Hotel Barcelona Interview: Swery on Collaboration, Japanese Indie Games, and 15 Years of Deadly Premonition

Next week marks the release of Hotel Barcelona, a long anticipated collaboration between two of Japan's most beloved punk game developers, Hidetaka "Swery" Suehiro, and Goichi "Suda51" Suda. This collaboration has been a dream for fans of their cult classic titles such as No More Heroes, Deadly Premonition, and many more.

While the game seemingly began life as Swery and Suda bouncing ideas off of each other while deep in development of other projects, Swery's studio took over full development of the project some time after releasing The Good Life in 2021, and the final product, Hotel Barcelona, is finally preparing to ship on September 26. Ahead of the game's launch, I was delighted to have the opportunity to throw a few questions to the head of White Owls Inc, Hidetaka "Swery" Suehiro himself, both about the new game and his own career in game development.

For people who have never played any of your games, how would you define a "Swery" game? What would you say are the essential components?

I make games where the extraordinary is experienced with the texture of everyday life. I want players to remember the towns, people, and even a cup of coffee as if they actually visited. Whether it's horror or mystery, the core is human warmth and humor – a world that's weird, but lovable. And yes, coffee shows up a lot. Guilty as charged.

How did the ideas for Hotel Barcelona come about, and how did you get involved creatively with Suda51?

It sparked at a talk in Shibuya in 2019: "Let's make a game. The title is HOTEL BARCELONA." We later regrouped in Canada and locked the core: a 2.5D action game channeling multiple horror subgenres. Suda-san set the world and survival rules; my team at White Owls expanded them into characters, systems, and narrative. The key "Slasher Phantom" mechanic lets echoes of your past run fight beside you, bringing the time loop into the feel of the action.

How was the development for Hotel Barcelona as a collaborative project compared to the development of previous White Owls titles?

We didn't try to blend styles; we tried to amplify them. Decisions respected each other's strengths so the visuals, pacing, and play "feel" highlight both signatures. In practice, White Owls' implementation met Suda-san's disruptive ideas in the same flow. With collaborators where needed, we kept the action sharp while preserving a strong horror atmosphere.

When you announced the game in 2019 was it a real thing or just some abstract ideas you two were cooking up? I recall you contacting Keiichiro Toyama for his involvement.

To be precise, the first public mention [was] at a talk event in Shibuya. Backstage, Suda-san suddenly told me, "We're announcing a collaboration today. The title is Hotel Barcelona." I basically walked on stage in surprise. At that moment it was mostly an off"‘the"‘cuff idea living in his head, but the title hit so hard it knocked me out (in a good way) and drew me in. We later sat down in Canada to structure the project properly. We even messaged Keiichiro Toyama in that initial rush. He responded kindly, while the formal setup came afterward.

Do you see yourself working collaboratively with other big industry figures going forward?

If theme, timing, and chemistry align – absolutely. I'm also open to cross"‘disciplinary work. For now, delivering what we promised with Hotel Barcelona comes first. If one phone call can spark magic, I'm in.

You've said in the past that you believe Hotel Barcelona is the best game you've made in your career. Why exactly is that?

By colliding and amplifying two authorial voices and centering the action on “Slasher Phantoms”, each run fuels learning and growth. With 2.5D feel, seven horror"‘inspired zones, and multiplayer co"‘op or PvP invasions, it becomes a shared horror experience. The way the concept, systems, visuals, and sound align gives it the density to be my best. Scary yet approachable. More chili kick than punishment.

Are there any worlds, either that you've created or not, that you'd be interested in visiting or revisiting in any future work?

From my own work, I always feel like returning to small towns like Greenvale (Deadly Premonition) or Rainy Woods (The Good Life). In other creators' worlds, I'm drawn to places where everyday conversations and scenery carry the story. If it's that kind of place, I might just take a trip there.

Deadly Premonition turned 15 years old earlier this year, obviously a lot has happened since then, but how do you look back at your career and the cult success that each of your projects have received?

The extreme split in reception became the game's lifeforce. That Guinness record for "most critically polarizing survival-horror" means the risk resonated with people. I'm deeply grateful to fans who still talk about the town and its characters after 15 years

Earlier this year you were involved in Promise Mascot Agency from Kaizen Game Works, how does it feel being a part of games that were inspired by Deadly Premonition? Was it something you ever expected at the time?

I participated as part of the voice cast. Stepping into a world inspired by my work – this time as a "guest" – was an honor and energizing. I never imagined the influence would circle back like this, but I love seeing creativity flow that way.

Having been involved in the Japanese indie scene for a long time now, what do you think the current state of it is versus the west?

Speaking only as one developer, the West tends to excel at community"‘building and shows a wide range of creator voices. In Japan, many teams have a focused, craft"‘driven approach, with strong attention to detail and polish. Both are valuable, and the ideal is to blend the two. I'm trying to keep that balance in my own work, day by day. Of course there are many exceptions, and that diversity is what makes indies great.


Hotel Barcelona will release on PC, PS5, and Xbox Series X/S on September 26. Thank you to “Swery” for taking the time to answer our questions!

Are you interested in Hotel Barcelona? Which "Swery" game is your favorite? Let us know below! Be sure to keep following Gamer Social Club for all your gaming news, reviews, and more!

Daire Behan

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Hotel Barcelona Interview: Swery on Collaboration, Japanese Indie Games, and 15 Years of Deadly Premonition

Daire Behan

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