That sounds very Hideo Kojima, and I've made no secret on the Internet that I don't fucking like Hideo or his games (except MGSV which I really really enjoy despite its Kojimaisms).
In the sense of being pretty sharp, yes. The
Selection for Society Sanity line from MGS2 is really Kojima's peak and pinnacle, with the rest of the game also being a salient commentary on the nature of sequels and entertainment more generally. But I would say that Kojima's messaging tends to be very on-the-nose, with any degree of subtlety in his work coming from the editors he had on MGS1-3. 5 saw him basically pruned from the creative process in its development, and the Death Strandings show him totally unfettered - and I'm not really a fan of the writing in those.
By contrast, SUDA's messaging is extremely cryptic and laughably easy to miss. Killer7 is one of the most salient political treatises about the post-cold-war world and in particular the skewed power-relationship between the US and Japan, but it's buried in subtext and traipsed through weird, bizarre shit like a Luchador headbutting a bullet. Like -
all the shit in this video, and more, are in the game. But there actually is a serious political analysis baked in there, which discusses the inevitable power struggle between an aging US and a resurgent China through the lens of Japan's uncertain future.
Basically, none of SUDA's games are satisfying. I think the closest one would be No More Heroes, which taken on its own (as I find its sequels to be overindulgent and vacuous) is a satisfying-enough little story about breaking out of the clenches of consumerism. But even then, it's still the sort of thing where if watching
goofy cutscenes like this doesn't immediately catch your interest, it's not going to hold you through. Captivation is the name of the game for SUDA, because you need to really give a shit to make it through his bullshit.
Particularly since SUDA thinks that games impressing boredom is a valuable thing: No More Heroes has chores you have to do to grind out the actual meat content (minigames that are mostly boring), Silver Case has one of the most convoluted maze sections I've ever seen in a game where the instructions are given to you in a fly-by gag textbox that's impossible to read, and 25th Ward has a segment that takes about 30 minutes if you do it without looking up the solution in which you just knock on doors in an apartment complex. He's one of
those guys. (Well, or he was, I should say. His new stuff has lost that spark, frankly.)
...of course, none of this really is part to LET IT DIE anymore, as far as I can tell. I wouldn't be surprised if he consulted with them a bit, though, which is probably the best way to get the SUDA flavor without the baggage.