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Review of Not a Hero on Nintendo Switch

by Chucky Chucky photo Aug 2018
Cover image of Not a Hero on Switch
Gamefings Score: 7/10
Platform: Switch Switch logo
Released: 02 Aug 2018
Genre: Shooter
Developer: Roll7
Publisher: Devolver Digital

Introduction

Not a Hero arrives on Switch as the Super Snazzy Edition, which is exactly the sort of modest, understatement-free subtitle you want attached to a game about a time-traveling, purple-rabbit would-be mayor and his campaign of supervised homicidal advertising. The premise: BunnyLord has come from 2048 to fix everything by becoming mayor. His strategy is pragmatic - hire a selection of freelance anti-heroes to violently tidy the streets under his glorious campaign banner. If that sounds like a political platform, it is, except the promises are mostly bullets and exploding cats. The Switch port bundles the original fare with an extra campaign where BunnyLord is actually playable, which is either a bold design choice or an act of mercy for readers who have always wanted to punch politics in the face personally.

Gameplay

Underneath the cardboard-poster satire is a tightly wound 2D side-scrolling cover-based shooter that refuses to let you act like a platformer. You cannot jump. You can, however, slide, take cover, tackle, and perform executions on stunned foes. This sets up a deliciously awkward dance: shove yourself behind crates and signs like a disgraced furniture salesperson, slide into someone's knees, tackle them into an open doorway, and then finish them with whatever gun you happened to be carrying. The game gives you a primary weapon with pickups and temporary upgrades strewn across each map. There are also special weapons that range from deployable turrets to the game's mascot-level absurdity - exploding cats - because nothing says 'campaign promise' like a feline-shaped ordinance. Levels are short, punchy affairs with clear objectives that always boil down to making BunnyLord look electable. Tasks vary between nondescript but effective verbs: kill criminals, rescue hostages, destroy illicit drug labs. Each level also plants three optional minor objectives that are shuffled with a little randomness, giving runs a replayable sheen without pretending to be endless. Mid-level events - a SWAT team kicking your door down, a helicopter gunship turning your carefully arranged murder map into a Jackson Pollock painting - keep things from calcifying into rote pattern recognition. You pick from nine protagonists, each a specialty tool for a very specific job. Steve is a cockney assassin with a fast-reloading pistol; Cletus is a shotgun-wielding supposed-Scot who blows enemies (and doors) backwards; Samantha can reload on the run; Jesus runs fast and hip-thrusts while spraying SMG fire for reasons best left to the campaign staff. Then there is Mike, Samuel L. of bluff alcoholism and sawed-off devastation; Stanley, who is slow but packed with rifle capacity; Clive, a bumbling spy able to shoot both directions; Ronald Justice, a hammer-wielding deranged superhero; and Kimmy, who pairs a katana with an SMG for those who like their violence esoteric. Each character tweaks movement, reload, and special execution rules, which keeps experimentation compelling even when the level design repeats its greatest hits. Health is forgiving - you only take a few hits and regenerate quickly - so Not a Hero encourages aggressive approaches rather than timid pixel peeking. The difficulty curve and objective systems can feel intense because the game expects you to multitask murderous efficiency with checking off campaign boxes. It rewards precision, timing, and the sort of ruthless improvisation that makes vigilante politics look like a hobby rather than a career choice. On Switch the controls map well to the Joy-Con or Pro Controller, keeping that core twitchiness intact while letting you carry the absurdity into handheld mode for those moments when you need to elect a rabbit on a commute.

Graphics

The visual identity of Not a Hero is bright pixel art that behaves like it knows how ridiculous it is. It is unapologetically colorful and poppy - think neon campaign posters animated to explode into blood - and Roll7's aesthetic choices work in the game's favour. Artist Jake Hollands reportedly learned pixel art in the week before being hired and then got better while making the game, which is both an inspiring career arc and a reminder that great things can come from frantic last-minute skill acquisition. The game's 2D presentation was augmented in development by ISO-Slant technology to give it a 2¼D look; Roll7 even made the title the first to use that trick, which is faintly impressive and mildly terrifying for purists who insist pixels must stay flat. On Switch there isn't a radical visual overhaul beyond the Super Snazzy Edition content, but the core graphics scale nicely to the system's screens. The bright sprites, readable enemies, and chaotic gore all translate well whether docked or handheld, and the game's commitment to clarity over photorealism is the right call here. The interface is lean, which is welcome, because there is already too much carnage to read the fine print of a campaign slogan. Framerate and performance were points of pride during development - Roll7 delayed launch once to chase 60 FPS on other platforms - and the Switch version does an acceptable job preserving the game's snappy feel. It isn't trying to impersonate a high-budget triple-A shooter; it's a stylish, playful headline act built from retro pixels and modern timing.

Conclusion

Not a Hero on Switch is an assiduously silly, surprisingly smart shooter wrapped in the trappings of political parody. It is best enjoyed in bursts: short levels that let you experiment with the oddball roster and the unapologetic violence that the game treats as a punchline. The writing is often cynical in the funniest way - BunnyLord's campaign is a stream of absurdist machismo, and the Twitter-marketing stunt that once 'hacked' the game's promo is basically the game's spirit in practice. Critics were generally favourable, placing the Switch port in the 'solid, not flawless' category; Metacritic sits around 70 on Switch, and most outlets cluster near seven out of ten. Praise usually lands on the combat and tone, while gripes land on repetition and a few design rough edges. If you like fast, methodical 2D shooters that don't let you jump but will let you slide, tackle and explode a cat into a gang of thugs, this is a tidy, gleeful package on the Switch. The Super Snazzy Edition's extra BunnyLord campaign adds a little more incentive to buy in, and playing with the console in handheld mode feels oddly appropriate for a game that treats its own conceit like performance art. It does not reinvent the genre, and it might grow repetitive if you try to grind it into a competitive esport of mayoral violence, but for what it is - a compact, darkly comic, mechanically satisfying shooter - Not a Hero delivers. You will laugh, you will die a few times, and you will probably feel faintly guilty about enjoying the moral clarity of a homicidal election campaign. That, in the end, is the point.

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