‘Romeo Is a Dead Man’ Review (PS5)
Disclosure: This review is based on the PlayStation 5 version of the game with a code provided. I am a long-time fan of the studio and went in fully expecting something strange.

Another Suda51 Fever Dream
If you know the work of Suda51, you already know what you’re in for. Romeo Is a Dead Man is as odd as you would expect from the mind behind Lollipop Chainsaw and No More Heroes, packed with surreal cutscenes, tonal whiplash, hyper violence and characters that feel like they wandered in from three different genres at once.
The problem is not that it is weird. I like weird games, and I am a huge fan of this studio. The problem is that after finishing the game I genuinely have no idea what it was actually about. There are themes in there somewhere about death, identity and fractured realities, but they are buried under such an avalanche of stylistic choices that the narrative never quite lands.
I would honestly recommend skipping the cutscenes, strapping in and just enjoying the ride.
Suda51’s Gameplay Wins Again
For all its narrative confusion, the gameplay is where Romeo Is a Dead Man shines. Combat feels punchy, responsive and satisfying in that chaotic Suda51 way where style matters just as much as efficiency.
The weapons have weight and genuinely feel like they pack a punch. You have this coupled with a nice array of abilities, including “Bastards”, which are zombies you can summon and use mid-fight. There is a learning curve with these, but once you figure it out, they are really cool!

There is a real sense of progression that keeps you invested even when the story loses you. This is helped by the fact that the trophies are cleverly designed. They encourage experimentation rather than simple box ticking. Some nudge you toward hidden mechanics, some are tied to strange optional challenges and others are just gloriously random. As someone who enjoys trophy hunting, I appreciated the thought that clearly went into them.
That brings us to the Kasisu Curry mini game. I did not expect to enjoy it as much as I did, but it is weirdly addictive. It breaks up the violence with something absurd and playful, which feels very on brand. It oddly ties what initially feels like random elements together. You gather the ingredients, then make the curry, which leads to a trophy, and they give you unique buffs you can use in combat. It is very clever.
The Visuals Both Impress and Frustrate
Sometimes the game looks incredible. Stylised lighting, sleek sci-fi vibes, bold colour palettes and over-the-top effects combine into scenes that just hit perfectly. The 8-bit-inspired aesthetic in the main hub area is genuinely cool and gives the game a distinct personality, even if a little too much like Among Us at times.
Then you start seeing some cracks. Textures can look muddy. Character models fluctuate wildly in quality. Environmental detail sometimes feels like it belongs to a console generation ago. The contrast is jarring. It is not stylised in a charming retro way; it just looks undercooked. That inconsistency makes it hard to fully appreciate the high points because you never know when the presentation is going to nosedive.
The mall level perfectly sums this up. Conceptually it is brilliant. A chaotic shopping centre overrun with zombies is a clear nod to Dead Rising, and playing through it is genuinely fun. The layout encourages experimentation, the combat arenas feel dynamic, and it captures that playful horror tone beautifully. But the zombie models and their AI drag it down. They lack personality and often behave in stiff, predictable ways. When you are slicing through a crowd, the spectacle is great, but the illusion cracks when enemies awkwardly shuffle into walls or even start randomly T posing.
The “world beyond” is a case in point when you start seeing everything fall apart.

A Fan’s Dilemma
Look, I am a huge fan of the studio. I love their commitment to style over convention. The gameplay is wonderful. And I will continue to play Romeo Is a Dead Man because, despite its flaws, I enjoy the game. But Lollipop Chainsaw this is not.
Unlike that game, which managed to balance absurdity with clarity and tight design, and a clear story, here ambition sometimes overwhelms the execution. The gameplay loop is strong, the upgrades are satisfying, and the set pieces are memorable, but the overall package feels uneven. That keeps me from recommending this over the true heavy hitters in the studio’s catalogue.
Pros
- Combat is fluid, stylish and consistently entertaining.
- The upgrade system adds depth and replay value.
- The Kasisu Curry mini game.
- Thoughtfully designed trophies that reward experimentation.
- Some genuinely striking visual moments and stylistic choices.
Cons
- The story is incoherent and never meaningfully comes together.
- Wildly inconsistent graphics that swing between brilliant and bad.
- Enemy AI, particularly in the mall level, can feel dated and clumsy.
Conclusion: Stylish Chaos Without a Clear Core
Romeo Is a Dead Man is as odd as you would expect from a Suda51 game, but it just doesn’t come together narratively. I love the gameplay, the mix of styles and simply playing it, but I have no idea what the game is actually about. Even after looking it up, I still have no idea.
If you are already a fan of the studio, pick it up. You will find plenty to enjoy and will have a great time with it. If you are not, start with Lollipop Chainsaw and come to this one later, preferably in a sale.
*** 3/5
Romeo Is a Dead Man releases on 11th February 2026 for PC, PlayStation 5 and Xbox Series X/S.

















