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Suda51 Romeo Is A Deadman interview reveals the secret of ‘ad-lib development’

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Suda51 Romeo Is A Deadman interview reveals the secret of ‘ad-lib development’
Suda51 Romeo Is A Deadman interview reveals the secret of ‘ad-lib development’ Steve Boxer Steve Boxer Published February 4, 2026 1:00am Share this article via whatsappShare this article via xCopy the link to this article.Link is copiedShare this article via facebook Comment now Comments Romeo Is A Deadman artwork of Romeo Romeo Is A Deadman is very Suda51 (Grasshopper Manufacture)

The creator of No More Heroes is about to release new game Romeo Is A Deadman and we’ve talked to him about modern development and setting his next game in the UK.

The games industry has a number of great characters and Goichi Suda – known to all as Suda51 – is emphatically one of them. The CEO of Grasshopper Manufacture is more than a mere games developer; he’s an auteur, no less, whose extensive and utterly distinctive games catalogue (whose highlights include killer7 and No More Heroes) has earned him comparisons with the likes of Quentin Tarantino.

I caught up with him on a rare visit to London, as part of a tour to drum up interest in his latest game, Romeo Is A Dead Man, due to be released on February 11 for PlayStation 5, Xbox Series X/S, and PC. There’s no mistaking Romeo Is A Dead Man for anything other than a Suda51 game and it’s surely already a shoo-in for 2026’s most bonkers game.

It follows the bizarre exploits of Romeo Stargazer, a small-town American cop who is killed but resurrected, thanks to his boffin granddad, as a lightsaber and gun-wielding operative in the FBI’s Space-Time Department, zipping back and forth in space and time to take down a bunch of time criminals (including his ex-girlfriend in many different guises) who are creating world-destroying anomalies.

The most immediately striking aspect of Romeo Is A Dead Man is that, in its first hour, it zaps through a welter of different art styles, from a diorama style intro, via comic book style cut scenes, and more conventional third person 3D to a spaceship hub that’s rendered in top-down retro 8-bit graphics (in which homages to both Pong and Pac-Man can be found). Miraculously, what should be a mish-mash of conflicting style coalesces into a highly distinctive whole, with a weird logic of its own.

‘Whenever you’re developing a game, things are going to change at some point,’ explains Suda. ‘There’s always something that gets taken out, put in or tweaked a little bit. And at first, we were going to do the whole game in full polygon, 3D graphics style. We got to some point in the development and realised: ‘OK: this is not only going to take a lot longer than we thought, but it is going to cost a lot more money too.’ Some people think that it must have been really expensive putting all these different visual styles in the game, but actually, it’s the opposite.

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‘One of the things we came up with was the realisation that we have a bunch of people at the studio who are really good at a specific art style, or at a specific aspect of the development. It could be someone who is really good at realistic illustration, somebody who is really good at comic book style stuff, somebody who is really good at video production, somebody who is really good at environments and backgrounds, stuff like that.

‘So what I wanted to do is have the light shone on each of these people who are really specialised in these certain styles. And it took a while to figure out how to get everything to fit together, to make a coherent game out of it. But I feel the end product came out pretty well for the jumble of stuff that it is, you know?’

Suda51 alludes to a situation which arose at Grasshopper Manufacture, which has been operational since 1998 but in 2021 was bought by Chinese publisher NetEase, when it was on a massive acquisition spree. In early 2025, NetEase announced its desire to sell most of the international game developers it had acquired.

Although it still owns Grasshopper, Suda51 says: ‘When we started out, I was kind of hoping that this would be the sort of game that we would be able to take our time on and relax while we put it together. But it ended up being the opposite. It ended up pretty much from the earlier stages of development, both as a studio and also for me personally being: ‘OK, we’ve got to do something about this, or this has to be worked out somehow’.

‘Every time I make a game, I figure: ‘Oh wow, that was rougher than I thought it would be.’ But it was the first time in a long time that I’ve thought: ‘OK, making games is not as simple as a lot of people who don’t make them think it is’.’

Romeo Is A Deadman screenshot of Romeo with a gun Suda51 loves big guns (Grasshopper Manufacture)

Luckily, improvisation is Suda51’s superpower. He has always been regarded as a maverick in the world of games development, so I ask him whether he thinks that is fair enough, and whether he embraces the term: ‘I feel like maybe one of the reasons I get called something like that is obviously because of the games I make and the way I make games. But, specifically, I have learned how to improvise, and figure out how to make things work that normally wouldn’t work in a certain way.

‘When I started out at a company called Human, in my first job in the games industry, I began writing for games, then ended up as director, and I’ve been doing both of those things ever since. Especially back in the day, when game specs were a lot lower than they are now, and you couldn’t do nearly as much stuff in a video game as you can now; if there was something that you wanted to express visually or story-wise, you had to figure out: ‘Yeah, OK, this is what I want to show, but we simply don’t have the technology to actually show it, so how can I express this either a different way visually or in literary terms, or thematically?’

‘I feel like one of the strengths that I’ve gained over the years is being able to figure out ways of creative problem-solving. Nowadays, when things are a lot more advanced than they were before, you’ve got a lot more technical freedom of expression, and there’s more stuff that you actually can show, and things that you actually can do with a game than you could 20, 30 years ago.

‘So there aren’t as many limitations as there were before, but conversely, since there is so much more stuff that you can do, I keep trying to find new ways to use these new means of expression, and new ways to come up with on-the-spot ideas.

‘A lot of the development we do, I kind of view as ad-lib development, as tossing ideas back and forth – it’s kind of like jazz-jamming: ‘This guy’s doing this, and if I do this, it’s going to match in some cool way.’ While the other guy is like: ‘Actually, no, I think I’m going to add this in.’ And when you get a really good bunch of improvisers together, then you have a really good jazz jam band, you know?

‘I feel like that’s probably a reason that I get thought of as something like a maverick – not necessarily because I’m trying to break rules on purpose. To answer your question of how I feel about being called a maverick, honestly I’m happy, because it feels kind of cool, like a pro wrestler nickname or something like that, so I dig it.’

Romeo Is A Dead Man will be the 28th game that Suda51 has helmed at Grasshopper. During that non-stop burst of creativity, he has collaborated with some other legends of the games industry, but one creative partner stands out for him: Shinji Mikami, originator of Resident Evil and co-founder of Clover Studio, PlatinumGames, and Tango Gameworks.

Suda51 says: ‘We worked together both on killer7 and Shadows Of The Damned, as a kind of producer-director tag team. I’ve learned so much from him over the years, especially back in the day, when we started working together. When it comes to action games, he’s done so much and he’s taught me so much – I truly consider him to be a mentor of sorts. And he’s even given me permission to call him that.

‘He’s had the biggest impact, not only on myself, but on Grasshopper Manufacture as a studio, as far as the way we make games is concerned, and specifically regarding how to make action games work. It’s not necessarily that he sat there and gave me these lessons and told me verbally: ‘This is how you make an action game.’ It’s hard to explain, but it’s almost as though I learned it through feeling and sensing and working with him.’

Goichi Suda Suda51 has been around for a long while (Daniel C. Griliopoulos – Hot Grill)

With his career spanning over 30 years, Suda51 is ideally placed to pinpoint how the art of games development has altered, as the technology underpinning it has exploded in complexity: ‘It’s hard to say whether this is a good thing or a bad thing – it’s both good and bad at the same time, for different reasons. But as the general scale of games got bigger and bigger, over the past 30 years, the amount of work that goes into a game, the amount of people that you need working on a game, and the number of types of specialists and professionals you need working on a game has also expanded.

‘For example, back in the day, there weren’t level designers. One of the planning guys would draw the map on a piece of paper, and the graphics guys would turn that into a level, and there you go. But now you have to have somebody planning this stuff out, and somebody actually designing the level itself, then people adding graphics to that, plus backgrounds and so on.

‘So while it’s a good thing in that it provides more work for more people, it also means that things take more time and cost more money. Also, there are less and less people these days who are able to do multiple types of development, multiple jobs. Again, it’s a good thing, because you get people who are really specialised, who get really good at doing a specific part of game development.

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‘Personally, I was always worried about not being able to maintain my career and my lifestyle if I was only able to do one thing, so I started out in game design as a scenario writer and tried to work out how to do things like backgrounds, direction, and game design. Ever since I started working in the industry, I’ve been trying to spread out as much as possible, to at least be somewhat proficient, or have usable skills, in multiple areas of game development, just because, again, I never thought that one person would be able to make a career in game development only focusing on one thing.’

Romeo Is A Deadman artwork of Romeo This is a game of many art styles (Grasshopper Manufacture)

So now that Romeo Is A Dead Man is ready for release, what’s next for Suda51? You might expect that after that game’s fraught development, he would be looking forward to holing out on a southern hemisphere beach. But that isn’t Suda51’s style: ‘No: I’m going right back into work, work, work mode, basically. I’m actually at the point where I’m planning on taking some time to sit down and put some thought into what kind of projects I should come up with next.’

Jokingly, he dangles what would be a delicious prospect indeed: ‘While we’re on this promotional tour, I’m just constantly trying to work out what the next thing is going to be. Maybe the setting is going to be in the UK. You feel like there should be lots of games set in London, but when you think about it, there aren’t that many. Recently I was watching that show MobLand, and it made me think, oh man, the UK would be a really cool place to set a game.’

Suda51 was laughing while he said that, but his brand of hard bitten, off-the-wall, literary-infused action would work gloriously well in a British setting. Who knows what he may come up with next?

Romeo Is A Deadman screenshot of Romeo Come with him if you want to not die (Grasshopper Manufacture)

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