
No More Heroes by Suda Goichii
Killer 7 is one of my favorite games of the past generation; so much so that, when I finally got around to playing it in 2007, I was grasshoppin’ mad at all the people who had slagged it in the past, making me write it off as a failed experiment. There’s nothing failed about Killer 7. It’s Invisibles: The Video Game; a decades-long, continent-sprawling deathmatch between the forces of good and evil. Or is that evil and good? It tackled East vs. West, stability vs. chaos, male vs. female, life vs. death. It was the story of seven personas trapped inside a single body, or maybe seven bodies sprung forth from a single deranged mind. Its sprawling, unpredictable, completely insane narrative had the added advantage of secret coherency. Players who stopped to ask “why?” of the goings-on got some great answers in exchange.
So I was definitely looking forward to No More Heroes, the slightly more accessible spiritual follow-up from mastermind Goichii Suda. No More Heroes is the personal tale of hapless, awkwardly cool otaku Travis Touchdown. A Japanese cultural fetishist living in the Southern California town of Santa Destroy, Travis buys a lightsaber off eBay (really) and soon finds himself thrust into the life of a professional assassin. Killing people for sport and profit is just like those games he loves so much, and there’s no doubt that countless BitTorrented anime series have burnt the plucky newbie who fights his way to the top archetype firmly into his mind. Having little better to do, the unemployed Travis dives into the professional assassins’ ranking circuit and gets to slicing and dicing.
Despite the super neon glow of Travis’s world, the game constantly reminded me of Shadow of the Colossus. The sprawling, empty sandbox of Santa Destroy is Wander’s wasteland urbanized, and, like those colossi, it’s the epic boss fights against the other assassins that make up the greater balance of the gameplay. More tellingly, Heroes walks the same tonal tightrope as Colossus; it takes the traditional game structure of “a sequence of challenges” and turns it into a meta-narrative about gaming myopia. Travis’s meteoric, blood-soaked rise to the top of the assassin’s guild is almost blissfully nonchalant; his cocky eagerness to prove his skill is at sharp odds with his psychotic opponents and unhinged surroundings.
But–and this is an important but–Heroes–is also a game about games and gaming culture. Its blocky 8-bit interface and fuzzy sound effects, rigid adherence to stage-boss pacing, and fourth-wall-breaking non-sequiturs are all in service to a greater goal. Travis may be dorky, but he’s not hopeless; he’s obsessed, but he knows that he’s obsessed. His self-deprecating sense of humor smooths over his social faux pas. When he’s not killing other assassins for blood money, he’s probably lounging around his apartment, watching rental tapes and playing with his cat. Travis is just this guy, you know?
Most narrative games aim for an imitation of life but end up an awkward, mawkish mess, failures as both games and narratives. No More Heroes gleefully embraces its gaminess, then twist and abuses those tropes into a commentary on our lives. The “our” here is gamers, those good-hearted geeks who can sometimes confuse fantasy with reality…or is that vice versa? That’s not necessarily a bad thing, argues Goichii–as long as you’re aware of it.