came dressed in black ready to mourn immense creative stifling by the casual, profit-driven tyranny of western publishers, stayed for akira yamaoka's godlike score and for the comic and raunchy but often unrealized attempts to jab at the medium's hypermasculine paragons

if you haven't read kurayami dance and have any interest in suda or in this game's behind-the-scenes progression from kafkaesque horror to b-movie grindhouse romp, id highly suggest you do because it's insane how much of the language and iconography of that manga (itself a conceptual iteration on kurayami, a separate project that never saw realization, and the initial vision suda had for SOTD prior to ea's chokehold on creative direction) is reflected here; the manga presents a lovely middle ground between the two diametrically opposed visions at the core of SOTD's inception. shared in common are the ideas of an easy ride-influenced road trip, a talkative otherworldly companion, a journey through supernatural planes of existence, a mysterious castle separate from the general populace, and a few other smaller commonalities. still, SOTD opts for a much less thematically complete endeavour (with its sardonic and satirical throughlines of male insecurity as it relates to female sexuality feeling largely uninterrogated), and considering the pedigree behind the project it's shocking the gameplay really isn't up to snuff at all either, so it's harder to enjoy as just a thrilling and cheesy adventure. mikami somehow turned in a dull third person shooter with finicky controls and mechanics that trivialize the vast majority of the combat scenarios

it's difficult to fault any of this - reading kurayami dance, one gets the sense that suda wanted to make something more in line with flower, sun, and rain again and simply couldn't because EA didnt see those ideas as trendy or appealing to western markets - but it's a shame the end result is a poor experience that appealed to no one if sales data is anything to go by, that hasn't aged especially gracefully, and that games criticism of its era struggled to sum up, reconcile with, or effectively assess. the most common criticism was so of its time it almost hurts - the lack of a new game+ feature. no discussion of narrative, stilted mechanics, corporate meddling, what have you. just a run of the mill release to throw into the 7/10 pile and forget.

of the titles suda had a hand in in the early 2010s, produced in his absence from the director's seat, this is probably my second favourite, but it's really not saying much. there's interesting insight from the development of killer is dead that showcases yet more publisher strangulation - the implementation of gigolo mode, mandated by kadokawa. what's interesting here is that, commenting on gigolo modes inclusion, suda explicitly acknowledged that these features would probably harm grasshoppers reputation, especially when taken in conjunction with both this game and no more heroes 2, but there wasn't much he could do about it. that lack of control speaks volumes about the experiences on offer, and SOTD is the poster boy for that fraught process. playing through the game, i can say that as interesting as it could be at times? thank god that eras over and that grasshopper is moving on to self-publishing. at this rate, you'd be better off reading kurayami dance and playing travis strikes again than trying your hand at SOTD, both of which are more interesting to experience, are far more emotionally affecting, and reflect on this title in interesting ways. dissociative identity might be a trademark of sudas works, but it's always bleak when the game itself is undergoing an overt identity crisis

Reviewed on Feb 15, 2021


3 Comments


3 years ago

No jokes i think this is DA best review of SoTD in the entire internet
Bravissimo!

3 years ago

thank you!!

1 year ago

W