Any review of No More Heroes 2 is probably best started with the caveat that if you didn’t play the first one, the sequel is a solid investment. To a person unfamiliar with Grasshopper Manufacture or Suda 51 games, the game will be an explosion of new ideas in an accessible design that’s engaging all the way to the end. The problem with No More Heroes 2 is that for all the fans who plowed through Killer 7 and No More Heroes for the sake of insane cutscenes, bizarre game design, and dark humor you’re going to find a lot of those things missing. If No More Heroes was the equivalent of a live punk concert, No More Heroes 2 is the I-pod friendly studio album.
Everything that was supposedly broken about the old game has been removed and everything that was praised has been enhanced. The wonky physics and tedious driving in the first game have been replaced with a handy menu system that lets you travel to all relevant destinations instantly. Travis now has access to four different beam weapons that offer different fighting styles along with sections where you play as two other characters with their own unique moves. No more just bashing A and wildly swinging the remote while heads explode. The generic repetitive bad guys of the first game have been replaced with a diversity of fighters who make the much shorter levels quick and always a reasonable length. The awkward side jobs have been replaced with well designed 8-bit mini-games. The assassination missions that would challenge you to kill a hundred people in a minute are gone. No more chopping off 8 people’s heads at once, no more running over every single street light in Santa Destroy, or trying to to do donuts on your enormous motorcycle.