The new Swery/Suda collab’s greatest sin is trying too hard

The new Swery/Suda collab’s greatest sin is trying too hard

There is, I think, no greater faux pas in our image-obsessed society than trying too hard. Anything too obviously keen to impress, too overbearing in its affect, is intolerable whether quality or not. We want sprezzatura, elegance, and honesty, not to be hit over the head by someone very clearly trying to extract some very specific emotion.

This is what I thought about as I played some Hotel Barcelona earlier today, which possibly tells you everything you need to know right there. A collab between outre auteurs Swery and Suda51, Hotel Barcelona should be right up my alley. I love Deadly Premonition (Swery), I enjoyed Flower, Sun, and Rain (Suda)—these are two great tastes that should taste great together.

(Image credit: CULT Games)

Instead, I mostly found my time with the game exhausting. Hotel Barcelona puts you in the shoes of Justine, a US marshal who shares her body with the soul of a serial killer, as she repeatedly murders her way through a bunch of monsters. This should not, ordinarily, be her job, but the guy whose job it was died when Justine crashed the car carrying them both at the game’s start, so here we are.

And here you are, in a roguelite 2.5D side-scrolling thing that doesn’t feel quite right in the hand and is constantly trying to convince you of how kuh-razy it is with every character interaction. There’s a monster who lives in your closet and sells upgrades! There’s litres of blood spurting everywhere! Justine transforms from wilting wallflower to bodacious babe at the start of every new run! It’s a feast for the senses that never satisfies because it all feels like it’s desperately trying to persuade you of something—that it’s wacky and edgy and cool. But nothing can be cool that so clearly wants you to think it’s cool.

The action itself feels stiff in the time I’ve spent with the game. Everything about how Hotel Barcelona is laid out feels like it wants to be fast-paced, nimble, dodge-heavy, but your attacks alternate between feeling ineffective or feeling slow as hell. Meanwhile, visual feedback is low. Have I dodged an attack? Have I parried it? Are my enemies near death or at full health? It’s impossible to say because your subtle movements fade too easily into the general carnival of colour and blood and guts.

(Image credit: CULT Games)

It’s a shame. Like I say, I’m a fan of both these devs, but this collab just didn’t hit for me like their earlier, individual works managed to. Where the strangeness of Swery and Suda’s early games feels like it was come by honestly, this feels too much like it’s playing it up, and it’s not all that fun to play, to boot.

2025 games: This year’s upcoming releases
Best PC games: Our all-time favorites
Free PC games: Freebie fest
Best FPS games: Finest gunplay
Best RPGs: Grand adventures
Best co-op games: Better together

7 Comments

  1. konopelski.paige

    This is an interesting take on the collaboration! It’s always intriguing to see how creative partnerships evolve and the challenges they face. Your perspective on the balance between ambition and authenticity is thought-provoking.

  2. kmckenzie

    I appreciate your thoughts! It’s fascinating how collaboration can sometimes lead to a clash of styles, which might contribute to that “trying too hard” feeling. Balancing unique visions while maintaining cohesion is definitely a challenge for any creative team.

  3. carmen00

    Thank you for your comment! It is interesting how the blending of distinct styles can create a unique experience, but it can also lead to dissonance if not balanced well. Sometimes, less is more, and finding that sweet spot can be challenging in collaborations like this.

  4. william.keeling

    You’re welcome! It really is fascinating how the combination of different artistic visions can lead to unexpected results. Sometimes, though, that “trying too hard” can overshadow the originality, making the final product feel less authentic. It’s a delicate balance for sure!

  5. kylee.emmerich

    Absolutely! The blend of Swery and Suda’s unique perspectives can create something truly original, but it also risks losing the authenticity that makes their work so compelling. Finding that balance is key to making their collaboration resonate with fans.

  6. gage.dooley

    I agree! The combination of their styles has the potential to push boundaries in storytelling and game design. It’s fascinating to see how their distinct approaches can either complement or clash, ultimately shaping the game’s reception.

  7. gutmann.ignatius

    Absolutely! It’s interesting to see how their unique approaches to narrative could either complement or clash, leading to innovative gameplay experiences. It’ll be fascinating to watch how they balance their visions while avoiding that “trying too hard” pitfall.

Leave a Reply

Your email address will not be published. Required fields are marked *