"Hey you're that gym owner who apparently I've developed a teacher-student relationship with but the game forgot to mention it OH GAWD WWHHHHHHYYYYYY U DIE?"
their relationship was based on THAT
Came out of nowhere. I don't think I recognised the guy until I realised he became a ghost.
Now justify everything else wrong with it.
The controls were much better than MadWorld. There was no instance where the game limited itself by overassigning tasks to the A button like MadWorld does (okay, actually, in the coconut minigame it did that, but that was a minigame).
Much like MadWorld, the basic enemies are lemmings, but they do throw change ups at the gamer during the game. You play baseball, play upside down, play sidescrolling, and are also given multiple objectives throughout the different missions. MadWorld got its variety through its challenges, and even [/i]those[/i] were reused. There is a strategy in NMH, as you can stun, preform wrestling moves, and change stances/katanas, or use your weapons alternate high/low specials. In contrast, MadWorld is a game where the environment provides the entertainment, but a huge flaw it has is that many of the environmental kills are simply reskinned. As GiantBomb pointed out, in the tutorial, you are introduced to the sign, the rosebush, and the trash can, and those items stay with you throughout the game, simply with different designs. For a game entirely based around the "art" of the kill, MadWorld can seem very limited at times. There are unique violent kills in each level of course, but a great game shouldn't require the gamer to "find their own fun" but should instead direct them. NMH is extremely linear, leading the player down some changing, but always easy, basic enemies until you reach your way to the thrilling bosses.
The boss design in NMH is much better than the boss design in MadWorld. Artistically, they're both phenomenal. But NMH brings character to the people you're fighting, albeit limited, and gives each fighter a really unique twist. By comparison, nearly all of the bosses in MadWorld can be beaten by simply dodging around until you can counter, via mindless waggle, their attack. When this isn't happening, all of the unique aspects of the game, the environmental killing, is stripped away, and what you are left with is a very nimble Jack with a basic, and not particularly exciting chainsaw attack. In MadWorld, the game is boiled down to its bare elements in the boss battles; in NMH, the game is unleashed during its boss battles.
That said, I don't subscribe to the idea of NMH's being any more "complete" than MadWorld. MadWorld's pacing was brisk, but it didn't bother with filler, unlike NMH which unwisely tacked on a half-baked overworld and some of the most revoltingly basic (although mildly amusing) side-jobs known to mankind.
They're both hugely flawed games, made by brilliantly violent minds, but when it comes to pure fun-factor, NMH towers over MadWorld, given its smarter design, and more rewarding combat.