
Most developers are fine with sticking to the status quo and making a game that does little to stand out. But what about the rare title that takes the risk at being strange? Can that unique sense of identity make a game better?

"Romeo is a Dead Man’s story may hint at the semblance of some noir revenge tale, pulp Sci-Fi, or grindhouse absurdity, but it’s the formal delivery (whether editing, visual style, combat cadence, UI or audio) that largely shapes the experience. Throughout the game, you are clearly working towards a goal, however, the journey is far more attractive a proposition than the destination."
Read on to make sense of one of the biggest sensory overloads of the year so far

Gamer Social Club interviews the visionary punk game director Suda51 about his studio's newest game, Romeo is a Dead Man.

Romeo Is a Dead Man pushes Suda51's distinct style into a new universe, but the creator is already thinking about his future games.
You brought up some good points.
It's called "Hype Factor"... even if it's terrible, if enough people think it's awesome because it has come crazy moments (Like the GTA series... sorry, the games aren't very good), then it will be a huge success. Apparently, slapping around hookers and running over pedestrians are more important than game design and gameplay.
i actually hated Shadow of the damned. it was annoying, not fun and the story was retarded (As is suda's stories) but this time not interesting like no more heroes.
only good quality is now i know steven blum can do a spanish accent very well