UNDER THE COVERS: No More Heroes

Written by Mary Celeste.

Images from https://www.nintendo.com/store/products/no-more-heroes-switch/

Under The Covers is a recurring column from contributor Mary Celeste, where he delivers a review of a featured game in a more intimate fashion than is traditional for a game review. Snuggle up and get cozy!


The original No More Heroes, first released in the west in 2008 for the Nintendo Wii, is perhaps the biggest junkyard of earnestness in video game history. Every moment, even the tedious ones (especially the tedious ones,) oozes adoration for the video game medium. The button prompts appear pixelated as though made to appear on an NES, and the graphic design of the UI agrees with this approach by never daring to display anything over SNES-levels of visual fidelity. In its striking simplicity and its unhidden adoration for itself and its forebears, No More Heroes holds every right to call itself The Most Video Game of all the video games ever made, for better and for worse

Directed by Suda51, No More Heroes is ostensibly a video game about Travis Touchdown, an otaku who loves wrestling and anime almost as much as he loves taking a shit without wiping his ass. He stumbles, somewhat intentionally, into the metagame of The Assassin’s Rankings, a sort of leaderboard that lists the best assassins who work with the United Assassin’s Association. By killing the tenth best ranked assassin in the world, Travis Touchdown finds himself on the list. Now a prominent target for would-be assassins, Travis finds himself in a position where the only way out is through – and the only way through is to kill his way to the top of the list. After getting the bombshell leader of the UAA to not decline an offer to have sex with him if he becomes number one, he agrees to do his best to become the best in the business. Travis resolves to win the game. We resolve to beat his game.

As stated above, No More Heroes switches between two distinct gameplay styles with the grace of a rubber band snapping shut on your hand: Beat ‘Em Up Action and Open World Exploration. These two styles form the meat and potatoes of the No More Heroes experience, the action segments being the meat and the exploration segments being the potatoes. The writing is the beverage that accompanies this meal. In the case of No More Heroes’ writing, I think that beverage would be a lightly cooled 2008 style Four Loko, ingested only moments before a heart attack. But we’ll get to the story a little later. For now, let’s dig into some bloody meat.


I played No More Heroes on the Nintendo Switch using the Pro Controller, which means that for the most part I didn’t get to experience the visceral feeling of whipping my wrist to the side in order to turn an enemy into a fountain of death during its beat em up action segments. Instead, I performed that action by flicking the right analog stick in the direction indicated on the screen. This was quite satisfying in its own way, and made me feel almost like I was playing a rhythm game – timing my motions with the inputs shown on screen in order to maximize their effectiveness. Generally the combat in No More Heroes is pretty mashy – mash the buttons to either attack enemies in a high or low stance with your sword or with “stun” moves. Mashing them with your sword depletes their health, and mashing them with stun moves puts the enemy into a state where they can’t act for a certain amount of time, and also opens them up to one of Travis’ many unlockable wrestling moves which deal big damage. While fun to watch, it’s generally more efficient to just slash the hell out of whatever’s in your way and then time your input properly to wreak havoc on nearby enemies with the finishing blow. The stun attacks and wrestling moves are great for bosses, but stunning them generally feels like sheer luck rather than something you can skillfully employ.

Those bosses, by the way, are really what make the game work. The boss fights are the meat of No More Heroes’ meat of No More Heroes’ meat and potatoes. The levels leading up to them often feel like little more than a warmup, letting the player brush up on their reflexes and figure out which weapon they want to use before the main event starts. One the player reaches the bosses themselves, they’re treated to fights that are almost universally fantastic, and they’re fantastic for a lot of reasons. I don’t want to talk much about No More Heroes 2 in this review, but one of the reasons that game fails where this game succeeds is because of their differing approaches to the boss fights. The sequel often just throws you into a room with some bizarre character, often not even telling you their name, and gives you a few jokes before letting the carnage start. This game gives you a lot more. Whenever you start a level, it tells you the name of the boss in this really fun, crazy little computer filter voice, and then you see their silhouette appear on screen accompanied by a voice clip. Stylish and Suda as all hell. Right off the bat, before you even start the level, you have an idea of what you’re in for with the boss. You know who they are, what they sound like, and you have a general idea of what they look like. When you finally reach the bosses, there’s a lengthy cutscene where the boss and Travis exchange words, and while there are plenty of silly moments you usually do get some level of understanding of who that character is. You know who they are, and you may even get a look into why they fight. Travis and the player are simply fighting to be the best. The bosses are fighting for their own reasons. Some of them fight because they have something to prove. Some of them fight because they have something horrible and twisted inside of them. Some of them fight because fighting is all they can do.


The fights themselves are great fun. Almost every boss has some sort of gimmick, whether it be Doctor Peace’s knockback weapon, Holly Summers’ hidden traps, or Speed Buster’s lengthy gauntlet. The few that don’t are just good old fashioned action game slugfests, where you really have to learn the opponent’s moveset and fight back with the appropriate response. These moments almost feel like a 3D fighting game, and despite the simplicity of the combat it always feels satisfying to shadowstep an enemy’s attack and deliver a series of pummels. The music, too, is stellar. The soundtrack was primarily composed by Masafumi Takada, who would go on to garner tremendous acclaim for his work on the Danganronpa series, and it is tremendous. The boss themes really add to the intensity of these battles, and the atmosphere is always perfect. Every fight feels earned, and every victory feels like an accomplishment.

So, what of the potatoes? No More Heroes’ action is too chunky to be the only thing you do. If that was most or even half of the game, it would just become a slurry of button mashing that would ultimately lose all of its weight. Suda and his team at Grasshopper Manufacture realized this. So, in order to enter each of these levels, the player must traverse an empty open world doing menial tasks in order to make enough money to pay the entry fee. If that sounds like it sucks, you’re right! It does suck! That’s why it’s great. These menial tasks include: Mowing the lawn. Cleaning up graffiti. Collecting coconuts. Killing 100 people in a parking garage. Assassination missions are just jobs. The bloody, thrilling life of a professional killer is treated with the same gravitas as collecting litter in the streets. Life means nothing. Living is work, and dying is someone else getting your paycheck.  As you roam the barren streets of Santa Destroy there are a couple of collectables to find and things to do. Shop for clothes, or find clothes in dumpsters. Collect a washed-up wrestlers’ kickballs and meet him in a shady bar in order to learn how to sprint (this is very useful, do this ASAP). For the most part, though, your time in this open world is spent driving to a job center and then driving to that job in order to make the money you need to enter the next level. It’s boring and tedious and not very fun. It’s an absolute chore, and it should be. For most of us, going to work is a chore that we have to do in order to make money. It’s no different for Travis Touchdown, even if his job sometimes involves mass murder.

Making a part (in this case, the majority) of your game deliberately “not fun to play” is the sort of thing that can absolutely ruin a game. I don’t think a video game needs to be 100% fun 100% of the time to be a great game, but I think you should generally try to make every moment of the gameplay experience feel rewarding or important in some way. These open world, job minigame segments don’t feel rewarding at all. In some ways it’s like a single player Mario Party – you go around the board, making money from minigames and finding them on the street so you can buy the star, or in this case buy the next actually fun level. As these levels go on, it becomes apparent that Travis is growing just as bored of the meat as the players are of the potatoes. He wants to be number one. We want to be number one. But the path to the end of this game is long, and it’s boring. It’s just another job. 

Travis wants to be number one because he thinks getting to number one will bring him satisfaction. He’s looking for Paradise, and the definition of Paradise is ever shifting. Sometimes, Paradise is a peaceful life in a beautiful mansion. Sometimes Paradise is death, an escape from that very life. Really, Paradise is different for everybody, and it’s different things to everybody at different points in their life. Ultimately, I think Paradise is the expulsion of burden. I started writing this review in January 2021, and it’s May 2023 right now. When I initially wrote this review, I pictured it as another small stepping stone in my path to being some well regarded video games industry writer. I wanted to be the best. In 2023, I don’t want to be a video games industry writer at all, and I certainly don’t want to be a well regarded one. I just want to be someone people like, and someone who sometimes writes things that some other people like. But there is still some small part of me that wants to be loudly adored and treated like some savant, not of video game reviews but of creative thinking in general. I mean, who doesn’t want to be considered a legend? Travis’ struggle to be his own legend is something we can all relate to. We all want to top our respective fields. We want to be praised, we want to be rewarded, and we want to feel satisfied with our positions in life. We want to climb into bed after any given day and feel like that day was lived well. Or maybe it’s just me.

At the end of the game, Travis Touchdown becomes number one. He becomes the highest ranked assassin. He hates it. He’s harassed constantly by people who, like him, want the top spot. The joy of the work only comes back to him when he finds a rival, someone that finally feels worth fighting. Another competitor to best. As long as Travis is running towards Paradise, he can feel satisfied. As long as Travis is fighting somebody he actually wants to beat, he can feel satisfied. Once he beats them, that satisfaction will drain away, and living will once again be a pale chore. With all that in mind, I kind of hope I never do anything greater than writing video game reviews for a small Nintendo fansite. I like to want.

Fantasy League 2021 Results

Another year has come and gone, and so has another round of Fantasy League!


All participants chose games to ‘draft’ that they believed would receive high review scores and release within 2021, and some of our players did better than others. Behold our final standings!!

  1. 1upmuffin
  2. poochy
  3. Gartooth
  4. Coco
  5. VZ_Blade
  6. Luke88
  7. Lurantis
  8. Lichtsang
  9. stealthyfrog
  10. tenderbrew
  11. CMM1215
  12. noise
  13. Scrappy-Fan92
  14. Lant_War
  15. Newvegasdog
  16. Robin64
  17. hugh
  18. MrCafecito

Congrats to our final winner, 1upmuffin! Thanks to EVERYONE who participated in 2021! With another year of games beginning, we’re about to kick off Fantasy League 2022!

If you’d like to create your OWN Fantasy League, you can do so here!

For more info and more detail on our final results from 2021, check out this page to see our competitors and their game line-ups!

UNDER THE COVERS: The Legend of Zelda: Skyward Sword HD

Under The Covers is a recurring column from contributor Mary Celeste, where he delivers a review of a featured game in a more intimate fashion than is traditional for a game review. Snuggle up and get cozy!


The Legend of Zelda has always been one of the more religiously devout video game franchises. Game after game, centered around deities and the destinies they’ve carved out for the three primary figures in these journeys: Link, Ganandorf, and Zelda. Sometimes the roles and settings change, but their destiny is always the same. Bound by this thread, the three characters go through this same arc time and time again, as the Goddess decreed. Skyward Sword is no different, providing players with ancient texts decreeing the actions of a long-gone Goddess the moment they boot up the game. More than any other Zelda, however, Skyward Sword subtly but oh-so-deliberately tips the scales as the game goes on. This is a story about Gods, Goddesses, and Demons, a story of divine fate and powers and the battle between the forces of Heaven and Hell… until it isn’t.


There are no atheists in Skyward Sword. How could there be? The only domain inhabited by humans – Skyloft, the game’s primary hub world and only town – is overseen by an enormous statue of the Goddess, watching over her people. Ancient texts and stone scriptures riddle the town, symbols of a long-gone but never-quite-forgotten era where there was One who was beautiful and powerful. Skyloft’s varied NPCs all offer wishes and prayers to the Goddess, and dialogue with them is frequently peppered with mentions of Her and hopes that She is watching over them. These NPCs are all fun to interact with, and while their relationship with the region’s religion is both prominent and unquestioned, it never seems to define who these people are. Throughout the game you’ll have the opportunity to take on many quests for these people, and none of them involve spirituality beyond casual mentions. It’s simply an accepted part of this universe.


As you trek below the surface as part of your divine mission, things are much the same down there. The strange creatures that dwell on the land below the clouds don’t seem nearly as concerned about Goddesses or divine proclamations as the humans of Skyloft, but their belief in these things is brought up and is again unquestioned. It simply is, though unlike the humans, these NPCs don’t offer graces to the Gods. Only to Link, as he solves problems for them and rescues them from the clutches of demons. These NPCs are certainly not as interesting as other Zelda races, though their uniqueness sets them apart. Rather than Kokiris and Gorons and Zoras, we get very different explorations of the same “style” of characters. Instead of rock-eating stone people, the fiery mountains of Eldin Volcano are populated by hairy mole creatures that burrow underground to keep cool and search for treasure.The Kikwis – this game’s replacements for the Kokiri – are especially odd, little squeaky animals that camouflage as plants when danger is present. It’s a ton of fun to see what ancestors of the beloved Zelda races were like, and while they usually serve as little more than set dressing for each given zone you do get little senses of what their cultures are like.

But it’s in that small sense that Skyward Sword’s most divisive element lies: its progression. Unlike every Zelda game before and since, it isn’t a large map divided up into sections, replete with little villages and towns. Skyward Sword does away with this layout entirely, opting for 3 separate zones that never intertwine or branch out. You have your hub of Skyloft, fly through the sky on your Loftwing, and then choose which of the three zones you want to go too. Once you’re down there, you are down there until you choose to go back to the sky and fly somewhere else. You can’t even teleport between zones from one of the plentiful Bird Statues which serve as landing points, which is a source of some small frustration when many tasks take you to and from the different zones in order to bring one item from one place to the other. These fetch quests make up no small part of the game’s overall runtime, especially if you want to do all of the side content and get 100% completion, but the game usually finds little ways of making up for it. For example, a quest to bring a basin full of water from one area to the next isn’t as simple as going to get it, going back, and using it. Getting the basin completely rearranges the layout of enemies in the area, forcing careful play and new strategies as you try to make your way back to the area you need the basin, all without taking damage lest you have to restart. 


This sort of task would be a pain in the ass if the game was actually hard, but outside of a few challenging (and extremely good) boss fights, this is never an issue. If anything, the game can feel a bit too easy during normal play. Hearts are plentiful and the game showers you in fairies and bottles to hold them in, so even if you do mess around you’re usually spared the embarrassment of finding out. This both hurts and hinders the game – fun fights don’t feel as satisfying to complete when you’re walking out of the room with as much health as you had when you walked in, but gimmick sections don’t have the chance to frustrate you because you’ll very rarely have to try anything more than twice. This is especially applicable for the Silent Realm sequences – hurried stealth sections where you use your knowledge of the terrain to plot a course to 15 different orbs on the map and back to the start without being captured by enemies. If these took multiple tries to complete, they’d be incredibly tedious and obnoxious, but since you’ll very rarely lose it’s hard to feel especially negative towards them. Personally, I thought they were fun ways to break up the pacing, with the final one being an especially enjoyable surprise. 

It’s this pacing that gets so many riled up about Skyward Sword. With the relaxing traditional Hyrule Field equivalent completely removed from the game, what we get in their place are these linear puzzle/action segments that lead up to the dungeons, which are themselves linear puzzle/action segments. The tried and true 3D Zelda formula is broken on its axis, turning into less of a Zelda game and more of a Mario Galaxy game as you’re shuffled almost relentlessly from one setpiece to the next, only getting a breather when you choose to return to Skyloft and goof around finding chests or doing side quests. It can be exhausting to trek tirelessly up a volcano, solving puzzles, platforming, dodging snipers left and right, only to be rewarded by getting to walk into a dungeon full of traps and puzzles and the most challenging combat encounters yet. In this way, it’s perfectly understandable that a lot of longtime fans of the franchise consider Skyward Sword a black sheep: It does things differently from the games before it, but its structure is not different enough to feel like the clean break the Zelda franchise was viewed as desperately needing back in 2011.


In 2021, these differences help set Skyward Sword apart from both its predecessors and its successor alike. And as Skyward Sword climaxes and these characters go through the motion of living out their long-written scripts, a curious thing happens. While the Goddess and her plans become more and more important, the characters of this world stop considering Her. The praises cease. Gratitude begins to show, more and more, towards the humans who inhabit this world. As the age of destinies comes to an end, it’s the people still living who forge ahead and make differences in the lives of others. Skyward Sword begins with a ceremony, giving thanks to the Goddess for all she has done to help them. But it ends with a parting, where the Goddesses figureheads give thanks to the human beings who, set free from any manuscript, are making positive changes in the lives of others of their own volition. The Goddess statue that has kept watch over Skyloft falls away, leaving absolutely nothing in its place but a broken bridge. Humans will rebuild that bridge, and it will take them somewhere new. And they will do it because They are the ones who will it so.

On this week’s Nintendo Pipeline Podcast, we talk with Mary Celeste and WestEgg about this review and get their thoughts on Skyward Sword HD! Once you’ve finished reading this review, please consider listening to the episode!

You can catch the Nintendo Pipeline Podcast on your favorite podcast platform like Anchor and Apple Podcasts, or you can tune in on YouTube!

The Nintendo Pipeline Podcast Ep.12 || The Sequel to The Legend of Zelda 34th feat. NintendoFanGirl

The Nintendo Pipeline is the official NintendoEra podcast featuring 1upmuffin, Mina, and CMM1215! You can expect deep dives on Nintendo games and discussion of Nintendo news and rumors!

This week is another special episode of The Nintendo Pipeline! We’ve got NintendoFanGirl with us to talk all about Zelda for its 35th anniversary! If you’re interested in being on the podcast, let us know! As always, let us know what you think!

We celebrate The Legend of Zelda’s 35th anniversary with a very special guest: NintendoFanGirl! We talk about our favorite Zelda games, our favorite Zelda memories…and about almost killing a bicyclist? It’s all in the name of Zelda, baby!

You can find NintendoFanGirl everywhere from YouTube and Twitch to Twitter and even TikTok! She posts frequent Nintendo content, including special unboxings and reviews, and she even streams Nintendo games like Xenoblade Chronicles: Definitive Edition! Give her a follow to see all of her latest content as it goes live!

As you probably know, The Nintendo Pipeline releases a new episode every Friday! Make sure to follow us on Apple PodcastsAnchor, and your favorite podcast platforms so you can check out our latest episodes the instant they air!

MEMORIES CAPTURED – New Pokemon Snap Competition Results!

Welcome to Memories Captured, a series where we feature the best Switch screenshots captured and engineered by NintendoEra members! This week, we take a look at the submissions our users made for our New Pokemon Snap competition!

It’s time to see how you all did in our New Pokemon Snap competition! We asked you to submit any photos you had of ‘happy Pokemon’ to see who would snap the best there ever was!

Well, unfortunately, there weren’t many entries, but we’ll be featuring both of them here!

First up, we have a photo by Gartooth!

Don’t they look adorable? It looks like it’s party time!!

Second and last, we have an entry from Game AND Watch!

How sweet! They’re in love! Is…that allowed?

That’s all for this week! Keep those capture buttons snapping for next time, though, because you never know when it’ll be YOU who’s featured in Memories Captured!

CHECK MII OUT REDUX: Volume One

Welcome to Check Mii Out Redux, a new spin on a Wii favorite where we showcase NintendoEra’s best Mii creations!

A few weeks ago, we asked YOU to make a Mii using the awesome customization functions of the Miitopia demo! We were specifically looking for Miis that were of a celebrity, whether living or deceased!

Submissions for this competition have closed, and it’s time to see what you came up with! It was very tough to choose who did the best….but we did! First, our runners up!

Known for his work on Metal Gear Solid, Snatcher, Death Stranding, and countless other titles, our first Mii is Hideo Kojima by Gartooth! Gamers worldwide can’t mistake this man’s deep gaze and iconic expression!

Hideo Kojima by Gartooth

Our next Mii is brought to you by BGBW! Fans of Taskmaster should recognize British funnyman Greg Davis! His Mii exudes confidence with a very smug look befitting a former bad teacher.

Greg Davis by BGBW

Finally, our third and last Mii is our overall winner of our first Check Mii Out Redux competition! While not nearly as iconic as our runners up, our winning Mii is likely known by plenty of gamers out there even if not by name. That’s because our winner, LukeBarz, crafted Davide Soliani of Ubisoft Milan, known for directing Mario + Rabbids: Kingdom Battle, a strategy RPG that gained critical acclaim in the early days of the Switch’s life! He was humbled by the support Mario + Rabbids got from critics and customers, and his Mii is similarly looking very modest and happy to be here!

Davide Soliani (Ubisoft Milan) by LukeBarz

Congratulations to LukeBarz for winning our first Check Mii Out Redux contest, and thank you to everyone who entered and participated! Stay tuned for Volume Two for another chance to submit your coolest Mii’s to the blog!

This was the first of our two recently announced competitions to end! For our New Pokemon Snap competition, we are still accepting photos of ‘happy Pokemon’ through Wednesday May 19th, so if you have some Snapping talent, make sure to post your single entry with a title/caption in our #blog-competitions channel! Entries will be showcased on Friday May 21st along with our winner! Happy playing!

ANNOUNCEMENT: Two Snapshot Competitions!

This week, we’ve got a few community competitions coming up! These competitions are open to everyone in the NintendoEra discord, including Mods and Admins! Information about them follows, and you can also reference the #blog-competitions channel on the server for a reminder about the rules and to see others’ entries for inspiration!

The first competition is for Miitopia! As many of you know, the Miitopia demo is currently available and includes all of the Mii customization features you’ll find in the final game! We’d like you to use that demo to create a Mii based on a real celebrity (living or deceased)! Take a close-up photo of your spruced up Mii, include the Mii’s name, and post it in #blog-competitions to have a chance at it being showcased here in our new feature Check Mii Out Redux! Each user may only submit ONE Mii! We will be accepting entries until May 12th for this competition, and the first volume of Check Mii Out Redux featuring our favorite entries will go live on May 14th!

Our other competition is for New Pokemon Snap! Launching TODAY, New Pokemon Snap gives you all sorts of options for capturing and tweaking photos of Pokemon you find in the Lental region, and you will be able to use any and all tools the game provides to send us a picture of happy Pokemon! When you are ready to submit, post the photo and a title for the photo in #blog-competitions, and we’ll choose our favorites to showcase here! Each user is only allowed to submit ONE snapshot! We will be accepting entries until May 19th for this competition, and our favorites will go live on May 21st!

We’re looking forward to seeing what you all come up with! Stay tuned next Friday for more content, and don’t forget that Episode 5 of The Nintendo Pipeline also goes live today! If you click that lovely Podcast button, you’ll be able to see all of our latest episodes as they go live!

-CMM1215

THE NINTENDO PIPELINE: Episode 4 Feat. Special Guest Noise!

The Nintendo Pipeline is the official NintendoEra podcast featuring 1upmuffin, raccoon, and CMM1215! You can expect deep dives on Nintendo games and discussion of Nintendo news and rumors!

This week, we have a special episode of The Nintendo Pipeline for you all as this one features our first guest: noise! If you’re interested in being on the podcast, let us know! As always, let us know what you think!

It’s about the little guys this week as special guest Noise and the boys discuss what they’re most excited about from Nintendo’s latest Indie World presentation! There’s also talk about indie games they’ve been playing and anticipating.

From now on, The Nintendo Pipeline will release every Friday! That means our next episode will be coming April 30th, so please look forward to it! Make sure to follow us on YouTube and Anchor  so you can check out our latest episodes the instant they air!

Animal Crossing Concierge: Lemuria

Welcome to the Crossing Concierge, a new series where we feature unique Animal Crossing: New Horizons islands designed and built by NintendoEra community members! Our first feature is the beautiful island of Lemuria by Roo!

Visit Lemuria by Roo in Animal Crossing: New Horizons!

A beautiful natural vista, Lemuria merges the beauty of the great outdoors with the convenience and class of modern facilities. Get your camera ready for plenty of photo ops across Lemuria’s multitude of cute landscapes and enjoy the simple pleasures of island life!

DA-6961-8064-1382

Want to be featured in the next installment of Animal Crossing Concierge? Shoot a DM to CMM1215 your island trailers, screenshots, and dream addresses and your island could be here next time!

Design a site like this with WordPress.com
Get started