
No More Heroes 3
Suda51's wildest fever dream in controller form: if you can stomach grind between boss fights, the payoff is some of the most inventive encounter design in modern action gaming.
GamerScout Verdict
Built for returning NMH fans who can tolerate open-world padding in exchange for the series' most inventive boss fights yet.
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About No More Heroes 3
My honest reaction after the first hour of No More Heroes 3 was confusion, and I mean that as a compliment. You get an animated E.T. parody, a monologue about a fictional childhood game called Deathman, and Travis Touchdown ranting at nobody in particular before the actual combat opens up. That is the price of admission here, and whether it sounds exhausting or thrilling will tell you everything about whether this game is for you. At its mechanical core, the loop is the same one the series has always run: climb the Galactic Superhero Rankings by killing your way up the ladder, one ranked alien boss at a time. Travis wields the Blood Berry beam katana, and the combat has been refined to its cleanest state in the series so far. The Death Glove abilities add some tactical texture, including a time-slow and a teleporting drop kick, and the moment-to-moment slashing feels sharp and responsive. The boss fights themselves are genuinely exceptional. Each one layers in a different genre reference or gameplay twist, from DDR-style musical chairs to what amounts to a parody of turn-based JRPG battles. These encounters are the reason to be here, full stop. The problem is the stuff between those bosses. The open world across five areas is thin. Minigames exist mainly to generate the two in-game currencies you need to unlock the next ranked fight, and the economy is imbalanced enough that grinding feels obligatory rather than optional. The world itself borrows visual ideas from other properties without doing much with them. Reviewers have consistently flagged this padding as the game's central flaw, and they are right. The structure asks you to earn the good parts by sitting through the mediocre ones. On PC, the port is genuinely solid compared to the rushed PC releases of the first two games. High framerates are supported, controller options cover DualShock and DualSense, and the game holds up well at higher resolutions. VSync has a reported quirk, and pre-rendered cutscenes had issues on Steam Deck at launch, but the core experience runs cleanly. Visually it is not a dramatic leap from its Switch origins, but it is the best the game has looked. For newcomers, context matters. The story leans heavily on the series' history and on familiarity with anime and Japanese film culture. Without that background, the references land as noise rather than wit. For returning fans, this is a confident if uneven send-off for Travis, with combat that represents the series at its most polished and a Suda51 voice that is as unfiltered as it has ever been. If your tolerance for grind is low, go in on a quieter week. If you are already the kind of player who finds fourth-wall breaks and alien assassin rankings charming, the boss fights alone justify the time.

Catch-all
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System Requirements
Minimum
- Processor
- Intel(R) Core(TM) i3-3220 @ 3.30GHz
- Memory
- 6 GB RAM
- Graphics
- NVIDIA GeForce GTX 650
- DirectX
- Version 12
- Storage
- 25 GB available space
Recommended
- OS
- Windows 10 64-bit
- Processor
- Intel(R) Core(TM) i7-7700 CPU @ 3.60GHz (8 CPUs)
- Memory
- 8 GB RAM
- Graphics
- NVIDIA GeForce GTX 1050 Ti
- DirectX
- Version…
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Game Info
- Developer
- GRASSHOPPER MANUFACTURE INC.
- Publisher
- XSEED Games, Marvelous USA, Inc., Marvelous Europe
- Release Date
- Oct 11, 2022



