Studio Fizbin and Thunderful Publishing’s Say No! More on Nintendo Switch is sincerely one of the most unique games you could ever play. The premise is simple: It is your first day as an intern at an office job, but you live in a world where everyone is inclined to say “yes” to even the most inane requests. When your new boss steals your lunch that was lovingly prepared by your friend, you discover a motivational tape that introduces you to the awesome power of saying “no” — and thus begins your day-long quest to get your lunch back while telling off all of your superiors.
However, while Say No! More is an extremely original game, it isn’t necessarily a good game. It’s barely a game at all, in fact. But it’s so bizarrely charming that it might be worth your time anyway, and it actually gives me slight PaRappa the Rapper vibes.
Say No! More is unforgettable
Say No! More begins at the character creator screen. You can pick one of the game’s many presets, but it’s much more fun to make your own. There is a variety of hair styles, clothing styles, and even body types, and it’s easy to make a character who looks cool, hilarious, or both. For better or worse, just making a character was my favorite part of the game.
After that, you select which of eight languages you would like to yell “no” in. (The rest of the game will stay in English regardless.) So I spent the entire game yelling “no” in Korean (“Sirheo!”), and the Hangul text would appear on screen with it. The selected language of “no” artistically appears at other spots in the game as well, like during screen transitions.
Say No! More contains a (funny and pointless) prologue, eight main chapters, and an epilogue that puts a nice bow on everything. However, the whole thing can be beaten in less than two hours with little replay value. And more concerning than that, the gameplay is utterly vapid.
The entire game occurs on rails; you don’t ever walk around freely. You will move on your predetermined path through the story, and any time a person appears on screen with a dumb request or command, you yell “No!” to make them leave. As the story progresses, you will gain the ability to charge up your “no” to various degrees, which allows you to blow away the requester and the surrounding scenery to comical effect.
However, a charged “no” requires energy, and to get energy back, you can mock your requester in various ways, like laughing at them or clapping or nodding your head sarcastically. Additionally, you can say “no” in different ways, including “heated,” “cool,” “lazy,” and “wacky.”
On paper, these silly game mechanics sound like they could make for some amusing, strategic “rock paper scissors” gameplay. In practice, Say No! More doesn’t seem to require any strategy at all. In my playthrough, it seemed I could use any combination of actions in any situation to keep progressing. Thus, the game really is just about mindlessly yelling “No!” at people over and over, and even with its exceedingly short length, the game still wears out its welcome.
However, Say No! More is best enjoyed as an experience rather than a game. The graphics are blocky, bright, and distinct, invoking Mega Man Legends, and every scene is a joy to behold. Likewise, the story and writing are almost indescribably stupid — but in a fun way. The script and the voice acting coalesce for an experience that stays pretty funny from start to finish. The combination of bite-sized length, goofy humor, and unique visuals is why it all started to remind me of PaRappa the Rapper.
Say yes! if it’s on sale
Ultimately, Say No! More is short, vapid, and stupid… but it kind of works. Gameplay is basic almost to the point of meaningless, but when combined with its striking art style and funny writing and voice acting, it adds up to an experience unlike any other. Frankly, full price is too much to ask for a game this simple, but definitely consider it during sales.
A review code was provided by the publisher.