Exclusive Interview with Suda51: Exploring the Fusion of Back to the Future and FBI Themes in Romeo is a Dead Man

Exclusive Interview with Suda51: Exploring the Fusion of Back to the Future and FBI Themes in Romeo is a Dead Man

Goichi “Suda51″Suda is a name well-known among aficionados of Japanese gaming. His studio, Grasshopper Manufacture, is celebrated for crafting unforgettable action experiences, including the iconic No More Heroes series. With the recent launch of Shadows of the Damned: Hella Remastered, excitement is now building around their next title, Romeo is a Dead Man. This action game boasts a distinctive identity that will resonate with fans familiar with Suda51’s unique style.

At Gamescom 2025, I had the pleasure of exploring this new title firsthand, followed by an insightful conversation with Suda51 about his creative process. We discussed everything from the game’s quirky narrative inspirations to the intricate balance between swordplay and gunplay, as well as its level design. Below is an edited version of our engaging dialogue.

NOTE: The interview was conducted via an interpreter and has been edited for clarity and brevity.

Inspiration Behind the Chaos

Q: Romeo is a Dead Man is described as an “ultra-violent science-fiction action game.” Given your history with gore, what led you to this sci-fi setting?

A: Whenever I embark on a new project, my first question is: “How can I capture people’s interest?”For Romeo is a Dead Man, I wanted to create a compelling introduction. The notion of a relationship akin to that of Marty McFly and Doc Emmett Brown from Back to the Future inspired me. What if Marty had perished early in the film? I envisioned Doc scrambling to save him by journeying into the future, which ultimately laid the groundwork for Romeo’s unique storyline.

Romeo Stargazer: A Protagonist with a Twist

Q: Romeo Stargazer is quite an intriguing character—an FBI agent traversing time and space to capture criminals. What made you choose this background for him?

A: In the world of Romeo is a Dead Man, time-traveling criminals operate beyond traditional law enforcement. Naturally, a counter force like space-time police would be essential. As a fan of Dick Wolf’s franchises like Law & Order, the FBI seemed a fitting choice. I imagined a historical twist, with J. Edgar Hoover discovering these time-traveling criminals and establishing an FBI division specially for them. Although this backstory won’t appear in the game, it served as my creative springboard.

Dynamic battle scene in Romeo is a Dead Man
The concept behind Romeo is a Dead Man stems from a “what-if” scenario related to Back to the Future.

The Impact of Romeo’s Unique Status

Q: The title itself hints at Romeo’s unusual circumstances. How does this affect gameplay beyond just the narrative?

A: Romeo’s status as “The Dead Man”significantly influences combat. After his initial demise, the intervention of his grandfather gives him a unique edge. This transformation enhances his abilities, allowing him to wield various weapons with greater effectiveness than an average human could manage.

Balancing Combat: Melee Versus Ranged

Q: During the demo, I observed that melee weapons seemed to be more advantageous than gunplay. How do you balance these weapon types in the full game?

A: Excellent observation! Players can utilize any weapon they prefer, but combat strategies may require adaptation based on enemy types. Larger enemies often mandate a combination of melee and ranged tactics to exploit their vulnerable points. The game encourages alternating between both weapon types to create a dynamic combat loop, enhancing resource management and skill utilization.

Linear Experience in a Vast World

Q: The demo showcased a sizable but linear stage. Is the entire game designed this way?

A: Yes, the game is entirely linear. Although the maps can be large, we decided against an open-world structure early in development, focusing instead on a more curated gameplay experience.

Futuristic character wielding a glowing weapon
While emphasizing close-combat, Romeo is a Dead Man allows players to choose their preferred weapon strategy.

Distinct Identity Compared to Previous Titles

Q: Despite its differences, I sensed familiar elements from No More Heroes. Beyond linearity, what sets these games apart?

A: The setting itself is a primary distinguishing feature. In Romeo is a Dead Man, the integral theme revolves around space, contrasting with the grounded narratives of my previous titles.

New Horizons for Grasshopper Manufacture

Q: This marks your first new IP in a considerable time. What motivated this decision in an industry dominated by established franchises? Do you perceive this as a more formidable challenge than it was previously?

A: The trend of sequels and remakes extends beyond gaming into film as well. While currently prevalent, I suspect this is merely a phase. Eventually, creators will pivot back to innovating original content. My focus, alongside Grasshopper Manufacture, is equally divided between nurturing existing franchises and exploring fresh ideas. Whether creating sequels or new properties, our priority remains on producing games that inspire us.

Thank you for your insights!

Romeo is a Dead Man promises an exhilarating fusion of time-bending chaos, humor, and combat that rewards both melee and ranged play—hallmarks of Suda51’s storytelling style. Set to launch in 2026, players can anticipate a uniquely unpredictable experience on PC, PlayStation 5, Xbox Series X, and Xbox Series S.

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