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GamesRadar
GamesRadar
Technology
Luke Kemp

Suda51 says "game development for us is almost like playing a jam session at a live concert", and the electric action of Romeo is a Dead Man has me ready to rock

Key art showing Romeo from Romeo is a Dead Man wearing a robotic helmet.

The one thing you can always expect from a Grasshopper Manufacture story, in a semantic-imploding way, is unpredictability. Romeo is a Dead Man is no different. The concept here is – and make sure you have your seatbelt on for this wild ride – Romeo Stargazer, seconds away from death when space-time is shattered, is saved via a piece of tech rammed into one of his eye sockets. He's then recruited by the FBI's Space-Time Police (yup) in order to hunt down criminals across multiple universes. On top of that, Romeo is also trying to find his girlfriend (who is, of course, named Juliet) who's suddenly gone missing. Got all that? Good. We're only just getting started.

Romeo is a Dead Man, like the rest of Grasshopper's library, is a visually striking adventure. "Each game’s design direction and visual style sort of comes together gradually as the staff and I discuss various ideas," Suda51 tells us, "and a lot of it is basically kind of ad-libbed on the fly, so game development for us is almost like playing a jam session at a live concert. For us, that feeling of a 'live jam session' and sense of electric energy is what drives us to make our games, and I feel we put more importance on keeping that feeling going more so than thinking about how we can just make a game look cool."

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