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Review of Travis Strikes Again: No More Heroes on PlayStation 4

by Jay Aborro Jay Aborro photo Oct 2019
Cover image of Travis Strikes Again: No More Heroes on PS4
Gamefings Score: 6.5
Platform: PS4 PS4 logo
Released: 17 Oct 2019
Genre: Action-adventure, Hack and Slash
Developer: Grasshopper Manufacture
Publisher: Marvelous (JP), Xseed Games (NA), Marvelous Europe (EU)

Introduction

There is an old-school reviewer in me who remembers the days when a game could be judged by the weight of its box and the confidence of its manual. In that spirit I opened Travis Strikes Again: No More Heroes on the PS4 expecting a familiar turf-walk through Suda51's neon-soaked lunacy, only to find something that wants to be three different games at once and a magazine feature-length interview folded into one package. Travis Strikes Again is less a direct sequel to the previous No More Heroes entries than a detour taken at full throttle. Grasshopper Manufacture offers an experiment: take Travis Touchdown, hand him a cursed console, and watch him hop through six self-contained 'games' contained on Death Balls while trading quips, resenting adulthood, and stabbing things with a beam katana. The result is imaginative, often hilarious, occasionally brilliant - and frustratingly uneven. For readers who want a pithy verdict in classic review box form: this is a title with the personality dial turned up to 11 and the gameplay fine-tuned to 7; your mileage will depend on how well you tolerate repetition and how much you enjoy being entertained by dialogue.

Gameplay

The most conspicuous change Suda51 makes here is perspective. Where No More Heroes built its identity on third-person, open-area encounters, Travis Strikes Again prefers a top-down viewpoint for the bulk of its levels. That shift is not cosmetic: it alters pacing, enemy placement, and the feel of every skirmish. The game is structured as a string of arcade-like episodes - each Death Ball is its own genre riff, borrowing the visual and mechanical language of platformers, RPGs, and even vector-era throwbacks. Within those shells, however, the core action reverts to hack-and-slash fundamentals familiar to series veterans: light and heavy strikes, dodges, and a satisfying brutalization of pixelated foes. One of the title's clever ideas is the Skill Chip system. These equipable modifiers grant Travis a motley interval of special attacks, from shotgun blasts to orbital lasers, and give combat an occasional burst of variety. They function like pocket power-ups you can change between runs, and they help the combat feel less stale when you're thirty minutes into fighting the same goon archetypes. There are perspective switches and micro-games sprinkled between the main beats too, often leaning into the genre motif of the stage you're playing. The visual-novel styled interludes - called Travis Strikes Back in the menu - punctuate the action with long stretches of conversational walking and fax-history dumps, during which the plot unspools in dense, often self-aware monologues. Cooperative play is available on the Switch through Joy-Con support, and while the PS4 version obviously adapts that locally, the spirit of two-person chaos is built into the design: Badman can tag along as a second player in most segments, fostering some gloriously sloppy combos. The single-player experience replicates that feel by automating cooperative prompts, but the option to bring someone else to the party makes the weirder boss beats more enjoyable. Narratively the premise is gleefully absurd: Travis, now 37, is dragged out of his recluse life to help Badman resurrect his daughter, Bad Girl, by clearing the Death Drive's games and earning a wish. The story is half genre-mash meta-commentary - a look at gaming history and fandom - and half Suda51 soap opera: surprising tenderness, resigned nihilism, and frequent interjections of grotesque humour. The plot rewards patience, since the visual-novel passages deliver some of the most interesting character work in the series, including cameos from other Suda projects and a messy, very Suda explanation about cloned humans and government conspiracies. Unfortunately, for all its inventiveness, the gameplay loop wears thin. Several reviewers summed up the common complaint: presentation constantly reinvents itself while the underlying combat often grinds into repetition. Boss encounters are vivid and eccentric - many designed by artist Boneface - but regular enemies can feel like re-skinned obstacles. The game also includes sections that return to the franchise's traditional third-person setup, and while those moments are welcome, they underscore the sense of a title trying a handful of different directions rather than perfecting one.

Graphics

Travis Strikes Again uses Unreal Engine 4, and the result is a polished and purposefully stylized package. Rather than aiming for realism, the game embraces an explosive, animated aesthetic: bold colours, jagged outlines, and kinetic screen effects that sell every impact. The individual Death Ball games adopt distinct palettes and visual signatures, which keeps the experience visually fresh even when the combat loop repeats. Boss designs, a recurring highlight, are eccentric and vivid, with Boneface and Yusuke Kozaki contributing memorable silhouettes and character art. The PS4 edition carries the same art direction as the Switch original, and the higher horsepower smooths over a few technical niggles seen in earlier builds. What matters most is how the visuals support the game's tone: they are loud, at times intentionally gaudy, and always in service to Suda's brand of hyper-stylized storytelling. If you appreciate games that look like the comic book section of a late-night cable TV ad, this will please you. If you prefer discreet visual restraint, the constant animation and palate might feel like excessive seasoning.

Conclusion

Travis Strikes Again is an experiment that behaves like a love letter to games - past and present - written by a director who refuses to stop riffing. It is clever, self-referential, and occasionally profound in the strange ways Suda51's work can be. Yet it is also uneven. The narrative flourishes and presentation chicanery can partly mask the fact that the core combat loop never quite evolves beyond competent hack-and-slash fare, and repetition eventually dulls the novelty of genre hopping. For players who go to games for character, commentary, and creative risk, this is a worthwhile detour. For those who demand tightly-tuned, endlessly varied mechanical systems, the experience will feel thin after a dozen hours. The critical reception reflects that split: the PS4 edition earned generally mixed notices (Metacritic around the low 60s), and my verdict lands in the same neighborhood. Consider this an underrated side-quest in the No More Heroes universe - essential for completists and fans of Suda51's lunatic charm, optional for players chasing a purely mechanical thrill. Final score: 6.5 out of 10.

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