Analysis: No More Heroes 2: Desperate Struggle
The No More Heroes Series is a carefully made genius kusoge game series. And we're not talking about shitty as in bad as in suck bad, we're talking about suck on purpose bad to communicate to the players, since the game is huge on the symbolism and Suda intended it that way. In Japan, a kusoge is a game made intended to be shitty in someway for a purpose, and are fun in themselves. No More Heroes itself as a game meets the minimalistic requirements of fun, and rightfully so, but looking deeper, the game was meant to purposely suck, and various elements scattered about helps drive the point home.
- Travis on the toilet to save. During an interview session with Suda, Goichi himself said that the No More Heroes series was created in the method of like to take a dump, and the sequel was what else was in the colon of his mind. In essence, No More Heroes is the dump of Suda 51 of what didn't go down right regarding video games today and what he doesn't exactly like about it.
- Difficulty levels in the names of tastes. Sweet, Mild, Bitter. No More Heroes usually cranks the difficulty level up in the cheapest way possible, not challenging the player rightfully as a skilled and dignified person, but to change the base mechanics and settings to allow the game to have a higher chance to win than the player by being cheap, from increasing the damage the player gets, and making the enemies and bosses impossibly hard in the most muddling and cheapest. Many games also enjoy doing this, and even the term Nintendo Hard was legitimately built on this currently existing trend. The fact that they are tastes, refer to Suda's question of how the player would like their experience of the game to be and "taste" like through the "ten course meal" like journey of No More Heroes.
- Crashable coding. Sometimes during the games, it can freeze. Players should not suffer to things like these.
- Somewhat undeveloped characterization. Travis himself, as cool as he may be, does not exactly have a personality outside of his perceived "otaku badboy assassin" self. Sure, we do get to see minor glimpses of him show what he's like (manners being served tea, not liking Destroyman), but it's not enough to connect with him other than the themes and symbolism portrayed. The same goes with all of the cast. It sort of leaves this troper wanting more and not seeing it as good and invested storytelling.
- Flash Versus Substance. Santa Destroy and the world of No More Heroes, isn't exactly given much depth regarding the story. Themes and hidden cultural and trivia references are there, but are just as they are- Trivial to the worldly story.
- Ultimately, Suda would like us to take a "dump". While not all of us will get Suda's message, to the ones that do, Suda wants the gamer to sympathize and understand his frustrations and feelings through the game, no matter the reactions may be. He wants us to react and "let loose"- To provoke and cause reaction, to shit on the world that he has shit on himself for something greater.