SatoAilDarko said:



Famitsu: And this game might look different than the past games.



Suda51: Yes. I had an idea in my head on how to make a No More Heroes 3, but this game is not a numbered title. I’d like to have Travis challenge something different from ranked battles between killers as what had been depicted until now, and I also wanted to create a game with a middle-scale team of around 10-20 people, just like around the time when Grasshopper Manufacture was established, so I made this Travis Strikes Again project. I’m making an organizational structure where I can firmly get into the development scene and look at all the staff’s faces well.

https://nintendoeverything.com/suda...pment-progress-and-team-crazy-backstory-more/



This is most likely going to be a smaller game. I'm super excited but people should keep expectations in check. From last November:This is most likely going to be a smaller game. Click to expand... Click to shrink...

I'm not expecting much from this live stream based on what's already been mentioned, they've been doing it a few previous times - that and I don't think they're going to do a major game play reveal for it in Japan which is where the game is less popular, though I'll reserve the right to be surprised.Haven't seen that Doctor Juvenile concept art before. I really do believe Boneface was the right pick for this project.We already know there's going to be 6-7 "levels" in the game based on the amount of Death Balls that Travis has to collect, and in the previous NMH games (particularly the first) they already cut quite a few corners when it came to certain levels. Letz Shake's level was a linear corridor, Speed Buster's level was an enemy wave rush and Harvey's level was essentially a danmaku mini game. No More Heroes 2's levels were more consistent but some of them were much shorter on average and in some cases terribly paced - Margaret and Alice's levels have someenemy encounter design that pad the length and Shinobu's levels generally dragged. If the game has roughly six or seven evenly paced levels they can get away with making a game of similar length. NMH1 had some severe artificial (although extremely deliberate) padding to prolong it's game time by a good 5-6 hours, if you cut down a lot of it you could pretty much beat it within 7 hours. NMH2 naturally cutting down on that padding was substantially easier to blaze through because the general pacing of the game was really fast, and I imagine the whole video game set up they're doing for TSA is going to make them want to put in more extensive gimmicks into some of the levels. Plus this game is on UE4 so development will probably be much more expedited. No More Heroes is a game that works better when you have a more humble scale imo, it should let Suda have more of a say in how the game works.As for abandoning the ranked battles concept; good. They should have done away with it after the first game honestly. The first game used it as a way to satirize Travis having to kill a bunch of would-be video game "heroes" and the characters being assassins was arguably a way of implying that they have no actual autonomy beyond the player's control. To me the idea of Travis having to literally dismantle video games when the original No More Heroes was a figurative take on the idea, is much more appealing of a concept.