"It's like taking a shit," says Goichi Suda, Grasshopper Manafacture CEO, as he relaxes on his (office) seat. We blink first. "A lot of things influenced No More Heroes - things I saw, or heard, and something that came from inside. Something that needed to be eliminated from my body, like waste. That's why I created No More Heroes.
Edge goes on to write about how his colleagues are smirking and his translator becomes hesitant. "...No More Heroes 2? New taking-a-shit."
Suda claims the AI has been improved and enemies will now attack depending on their class and weapon, being ranged or more up in your face. They say the dual beam katana is pretty and the animation is suitably awesome with "effortless style". "It's a spectacle as much as a slaughter."
On secondary playable characters: They'll each have their own style and cool factor. Will Travis be overshadowed? Hardly. "He gets to pilot a giant robot! This lets you fight on a larger scale - there will be plenty more variety as well."
The game's city has been scaled back a little bit, improved visually with motion blue and HDR lighting. Suda says it's closer to the game he wanted to deliver originally. Edge says the city is a lot more lively and the streets more populated. He describes it as one-and-a-half times the original.
Regarding mini games: "The reason that I put these elements in is that it's a challenge to make a game," says Suda, "and so I want too make the player feel challenges to even play the game... Travis has to work..." it's a principle that, according to Suda, permeates his games.
On No More Heroes as a franchise: "I think this is the last NMH that is going to be developed on Wii. To expand NMH to new possibilities, we need a new platform. Wii is a great platform, but we've done everything we can with it now."