Analysis: The Design And Spiritual Evolution Of No More Heroes 2
[Is a better-designed game really "better" -- and what does that really mean? Gamasutra's Leigh Alexander takes a look at how Grasshopper Manufacture's No More Heroes 2 for Wii evolves on its predecessor.]
In the original No More Heroes, Suda51 had a brilliant concept which critics largely agreed stumbled slightly on the execution -- the main criticism being that the open world lacked depth. With very little to do in the city of Santa Destroy, most seemed to feel the sequences in between missions were sprawling empty space, listless filler that could have just as easily been bypassed.
In No More Heroes 2, that bypass wish is fulfilled; gone is the player's ability to take Travis' motorcycle to the streets, and in its place is a streamlined, 8 bit-inspired (naturally) navigation menu.
The game is still challenging enough that it requires a little bit of grinding -- as with the original No More Heroes, this takes the place of menial odd jobs that luckless otaku Travis can do to earn cash for weapons upgrades, or visits to the gym by which he can become stronger, and these are the spots that players can visit from Santa Destroy's new interface.
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No matter what exactly Eric Caoili is up to, however, Jenn Frank will be GameSetWatch's guest editor for the next two weeks, and beginning with this very post. And here she is now: blogging in a Chicago coffeehouse where they offer free WiFi with every coffee purchase.
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