âIf a young boy takes acid and experiences a change, the least a film can do is give him more than acid gives him. But you mustnât give him the visions that acid gives him; you must give him the pill. And then let each individual see his own visions.â
Thatâs legendary director Alejandro Jodorowsky discussing his creative process in the novelization of El Topo, the 1970 acid western that put him on the map as one of the worldâs foremost avant-garde filmmakers. Goichi âSuda51â Suda has long credited El Topo and its main characterâs journey to enlightenment via bloodshed as a major influence on the original No More Heroes, which debuted on Nintendo Wii back in 2007. But inklings of Jodorowskyâs outlook are arguably present in every game Suda touches.
No More Heroes 3 is the latest such trip, directed, designed, and written by Suda alongside his team at Grasshopper Manufacture. The studioâs punk-rock ethos has produced hit after underground hit since its inception in 1998, and now Grasshopperâs finally returned to its most notable series for another adventure through the wild workings of the Southern California-inspired Santa Destroy and its outlying sister cities.
The folks at Grasshopper inject every game they make with layer upon layer of symbolism, surrealism, and absurdity. At times, itâs hard to gauge the studioâs work against the rest of the medium, if only because everything it produces is so aesthetically unlike anything else in video games. Thereâs no comparison, no point of reference to act as a critical guidepost. It is an anomaly with no peers, at least outside the diverse realm of indie games. As per Jodorowskyâs personal directive, Grasshopper sets itself apart from the pack by âgiving [players] the pillâ and letting everyone âsee [their] own visions.â
Just like previous games saddled Travis with ostensible goals amid the chaosâgetting laid in No More Heroes and exacting revenge in No More Heroes 2âthis third outing thrusts the otaku assassin into the role of Earthâs savior against alien invaders. The extra-terrestrial head honcho Prince Jess Baptiste VI is hellbent on conquering the planet, but agrees to let Travis take on his goons one by one until only the two of them remain. This narrative contrivance helpfully establishes the seriesâ traditional gameplay loop: Travis works his ass off, Travis makes enough money to fight a boss, Travis kills said boss, Travis says some profound shit, Travis repeats.
But even so, Iâd be hard-pressed to say that thatâs what this game is âabout.â While previous games flirted with the idea of ascribing loose morals or a vague pathos to Travisâ chaotic, bloody campaigns, No More Heroes 3 lands firmly in the theater of the absurd. Sure, one could make the argument that No More Heroes as a whole is an indictment of modern societal detachment or even something as clichĂ©d as Americaâs unique fascination with violence, but I donât think that tells the whole story, especially in this latest installment.

The real truth, ironically, is that there is no such thing as the ârealâ truth. No one, true meaning exists in No More Heroes 3 apart from whatever hypothesis the player themselves ascribes to the experience. And thatâs oddly comforting. Even as our own reality crumbles around us, thereâs a strange sort of solace to be found in art that doesnât presume to have all the answers. The search for significance in the insanity is meaningful in and of itself, and though it may be futile, resolving to take those first steps on that neverending journey has an empowering, introspective energy thatâs hard to find in more sermonizing fare.
And really, itâs the little things that make No More Heroes 3 so special rather than some grand statement on our place in the universe.
Like the frequent interludes in which Travis and his friend Bishop excitedly discuss their favorite Takashi Miike films.
Or the text adventure-style side stories about magical girls and sentient androids.
Travis screaming about gooseberries and fuckheads as he demolishes enemies.
How about the faux CRT effect that covers the screen in Call of Battle, a region that loosely parodies Call of Duty?
Or Travis aping Nintendo properties by somersaulting like Mario off the tops of palm trees he planted and singing the iconic Zelda fanfare whenever he catches a scorpion.
Not to mention the fact that a game mainly about rapidly slicing aliens into bloody ribbons even asks you to do something as mundane and time-consuming as plant trees and catch scorpions in the first place.
Sudaâs portfolio, No More Heroes 3 included, in some ways hews closer to cinema than even the infamously film-obsessed Hideo Kojima, or at the very least appreciates its differences from gaming to a much greater degree. Heâs more than willing to inconvenience the player if it means staging a perfect scene or properly conveying a specific emotion. At times, itâs just about making sure aesthetic flourishesâfor example, the unskippable âKILL!â graphics that capstone every battleâare given enough space to resonate, both literally and figuratively. Grasshopper projects may not always adhere to traditional concepts of âfunâ gameplay, but they never fail to embody an idiosyncratic ideal.

That said, thereâs still a capital G game at the heart of No More Heroes 3, one that should be familiar to folks whoâve played the series before.
Aliens have invaded Earth and itâs up to Travis to demolish their hierarchy rank by rank in an exercise thatâs part game, part life-or-death battle. Along the way, he hustles for extra cash by mowing lawns, running belligerent jerks and their posses of fellow belligerent jerks off the highway to protect commuting grandmas, and mining precious ores in lava-filled caves. A steady barrage of chaotic ultra-violence is punctuated with sophomoric, slapstick humor. Toilets still function as save points and Travis still curses like a sailor (well, actually, more like a middle schooler trying to impress his friends), because why change a winning formula.
As far as combat goes, Travis can button-mash weak and strong attacks as well as grab foes for wrestling moves. Dodging attacks at the last secondâindicated by the targeting reticule changing from red to purpleâslows down time and opens enemies up to additional rapid strikes. Whittle an opponentâs health bar to zero, and an on-screen prompt will indicate which direction you need to waggle the Joy-Con or point the right thumbstick to finish them off. The beam katana runs on a battery, so youâll need to stop and jerk it up and down (wink wink) to charge it when it dies, which this time around can also be done while moving.
No More Heroes 3 doesnât have the multiple beam katana variations of previous games, but does introduce a set of special moves reminiscent of Travis Strikes Again. Early in the game, Travis is rewarded with four Skill Chips that give him access to techniques like Death Kick, a powerful, two-foot dropkick, and Death Rain, a shower of overhead projectiles. But where Travis Strikes Again let you mix a wide variety of skills into your own customized loadout, No More Heroes 3 limits you to just these four techniques.
The restriction has its benefits. Instead of searching for the statistically âbestâ loadout, No More Heroes 3 combat becomes a sort of puzzle in using your available resources wisely. At times it feels like a fighting game, in that knocking down goons and constructing intricate situations for them to deal with once they get to their feet often provides new opportunities for dealing damage on distracted and guard-broken enemies. The combat system ends up being fluid, engaging, and open to experimentation, despite its basic, button-mashing foundation.
No More Heroes 3
-
Back of the box quote
âI-TA-DA-KI-MASU!â
-
Type of game
Slice (and dice) of life
-
Liked
Improved combat, random non-sequiturs, overall absurdity.
-
Disliked
Overworld framerate still stutters after all these years, minor bugs.
-
Developer
Grasshopper Manufacture
-
Platforms
Nintendo Switch
-
Release date
August 27, 2021
-
Played
17 hours to see the storyâs ending, with an extra 7 spent wrapping up side missions.
Where No More Heroes 3 truly shines, however, is its presentation. Chapters are established as if they were episodes of a television series, complete with consistent intro and outro sequences crediting the developers and voice actors. The game cuts away to side stories with spinning logo transitions Ă la the 1966 Batman television series. It introduces bosses as guest stars with the sort of âmonster of the weekâ vibe youâd see in an old-school anime, or even a tokusatsu franchise like Super Sentai. You learn enough about these baddies to make their eventual battle with Travis consequential, but then itâs on to the next one just as quickly.
I fully expect No More Heroes 3 to be divisive because, well, thatâs just how things go for Grasshopper Manufacture. While the game is arguably the studioâs best release to date, itâs also rife with the same technical issues thatâve always plagued the series. During my time with No More Heroes 3, the open-world environments were prone to framerate collapses, bugs like getting stuck in walls or falling through the floor frequently ruined side missions, and there was even a full-on crash that erased a sizable chunk of progress.
Itâs not my intention to let Grasshopper off the hook for these failings. Developers should obviously do whatever they can to steer clear of frustrating players with technical limitations and avoid a Cyberpunk 2077 situation wherein those problems eclipse the game itself. But I canât say Iâm very bothered by its shortcomings. No More Heroes 3 is certainly gorgeous, but the growing obsession with 4K, ultra-detailed, 60 frames-per-second visuals can be limiting to creative expression and at times even detrimental to artistic vision, especially when game devs court negativity by deliberately eschewing these sacrosanct demands.
Where do we draw the line? What if a developer wants to make a game that runs at a lower-than-average framerate? What if theyâre okay sacrificing frames to get some other aspect of the game working properly instead? What if a dipping framerate is being used as an artistic flourish? With that frame of reference, it doesnât feel too far-fetched to imagine gamers going from grousing about small parts of a game running at 59 frames per second rather than a full 60 to demanding developers compromise their vision because theyâre sick of sitting through a recurring leitmotif and just want to get back to mashing buttons.
In short, Grasshopper may not have meant to ship No More Heroes 3 in a less-than-perfect state, but barring any major changes, those imperfections are intrinsically tied to the experience and, it could be argued, meaningful aspects of the work themselves.

Fortunately, the barbed wire-wrapped heart of pure joy at No More Heroes 3âs core eclipses most of these issues, especially if youâre a longtime fan of the studioâs work or at least open to the more unique experiences they provide. Itâs full to bursting with all the creativity one would expect from a Grasshopper Manufacture project thanks to the passion Suda and his team so obviously have for making games, which shines through in every second of this absurd adventure. And while not perfect on the technical front, tight combat and aesthetic flourishes make it one of the most engrossing and self-assured releases of the last decade.
More than establishing a core meaning or truth to cut through the absurdity of reality, No More Heroes 3 is all about imparting a feeling. Those emotions, by design, will be different for everyone who takes the Jodorowsky-like pill Grasshopper has manufactured into the form of a video game.
When the first No More Heroes came out for the Wii all the way back in 2008, I made sure to take the day off from my shitty retail job at some now-defunct video rental place so I could play it all day. Iâd already fallen in love with killer7 (a game I still consider Sudaâs masterpiece) and wanted as much time as possible to experience the latest entry in Grasshopper Manufactureâs punk-rock oeuvre. It was incredible.
Now, over 13 years later and playing No More Heroes 3 for work, it feels like an important loop has closed in this one-sided relationship.
âIn Japan, âbattaâ means âgrasshopper,â and âmonâ comes from âmonoâ which means a âthing,ââ Suda told documentary channel Archipel during a 2016 interview. âWe use âbattamonâ to say that something is a copy, a fake. Originally, I quit Human to make my own company. Grasshopper Manufacture was born from there, it was in a sense not a ârealâ studio, a âfake.â In the end âbattamonâ is not a word I particularly like as it is, but rather a concept.
âWe are grasshoppers jumping around in the grass.â
Â