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On Travis…<\/strong><\/p>\n\u201cI wanted Travis to be like a big schoolboy who sometimes jokes around and is sometimes deeply serious, and who loves to fight. Travis is a little similar to me. If I had been an American otaku, what kind of life would I have led? Of course, I\u2019d have been a top-ranked assassin. He\u2019s a very human character, and one that fits within an action game.\u201d – Suda<\/p>\n
On its creation…<\/strong><\/p>\n– No More Heroes was conceived in early 2005 \n– The idea came about before the Wii’s unveiling \n– Originally planned for the Xbox 360 \n– This changed when the team saw the Wii remote, which “seemed perfect for the beam katana”<\/p>\n
On how it was difficult making the fight system…<\/strong><\/p>\n\u201cWe didn\u2019t know how to program for the Wii controller yet, and making it slash the way we wanted was extremely challenging. It took a long time to make it feel satisfying.\u201d –\u00a0Hironaka<\/p>\n
\u201cWe found that attacking with only motion control was exhausting, so that\u2019s when we added the use of the A button. We made about four or five iterations before we nailed the combat.\u201d – Suda<\/p>\n
On the limitation of how weapons run on batteries…<\/strong><\/p>\n\u201cI owned a flashlight that you could shake to recharge its battery. I thought a motion like that would suit the Wii Remote, and it also looks like, uh\u2026 That kind of motion is very Travis.\u201d – Suda<\/p>\n
On how Travis doesn’t actually fight Letz Shake…<\/strong><\/p>\n\u201cThe development schedule was looking tight, and there were so many boss battles already, so I decided to write the Letz Shake fight out of the script.” – Suda<\/p>\n
On Sylvia…<\/strong><\/p>\n– Originally planned on having Sylvia kill Travis \n– She would have shot him after the final ranked match<\/p>\n
\u201cSylvia knows she\u2019s sexy and she uses it as a weapon. She was an easy character to model because her personality was so strong. It wasn\u2019t my intention when I made her, but early in development someone commented that she reminded them of Scarlett Johansson.\u201d – Kasahara<\/p>\n
On the visuals…<\/strong><\/p>\n\u201cSince it was a game about an assassin, we wanted to reference Killer7, which also used cel-shading. But it wouldn\u2019t be interesting if it looked exactly the same, so we made it look grittier.\u201d – Kasahara<\/p>\n
On the open world…<\/strong><\/p>\n\u201cI wanted to do more, but we didn\u2019t have time and the budget wasn\u2019t that big. That was the limit of what we could do.\u201d – Suda<\/p>\n
\u201cDuring the fight sections, you tense up and have to be alert, so in the open-world section you can take it easy. Travis doesn\u2019t just fight; he also has to live his life\u2026 If you have to work a job, it makes you look forward to the fights even more.\u201d – Suda<\/p>\n
On the game’s reception…<\/strong><\/p>\n\u201cIt reviewed better than we\u2019d expected, which made us very happy. We thought the game was fun to play with the Wii Remote, but we weren\u2019t sure how the public would take to it. It\u2019s such a strange game, and Travis is an idiot, so I wondered how it would fare overseas. But in the end the reaction was even better in the US and Europe than in Japan.\u201d – Suda<\/p>\n
Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"In an issue published towards the end of last year, EDGE included an article that provided insight into the development\u00a0of No More Heroes (see what was said about the series’ future here). That piece\u00a0has now been published online in full. Creator Suda51, battle programmer Toru Hironaka, and senior character artist Takashi Kasahara shared the No More Heroes commentary. We’ve rounded…<\/p>\n","protected":false},"author":2,"featured_media":191048,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":true,"jetpack_social_options":{"image_generator_settings":{"template":"highway","enabled":false},"version":2}},"categories":[11,5],"tags":[985,579,3812,984,4384,42,4383],"class_list":["post-191046","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news","category-wii","tag-goichi-suda","tag-interview","tag-no-more-heroes","tag-suda51","tag-takashi-kasahara","tag-top","tag-toru-hironaka"],"jetpack_publicize_connections":[],"yoast_head":"\n
No More Heroes devs reflect on the game's creation<\/title>\n \n \n \n \n \n \n \n \n \n \n \n\t \n\t \n\t \n \n \n \n \n \n\t \n\t \n\t \n