 03/10/2008 23:12
mistic


wow, never thought that game could be so deep... totally can't wait to get my hands on it, its due to release this thursday I hear here in the PAL-territories :-)
Cheeburga's Avatar - Comment posted on 03/13/2008 15:33
Cheeburga
Amazing.
Phanto's Avatar - Comment posted on 03/14/2008 19:40
Phanto
Hello !

I may be late to the party, but the game has just a few days now here in PAL land and I wanted to react about something. First, excellent article, I'm close to the end of the game and I already had a feeling about the horrible city (horrible school, horrible beach, horrible jobs...).

Then I saw that no one here spoke about Suda 51's former important game, Killer 7 ? I think it would be interesting to compare those two games, on an artistical point of view. K7's gameplay implies the gamer like NMH does, but in a different way (as a short example, K7 is a game where the player can only move on a line by pressing a button, and deals with politics and loss of freedom...). Or Contact for Nintendo DS, still from Mr. 51... there's a lot to say about this.

I think this guy is one of the only video games artist, if not the only one. Even Kojima and Ueda are far from the cleverness of his games.

Thank you for your attention, and sorry about my engrish :s
RJG's Avatar - Comment posted on 03/19/2008 19:35
RJG
First of all, great article. Sorry for being late to the party, but I'm in PAL territory, so...

I saw this article a while back, and was going to read it, but I didn't want to spoil it myself. Coming back and reading this after playing the game, it's unreal.

All through the game, I was seeing self awareness in this game. Even the poor handling of the motorbike I took to be a commentary on fucking annoying vehicle sections in games. At first I thought the bland overworld was simply a Japanese director not understanding the appeal of the western GTA style sandbox, but I soon realised how stupid I was.

Suda is a smart fucker, and he was doing it on purpose.

Once again, bravo on the article. You said everything I was thinking, but months early. When I die, I am getting reincarnated in NTSC territory.
Camosid's Avatar - Comment posted on 03/28/2008 21:28
Camosid
If all this was meant to be. And this games social commentary really is targeted at gaming culture. Then perhaps there is more reason for fanservice than just to be stylish. It may have been to keep this game within the gamer circle. Because this game would have no real meaning to a non-gamer.
LarkOhiya's Avatar - Comment posted on 04/15/2008 10:11
LarkOhiya
I like posting on your old stories. its sad that things that have been said in the past often get pushed to the wayside.
SemajUstetos's Avatar - Comment posted on 05/09/2008 13:54
SemajUstetos
Hey All,

I created an accout to say just a few words. This amazing review portrayed this game in the greatest light it could, and I thank you for that Cow. I strongly feel that this game did not get the recognition it should have.

The second reason I made this account was to tell people who feel like Wedge and Automation that Goichi Suda is not an Indie Developer. He is well known and is very very talented. He is within the ranks of Hideo Kojima (MGS) and Fumito Ueda (Ico/SOtC) in both story-telling ability and execution.

I would really really like to see an article on Killer 7, Cowzilla. If you'd like help we could write it together, but I'd love somebody with your outlook to contribute in some way.
Fading Star's Avatar - Comment posted on 05/23/2008 19:55
Fading Star
Awesome.
Dan CiTi's Avatar - Comment posted on 05/25/2008 15:34
Dan CiTi
Although I think the game could still look and perform better technically(among a few other tweaks to add a bit more variety gameplay-wise) while still keeping it's style and message;It's still one of my favorite games. Wonderful article.
Lithium's Avatar - Comment posted on 08/26/2008 12:47
Lithium
last!
RonBurgandy2010's Avatar - Comment posted on 04/20/2009 22:58
RonBurgandy2010
Nope, I'm last. :P
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