Over the years, I’ve had the privilege of interviewing some of my favorite game developers, including a few I never thought I'd reach. However, it's not often I get to speak with someone instrumental in creating what might be my all-time favorite game. That's where Christopher Ortiz, also known as kiririn51 from Sukeban Games, comes in. We've covered their titles extensively on TouchArcade, particularly since VA-11 Hall-A was once slated for an iPad release—a topic I revisited in our conversation. With Sukeban Games’ latest project, .45 PARABELLUM BLOODHOUND, officially announced, I had the opportunity to have an in-depth discussion with Christopher Ortiz about this new game, fan reactions, VA-11 Hall-A, inspirations, Suda51, The Silver Case, and, of course, coffee.

TouchArcade (TA): Can you tell us a bit about yourself and your role at Sukeban Games?
Christopher Ortiz (CO): I'm Chris, a game creator who juggles too many hats at this company. When I'm not working, I enjoy spending time with friends and savoring delicious food.
TA: The last time we spoke was in 2019, around the PS4 and Switch releases of VA-11 Hall-A, following its initial PC and PS Vita launch. As a fan, it was amazing to see the game's extensive merchandise and promotion in Japan. You recently attended Bitsummit in Japan. How was your experience there, and what was the reception like for VA-11 Hall-A and your new project, .45 PARABELLUM BLOODHOUND?
CO: Japan feels like my second home, even if the government doesn't always agree. It's an emotional homecoming for me. I hadn't exhibited at a game event since Tokyo Game Show 2017, which was seven years ago. I've been attending these events, soaking up the energy, but now, returning as an exhibitor, it felt like a pro-wrestler coming back after retirement. I was worried at first, but the support from fans and the community has been overwhelming. It's a reminder not to take anything for granted, and it fuels my drive to keep moving forward.

TA: VA-11 Hall-A is one of my favorite games, and I make it a tradition to replay it every holiday season. Did you ever anticipate the game would grow to such heights and even spawn multiple figures, including a new one for Jill?
CO: We hoped it would sell around 10-15k copies, but we knew we were onto something special. The scale of its success was overwhelming, and we're still dealing with some of its unexpected effects.
TA: VA-11 Hall-A is now available on PC, Switch, PS Vita, PS4, and PS5 via back compatibility. What happened to the iPad version that was announced years ago? Are ports handled by Ysbryd, or do you have any involvement? I'd also love to see it on Xbox if possible.
CO: I actually tested an iPad build, but it never moved forward—perhaps due to a missed email. You'd need to ask the publisher for more details.

TA: Sukeban Games started as just you and IronincLark (Fer). How has the team evolved since then?
CO: We're now a team of six, with some members coming and going. We prefer to keep operations small and tight.
TA: How has it been working with MerengeDoll?
CO: Merenge is a trooper with a supernatural ability to visualize my ideas. It's always a pleasure working with her, though it's unfortunate some projects she worked on were canceled. Her influence is still strong in .45 PARABELLUM BLOODHOUND.

TA: Can you share your experience working with Garoad on the music for VA-11 Hall-A? The soundtrack is one of my favorites.
CO: Michael and I share similar musical tastes, so our process was very organic. He'd create a track, I'd love it, and we'd repeat until the soundtrack was complete. Sometimes, I'd send him reference songs, and other times, his original pieces would inspire game elements, creating a synergistic loop that gave the game its unique identity.
TA: VA-11 Hall-A has a vocal fanbase and a lot of merchandise that keeps selling out, like the vinyl box sets and the SLUT shirt. How much input do you have in the merchandise? Is there anything you'd like to see made that hasn't happened yet?
CO: I mostly give a thumbs up or down after others have made the decisions. I'd like to be more involved with .45 PARABELLUM BLOODHOUND's merch, now that I understand the process better.
TA: The Japanese release of VA-11 Hall-A by Playism had an incredible art book cover. I'd love to get it signed and framed. Can you talk about the inspiration behind it and how you incorporate your favorites into your work?
CO: When I drew that cover, I was going through tough times. We were focused on surviving the collapse of our country. We listened to Gustavo Cerati's album Bocanada, which kept us going. The cover was a homage to that album, though I'd approach it differently now. My inspirations have evolved, and that will be evident in .45 PARABELLUM BLOODHOUND.

TA: VA-11 Hall-A's characters are wonderfully written and designed. Did you expect certain characters to become as popular as they did?
CO: I thought Stella might be the most popular due to her viral gifs, but you can't predict these things. I had hunches about what would resonate, but I prefer not to overthink it—magic happens when you let things flow naturally.
TA: I've jokingly called N1RV Ann-A my "Silksong," but I'm happy to wait. Do you ever revisit what you've done for N1RV Ann-A or VA-11 Hall-A while working on other projects?
CO: I jot down lore and character ideas for future use. I enjoy drawing Sam, designing new characters, and experimenting with different game concepts. Once .45 PARABELLUM BLOODHOUND is finished, N1RV Ann-A's development will ramp up if the spark is still there.

TA: As a Suda fan, what did you think of No More Heroes 3 and Travis Strikes Again? I think Travis Strikes Again is Suda's most "Suda" game.
CO: I loved No More Heroes 3's combat, but the writing didn't click for me. It seemed like the game had to change direction to meet deadlines. Travis Strikes Again felt more like reading Suda's diary, which is the kind of art I appreciate.
TA: What are your thoughts on Grasshopper Manufacture under Netease and the announced remasters? Suda mentioned wanting to bring Flower Sun and Rain to Steam.
CO: Netease is a big corporation, so I hope Grasshopper gets the resources they need to create great games.

TA: VA-11 Hall-A's journey from PC to PS Vita involved many parties across regions. How has it been trying to get your own game's merchandise in Argentina, considering delays and import fees?
CO: I don't import anything these days due to Argentinian customs. Protectionist policies are frustrating, especially when there's no local competition for the products we're trying to import.
TA: You've worked with PC-98 and PSX aesthetics before. When .45 PARABELLUM BLOODHOUND was announced, I was blown away by its look. How have the last few months been for you and the team?
CO: We've been focused on our work without crunch, enjoying life, traveling, and touching grass. There have been insecurities, but we managed expectations and were thrilled with the positive announcement response. Now, we need to finish the story.

TA: .45 PARABELLUM BLOODHOUND has been revealed, and people can wishlist it on Steam. I thought of Vagrant Story when I saw the trailer. How has it been interacting with fans about the game?
CO: It's been incredibly fun, though there have been many comparisons to old games. The amount of fanart right after the reveal was amazing, and we even displayed a fan's drawing at Bitsummit.
Our crown jewel
By @TumugiV !!! Thank you as always!!!!! pic.twitter.com/N1hbLMY25Q
— Sukeban Games (@SukebanGames) July 21, 2024
TA: When can I buy the key art as a signed poster?
CO: Maybe on release.

TA: What were your main inspirations for .45 PARABELLUM BLOODHOUND's visuals and gameplay?
CO: For gameplay, I wanted to bridge our Visual Novel/ADV audience with action-focused players. Parasite Eve's battle system inspired a hybrid of real-time and turn-based gameplay to solve this problem. Visually, my time in Milan in 2019, amid depression and limbo, inspired the game's aesthetic. The mix of modern and old architecture with neon lights sparked my imagination. Moving to Buenos Aires added a South American texture, creating a unique cyberpunk atmosphere.

TA: Tell us about the team working on .45 PARABELLUM BLOODHOUND, including the composer, and how long it's been in development.
CO: It's primarily me and the programmer, with Merenge helping with character and production design. The composer, Juneji, has been with us for years, and we have a lot of his incredible music from failed projects. Development technically started in 2019, but the current iteration is about two years old.
TA: .45 PARABELLUM BLOODHOUND has a teaser, gameplay, and a Steam page. Are there plans for a demo during Valve's demo fests?
CO: Maintaining a demo for this game would be challenging, so we prefer to keep demos for offline events. But never say never.
TA: Many fans of VA-11 Hall-A are excited for .45 PARABELLUM BLOODHOUND. Will it be accessible to everyone, or is it too soon to discuss the difficulty?
CO: It's too soon to explain fully, but the battle system aims to bridge vibes-based and action-oriented players.

TA: What's your favorite aspect of .45 PARABELLUM BLOODHOUND right now?
CO: The atmosphere and script are my favorites. I sometimes play it on my Steam Deck before sleep and get excited about the story, even though I wrote it. The combat becomes fun after the first chapter, with chaining skills and increasing tempo.

TA: Can you share an interesting development or design anecdote for .45 PARABELLUM BLOODHOUND and VA-11 Hall-A?
CO: Early screenshots of .45 PARABELLUM BLOODHOUND featured Hong Kong locales, but after a conversation with a friend from China, I shifted to a "South American Cyberpunk" aesthetic, focusing on my own cultural influences. It's about leveraging what makes us unique rather than trying to replicate what we like.

TA: Since the announcement, have you thought about console versions or working with a publisher for .45 PARABELLUM BLOODHOUND?
CO: We plan to self-publish on PC and work with other companies for console versions. We're currently finding the right partner.
TA: What were the inspirations behind Reila Mikazuchi's design and character?
CO: I admire Meiko Kaji's work in films like Prisoner Scorpion and Lady Snowblood. I wanted a character who could convey inner pain and tragedy with just her eyes, inspired by Meiko Kaji. The character writing is a composite of people I know and myself.

TA: How many iterations did you go through for Reila's final design?
CO: I always envisioned long, black hair and pale skin with a third eye. The outfit took the most work; she initially wore a suit, then a biker jacket that didn't fit right. Merenge helped with accessories like shoes, gloves, and the jacket's logo.

TA: VA-11 Hall-A saw releases like VA-11 Hall-A Kids and Sapphic Pussy Rhapsody. Should we expect similar smaller projects before .45 PARABELLUM BLOODHOUND?
CO: We plan to release .45 PARABELLUM BLOODHOUND and move on to something new, with no DLC. Ports to other platforms are possible, but that's it. If A24 or someone else wants to make a movie, I'm open to discussing it.
TA: What does a typical day in your life look like right now?
CO: I usually work from 9am to 4 or 5pm, with a lunch break. Lately, sleep has been elusive, but as long as work gets done, I'm okay. When not working, I enjoy movies, walks, and buying books. Buenos Aires' culture and food keep me sane, even if I'm a recluse at times.

TA: What games have you enjoyed playing lately?
CO: This year, I loved Children of the Sun and Arctic Eggs. Last year, I was into The Citadel, Lethal Company, and RoboCop: Rogue City. I'm currently playing The Evil Within, which feels like a lost Grasshopper game. I've replayed Kane and Lynch 2 and enjoyed the Elden Ring expansion.
TA: What do you think of the current state of indie games?
CO: Indie game events always inspire me with their unique titles and sense of community. However, I worry that many lean too heavily on familiar concepts and inspirations. Games like Arctic Eggs do it right by using a retro aesthetic in a fresh way. There's room for growth as long as we're aware of our creative shortcomings.

TA: Are you looking forward to any specific games this year?
CO: I'm excited for Slitterhead, Sonokuni, Elation For The Wonder Box 6000, Studio System: Guardian Angel, and Eating Nature. My Twitter feed is full of cool indie games that may never see the light of day, but the attempt is appreciated.
TA: The Silver Case is another game we both love. What elements inspired you the most, and what's your favorite track from the soundtrack?
CO: The Silver Case felt like a white whale, and the gaps in my understanding inspired elements in games like VA-11 Hall-A and The Radio Wave Bureau. The entire soundtrack has a unique vibe; it's hard to choose a single favorite.

TA: Did you try The Silver Case on console or just on PC?
CO: I played it on every platform.
TA: The Silver Case's original box art and aesthetic are as captivating as VA-11 Hall-A's. What elements of its visual style intrigued you?
CO: The stoic character designs and the UI, particularly Takashi Miyamoto's and Yoshitoshi Abe's work, inspired me. I've always been drawn to designs that convey a lot with minimal expressions. The Silver Case's visual style could have sparked a movement in visual novels.

TA: You've met Suda51 more than once. How was that, and has he played VA-11 Hall-A?
CO: Meeting Suda was amazing, though the language barrier limited our conversations. I know he played VA-11 Hall-A, but I'm not sure if he enjoyed it. We share many interests, but there's a generational gap.
TA: Are you up for another meeting if the opportunity arises?
CO: There's a story behind that, which I'll share later.
TA: My game of the year for 2024 is Like a Dragon: Infinite Wealth. Did you play it or Yakuza: Like a Dragon?
CO: I loved Yakuza: Like a Dragon, but Infinite Wealth felt too overwhelming at launch with its many mechanics. I'll give it another shot when I'm ready.

TA: VA-11 Hall-A is perfect for portable play. Have you tried it on Steam Deck?
CO: I did, but it doesn't work perfectly. The Game Maker version we used has issues on modern Windows, and we can't feasibly update it.
TA: I have much more to discuss, but let's save it for a future interview. How do you like your coffee?
CO: I like my coffee black like a moonless night, especially with cheesecake on a beautiful afternoon.
TA: It's nearly 2 AM, and this interview made me want to replay The Silver Case. Let's do a dedicated discussion on it next time.
CO: Absolutely!

I’d like to thank Christopher Ortiz for their time and help with this interview over the last few weeks.
You can keep up with all our interviews here including our recent ones with FuturLab here, Shuhei Matsumoto from Capcom about Marvel Vs Capcom here, Santa Ragione here, Peter ‘Durante’ Thoman about PH3 and Falcom here, M2 discussing shmups and more here, Digital Extremes for Warframe mobile, Team NINJA, Sonic Dream Team, Hi-Fi Rush, Pentiment, and more. As usual, thanks for reading.
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