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Review of No More Heroes on Nintendo Switch

by Chucky Chucky photo Oct 2020
Cover image of No More Heroes on Switch
Gamefings Score: 8/10
Platform: Switch Switch logo
Released: 28 Oct 2020
Genre: Action-adventure, Hack and Slash
Developer: Grasshopper Manufacture (original), Engine Software (Switch port)
Publisher: XSEED Games (Switch release), Marvelous (JP original)

Introduction

No More Heroes is the sort of game that announces itself by handing you a glowing sword, a motel room full of anime merch, and a job application to an assassins' rankings board. It was originally welded together on the Wii by Suda51 and Grasshopper Manufacture, and the Switch version is essentially the original - shipped across time and control schemes by Engine Software and XSEED - with the blood restored in most regions and the same oddball personality intact. You play Travis Touchdown, who goes from broke otaku to paid murderer because he won an internet auction for a beam katana and then discovered that the world is run on a ladder of homicidal celebrity. The setup sounds like the punchline to a very specific joke and it absolutely is, which is why the game mostly just sits there, deadpan, and waits for you to laugh by swinging a neon sword into things. Suda51 wrote and directed the original, Yūsuke Kozaki designed the characters, Masafumi Takada and Jun Fukuda provided the soundtrack, and the whole package wears its influences on its sleeve: punk records, samurai TV shows, wrestling, and art-house films. The Switch port does what most respectful revivals do - cleans up some edges, keeps the personality, and refuses to apologise for being weird. It still has problems, chief among them filler in the open world, but its strengths - writing, boss fights, and a combat system that rewards reading your opponent's stance - are intact and sharp enough to justify playing it now that the series is easier to obtain on modern hardware.

Gameplay

Gameplay is a tidy, aggressive loop with a hand-scribbled schedule: travel the city on foot or on a scooter (named the Schpeltiger, which is exactly as ridiculous as it sounds), do side jobs for cash, buy upgrades, train, track down ranked assassins and then stab-contract your way up the UAA ladder. The open world is more a convenient connective tissue than a sandbox - Santa Destroy is compact, stores and content are repetitive, and most of the time you'll be doing mundane part-time gigs that exist to tax your patience and replenish your bank account so you can afford the next ranking fight. The design is deliberately petty in that way. It simulates the adult responsibility of paying rent by making you take on garbage-collecting, lawn-mowing, and other indignities between cinematic sword fights. There is a social commentary buried under the silliness, or at the very least some pointed satire about celebrity culture. Or perhaps it's just a man who wants video games and a lightsaber. Either explanation is valid. The combat is the interesting part. On Wii the beam katana was controlled with the Remote and Nunchuk: basic slashes, high and low positions, charging, and theatrical death blows that triggered a slot-machine minigame for 'Dark Side' bonuses. On Switch those motion-first mechanics have been translated to the Joy-Con and button inputs. The katana recognizes high and low swings, which change Travis' stance and the attacks available to him. You can punch, kick, stun enemies, and then move into more satisfying wrestling-style throws and suplexes when your opponent is dazed. Dr. Naomi sells new blades and upgrades, Thunder Ryu trains you to improve combos and health, and a drunken mentor teaches special moves in exchange for collectible balls scattered around the city. The boss fights are where the system snaps into focus: each ranked assassin has a clear pattern, a gimmick, or a twist, and beating them feels like out-reading a performance instead of clicking through a dance routine. There are moments of genuine mechanical joy. The game's pacing is deliberately fractured: long stretches of low-stakes grind punctuated by high-energy boss duels. That leads to the most consistent criticism the title received at launch and still earns today - repetition. The world, the errands, and the fetch quests can drag, especially if your tolerance for filler is low. If you treat those chores like palate cleansers between main courses, they work. If you expect a living, breathing open world with emergent moments, you'll be disappointed. For people who play for characters, punchlines, and brutal boss choreography, the gameplay loop is satisfying and often quite funny. Mechanically the 'Dark Side' slot-triggered supremo moves and the death-blow theatrics are cheeky flourishes that break up fights. Your katana has a battery mechanic in the original Wii build: you needed to 'charge' it periodically. The Switch port retains the spirit of that hardware novelty by requiring you to manage resources and upkeep, though the physicality of Wii-era shaking has been adapted so the joke doesn't insist on being a workout routine. It's still a game that occasionally reminds you it was designed for motion-first hardware, but adaptation is handled well enough that the core punches and parries still land.

Graphics

The aesthetic is intentionally rough and stylish rather than sleek: think cel-shaded comic panels that were scribbled over with love and deliberate indifference. Yūsuke Kozaki's character designs give everybody distinct silhouettes and outfits that read instantly on the battlefield. The original Wii visuals had limitations; the Switch port keeps the original look, upscales textures, and smooths a few edges without trying to trick you into thinking this is a modern, hyper-detailed engine. That's fine. No More Heroes doesn't aspire to be a tech demo - it wants to look like the game's own fever dream. The environments are slightly blocky and repetitive in places, but they're populated by personality. Animations during boss fights are sometimes exquisitely staged, other times hilariously stiff, which meshes with the game's tone: glamorising violence while winkingly reminding you it costs money to keep your katana charged. If you're expecting cinematic fidelity or dense open-world detail, you'll find the presentation miserly. If you want striking character portraits, neat environmental design, and moments where the camera executes a cool stunt as you decapitate a billboard (metaphorical or literal depending on your version), then the aesthetic will charm you. The soundtrack by Masafumi Takada and Jun Fukuda is reliably excellent and gives fights an extra push; note that some licensed elements from earlier releases (like the "Heavenly Star" video cameo) were shuffled in later ports, so the Switch release replaces a few things but keeps the pulsey, memorable score.

Conclusion

No More Heroes on Switch is the original weird little masterpiece dressed in a reasonably updated coat. It didn't receive a full HD reimagining on this platform - that's what Heroes' Paradise tried to do on other consoles - but the port preserves the writing, the boss-focused combat, and the strange, satirical heart that made the series notable. If the idea of running errands so you can pay for murder sounds like a design philosophy you approve of, then this will be one of the more memorable action games in your library. It rewards patience and a taste for deadpan, a little like being at a dark comedy where the hero keeps pausing to buy a new sweater. The game's main weaknesses have not been magically erased: the open world can feel thin, fetch quests are sometimes tedious, and certain bits are repetitively designed on purpose. Those flaws are balanced by genuinely creative boss encounters, smart satire, and combat that feels like a compact, enjoyable instrument. For newcomers the Switch release is the easiest gateway to Travis' absurd life, and for returning players it's a chance to relive the murders with the convenience of modern hardware and restored violence. Buy it if you like your action with a side of irony and a soundtrack that slaps. Score: 8/10 - solidly entertaining, stylistically unique, and occasionally in need of a shower and a haircut.

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