I didn't play much of the first game, but I watched a whole lot of it as a friend played, and it looked intriguing if nothing else.
I've never played a Suda game before (I want to, don't get me wrong, Killer 7 and NMH are two games I really have to track down), but I know enough about the sort of games he makes to be at the very least interested in anything he leaves his fingerprints on.
Somehow I missed seeing this trailer till today. I now see some awesome gifs came from it. Wish I had jumped on some of them first, but oh well. I'm playing through the first game right now, not bad at all. I am a little annoyed by the voice actor for the main character, but its not too bad.
I'd be really cool if we could get GAFfers to come up with some cool shirt designs, if you look at the ad thread we know there are some pretty talented photoshoppers out there and artists, IT'd be a nice chance to see some users more creative side. Can someone translate the contest information?
Now that would also open way for a Portuguese translation as well, since there is that "Brasil" shirt on NMH1. Something along the lines of "Heróis Nunca Mais" (even if, literally, that'd be "Heroes Never Again" - "Sem Mais Heróis" sounds kinda broken here)
I don't see it improving NMH anyway. They didn't go overboard with the motion in the first game and it felt a lot better when you did use it as a result.
Suda wanted to use M+ though, he just didn't have the chance to (it seems) and it said he'd look into it.
He stated that in the presentation for NMH2 last October.
I thought he said that he hadn't had a chance to see it properly and that Nintendo had not contacted him about devkits, and thus couldn't yes/no any interest in using it.
Anyway, why are there no No More Heroes figurines? I've never bought a game figurine in my life, and didn't even have any interest in the Big Daddy pre-order figurine, but I'd love to have a Travis Touchdown sitting on my shelf alongside a Sylvia Saint.
This doesn't look like a flashback. The Famitsu scans show part of this scene (in a box titled "Next Assassin!?"), and they clearly show Travis talking with the girl and sitting next to her. It's also the "current day" Travis, considering how he's wearing his updated jacket and the belt/holster carrying multiple beam katanas.
Can we assume that the games takes place 10 years after the first and that girl is Sylvia's daughter? Which would make the whole 'preggers' comment a new kind of wrong
Can we assume that the games takes place 10 years after the first and that girl is Sylvia's daughter? Which would make the whole 'preggers' comment a new kind of wrong
Can we assume that the games takes place 10 years after the first and that girl is Sylvia's daughter? Which would make the whole 'preggers' comment a new kind of wrong
to build on that, i think she's supposed to mirror the "British screaming fangirl" ala Beatles.
also note that her beam katana is in fact a recorder, which is kind of stereotyped in Japanese pop culture as the "schoolkid base instrument" and thus has been fetishized as a sex toy in some Japanese porn (DON'T ASK ME WHY I KNOW THIS), following in line with classic Grasshopper design. the first apparent boss, the boombox guy who throws hoes lol), i do have questions as to what his method of attack is about.
to build on that, i think she's supposed to mirror the "British screaming fangirl" ala Beatles.
also note that her beam katana is in fact a recorder, which is kind of stereotyped in Japanese pop culture as the "schoolkid base instrument" and thus has been fetishized as a sex toy in some Japanese porn (DON'T ASK ME WHY I KNOW THIS), following in line with classic Grasshopper design. the first apparent boss, the boombox guy who throws hoes lol), i do have questions as to what his method of attack is about.
yes, i can see that, the question i'm asking is "why?" every boss's weapon had relevance to the overall concept of the game in the original,
that every boss had a phallic weapon, except the end boss. which in many ways displayed Jeane's literary castration in the plot, and how she has to fight for her "penis power" and yet never really is comfortable with it, so she fights with her fist.
needless to say that the way Suda chose to tell the story is very intriguing. i did see missiles shooting out of the boombox, which themselves were phallic, but i can't say it quite fits. i'll have to see it in the larger context of the game to make any real judgements, but it looks like, speaking in terms of the literary, that this game is quite different from the original.
not really. her appearance and behavior seem to indicate she's more like a yandere yaoi fangirl than anything else, and that above all things scares me. i am intrigued as to where here character is going.
oh wait, has this game got me decoding it already? good God Suda's good :lol
yes, i can see that, the question i'm asking is "why?" every boss's weapon had relevance to the overall concept of the game in the original,
that every boss had a phallic weapon, except the end boss. which in many ways displayed Jeane's literary castration in the plot, and how she has to fight for her "penis power" and yet never really is comfortable with it, so she fights with her fist.
needless to say that the way Suda chose to tell the story is very intriguing. i did see missiles shooting out of the boombox, which themselves were phallic, but i can't say it quite fits. i'll have to see it in the larger context of the game to make any real judgements, but it looks like, speaking in terms of the literary, that this game is quite different from the original.
not really. her appearance and behavior seem to indicate she's more like a yandere yaoi fangirl than anything else, and that above all things scares me. i am intrigued as to where here character is going.
oh wait, has this game got me decoding it already? good God Suda's good :lol
Well, obviously the weapons aren't going to hold the same meaning as they did in the original, Seems that now, they are more based on the characters own personality or trait. Weapons made from ordinary objects that they use all the time.
Well, obviously the weapons aren't going to hold the same meaning as they did in the original, Seems that now, they are more based on the characters own personality or trait. Weapons made from ordinary objects that they use all the time.
it's the same for the original though. the weapons were all different objects that reflected the person wielding them, but the fact that they were phallic displayed their power.
to be honest, there's really no way to tell how the game will approach themes compared to it's original, so i'm just stating my curiosities. there's really no answer i was trying to get out, simply some musing out loud.
Welp, I guess I'll jump in and say the trailer looks awesome as hell. I've watched it too many times already. Throwing hoes across the room? Too awesome for words.
Welp, I guess I'll jump in and say the trailer looks awesome as hell. I've watched it too many times already. Throwing hoes across the room? Too awesome for words.
Shitty overworld mechanics that you'll every like or hate, largely due to technical problems (inconsistent framerate, shitty hit-boxes, not much to do, etc), countered by more style than you can handle and fun as fuck fights.
It's basically a stylised beat-em-up. Balls-to-the-walls story and characters, awesome art direction, fast satisfying combat, etc. The overworld is usually the killer. You might have a city and a bike, but it's not GTA.
It's not a sandbox game and it's not trying to be one, so don't expect it to be. The overworld is basically like a HUB, much like Mario64's castle or something like that; it gets you from A to B and points you in the direction of missions and other crucial stuff. Very little 'dynamic' action goes on in the overworld, outside of checking dumpsters for money and t-shirts, buying clothes, and hunting for balls.
Your anger leads me to believe you were mistreated as a child and have push this negative energy into your overall demeanor. I prescribe 3 playthroughs of NMH posthaste, within the week. I only pray that there is enough time to reverse the unreversable.
Just playing NMH1 now for the first time in anticipation of the NMH2 which looks completely badass, my only criticisms so far:
- Hub world should be completely scrapped, wonky controls, framerate, collision detection.. and the style the map is drawn in makes you need to squint or stop and really examine it to figure out where the place you are trying to get to is at.. in fact.. i wouldn't mind the overworld that much if the map was just a tad easier to read/follow
- Some of the minigames has non-responsive controls, or i wasn't doing them right.. eg, weights in the gym - sometimes had to the same hand 3 or 4 times for it to recognise
- No 'restart level' for side-jobs/missions.. you have to go all the way back to K-Entertainment or the job building
other than that, amazing game, badass fights and even-worse-ass boss fights (just beat the third -
shinobu
).. story is interesting enough, and the collecting aspect is done well to give small breaks between fights
I remember hating those one-hit side missions with a fiery passion. I eventually just ignored them and went for the much more awesome "100 man kill" missions.
I remember hating those one-hit side missions with a fiery passion. I eventually just ignored them and went for the much more awesome "100 man kill" missions.