The first couple hours of Romeo Is A Dead Man are a litmus test. The game throws a metric ton of information at you pretty quickly, relayed through a series of infodumps, cutscenes, and menus with clashing aesthetics and sensory overload. In a way, this is a kindness from auteur game designer Suda51, which is to say, “if this game ain’t for you, we’re gonna make it real clear right away.” But if you’re at all captivated by the many bold choices on display, you’ll be rewarded with an experience like no other in the modern gaming landscape.

What’s In A Name
You play through the game as Romeo Stargazer, a sheriff’s deputy who suffers an attack by a “white devil” while out on patrol, gets his face ripped off, and is brought back from the brink of death by his time travelling grandfather Benjamin Stargazer, a legally distinct Doc Brown.
In the process of bringing his grandson back to life as Deadman, Benjamin’s soul gets transferred onto a patch on the back of Romeo’s jacket, which answers a question nobody asked: what if the scorpion on the back of Ryan Gosling’s jacket in Drive could talk?

Let’s be honest, though: no one is playing this game for the plot. They are playing it because of the unique sensibilities Suda brings to the table. Think Hideo Kojima but if he were really into wrestling and punk rock instead of arthouse films and synth-pop. Seriously–did I really just play two games in the last year that both have a character named Deadman in them?
Once you get past the intro segment, you are then thrust into a 16-bit area where you board the space ship of the time-travelling FBI. Yes, that FBI. At least I think so? From here, you are safely past the game’s steep learning curve and things start to level out. In my opinion, this is where the fun really kicked off and I stopped feeling so overwhelmed. You’ll go on a series of episodic missions that see you travelling through time and space to stop paradox-causing criminals, half of which are different versions of Romeo’s love interest, named Juliet. Bet you didn’t see that one coming, huh?

Bring In The Bastards
Romeo Is A Dead Man channels the spirit of experimental games of the 2000s, for better and for worse. On one hand, the hack and slash gameplay feels at some points like a relic of the early Xbox 360 era. But when surrounded by a series of colorful creative choices that not only add to the mind-bending aesthetic of the game but also enhance its combat in creative and fun ways, Romeo’s true potential starts to blossom.
I am, of course, speaking about the Bastards.
Throughout the game, you’ll fight enemies called Rotters. They come in different shapes and sizes, and require different methods to be killed succinctly. Some of them will drop Bastard Seeds when defeated, which can be grown and cultivated back on the FBI space-time ship. Different Seeds produce different types of Bastards which come with unique abilities that can assist you when summoned in battle. Some heal you, some deal damage, some can slow down time, and more. The Bastards add a layer of complexity to the game’s combat, and further showcase Suda’s weird and wonderful personality.

A good chunk of my playtime was spent modifying my Bastards to get the right loadout to take on the (honestly pretty challenging) boss fights. Getting your first Epic Bastard and letting them loose in combat to deal some serious AOE damage can make you feel crazy powerful. Mixing and matching them added a sense of freshness to a combat system that, at first glance, felt a bit antiquated.
Creative Liberties
Beyond the Bastards, Suda managed to pack a lot of character into the game’s relatively short runtime. Some of the content is optional, though you’d be doing yourself a disservice to miss out on any of it. There’s a cooking minigame where you make katsu curry with your mom. Be careful not to leave it in the oil too long, or you’ll end up with an embarrassing D-rank dish like I did 90% of the time. There’s even a dating sim minigame where you flirt with the anime girl nurse onboard the ship. I’ll be honest, I didn’t have patience to fully complete the gauntlet of questions and answers myself. But I’m still glad it’s there.
One of my absolute favorite elements, however, was Deadgear Cannonball, an arcade minigame where you use Emerald Flowsion collected throughout the game to power up this little character to go around a maze and collect upgrades for Romeo that will increase your attack power, health bar, reload speed and more. Little flourishes like this go such a long way for me, and are missing in so many modern games that get bogged down in bland, boring UI. It’s a comforting reminder of what video games can uniquely accomplish that other mediums cannot.

Sickos Only
Romeo Is A Dead Man is at its absolute best when you’re there just to enjoy the ride. There is a lot of in-game text that elaborates on the lore further, but for a game that’s all about style over substance, I didn’t care all too much about that. I’m here for the tonal whiplash, the buckets of blood, the punk rock gaming of it all.
Suda doesn’t bother to sand down the rough edges of his games because those edges make them what they are and exactly what they need to be. They aren’t meant to appease and comfort mainstream audiences. They’re meant for a specific type of sick bastard who likes it rough. In that sense, it’s a 7/10 game in the most complimentary way possible. In a sea of games that are vying to sweep nominations for The Game Awards each year, I hope Suda continues to make beautifully imperfect games bursting to the brim with style. The industry will be all the better for it.
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