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Sukeban Games Previews .45 Parabellum Bloodhound

This extensive interview with Christopher Ortiz (kiririn51) of Sukeban Games delves deep into the creation of their acclaimed titles, VA-11 Hall-A and the upcoming .45 PARABELLUM BLOODHOUND. Ortiz discusses the unexpected success of VA-11 Hall-A, its merchandise, and the challenges of managing a g
By Audrey
Jan 23,2025

This extensive interview with Christopher Ortiz (kiririn51) of Sukeban Games delves deep into the creation of their acclaimed titles, VA-11 Hall-A and the upcoming .45 PARABELLUM BLOODHOUND. Ortiz discusses the unexpected success of VA-11 Hall-A, its merchandise, and the challenges of managing a growing fanbase. He also sheds light on the development process of .45 PARABELLUM BLOODHOUND, its inspirations (including a fascinating anecdote about shifting the game's setting from a Hong Kong aesthetic to a South American Cyberpunk vibe), and the team's collaborative efforts. The interview touches upon Ortiz's influences, including Suda51, The Silver Case, and the impact of various cities on his creative vision. Finally, he shares insights into his daily life, current gaming interests, and thoughts on the indie game landscape.

TouchArcade (TA): Briefly introduce yourself and your role at Sukeban Games.

Christopher Ortiz (CO): I'm Chris, a game creator juggling multiple roles within the company. Outside of work, I enjoy socializing and good food.

TA: Our last conversation was in 2019 around VA-11 Hall-A's PS4 and Switch releases. Even then, the game's popularity in Japan was striking. You recently attended Bitsummit in Japan. How was the experience, seeing the reception to VA-11 Hall-A and now .45 PARABELLUM BLOODHOUND?

CO: Japan feels like a second home, despite certain political realities. It was an emotional return. Bitsummit was my first exhibiting event since Tokyo Game Show 2017 – seven years of attending as an attendee. I felt like a pro-wrestler returning after a long retirement, unsure of my abilities, but my worries were unfounded. The continued support was incredibly humbling and fuels my future work.

TA: VA-11 Hall-A is one of my all-time favorites; I replay it every holiday season. Did you anticipate its massive success, including the numerous figures, with a new Jill figure on the way?

CO: I never expected more than 10-15,000 copies sold. We knew it was special, or we wouldn't have persevered. The scale of success was overwhelming, and I think we're still processing its ramifications.

TA: VA-11 Hall-A is available on PC, Switch, PS Vita, PS4, and PS5 (backwards compatibility). What happened to the announced iPad version? Are ports handled by Ysbryd, or are you involved? An Xbox release would be fantastic.

CO: I playtested an iPad build, but it stalled for reasons I'm unsure of; possibly an unanswered email. You'd have to ask the publisher.

TA: Sukeban Games began as just you (Kiririn51) and IronincLark (Fer). How has the team evolved?

CO: We're now six people. There's been turnover, but we prefer a small, close-knit team.

TA: How has collaborating with MerengeDoll been?

CO: Merenge is amazing. She has an uncanny ability to translate my ideas into visuals. It's unfortunate some of her projects were cancelled, but .45 PARABELLUM BLOODHOUND showcases her considerable talent.

TA: Working with Garoad on VA-11 Hall-A's music – another favorite of mine – must have been a unique experience.

CO: Michael and I share similar musical tastes. The process was very collaborative; he'd create a track, I'd love it, and we'd repeat until the soundtrack was complete. Sometimes I'd provide references; other times, his original music inspired in-game visuals, and vice-versa. This synergy defined the game's identity.

TA: VA-11 Hall-A's merchandise is incredibly popular. How much input do you have on merchandise creation? Anything you'd like to see made?

CO: My input is limited; I mostly approve or reject designs. I hope to be more involved with .45 PARABELLUM BLOODHOUND's merchandise.

TA: Playism's Japanese VA-11 Hall-A release featured stunning art book cover art. Can you discuss its inspiration and how you pay homage to your favorites?

CO: I created that cover during a difficult period, while grappling with the instability of my country. We listened to Gustavo Cerati's Bocanada album, and it helped us persevere. The cover is a homage to that album; it's a bit overt, but I'm still proud of it. My approach to inspiration has evolved, which will be evident in .45 PARABELLUM BLOODHOUND.

TA: VA-11 Hall-A's characters are incredibly well-written and designed. Did you anticipate certain characters' popularity?

CO: I expected Stella to be popular due to her viral gifs, but predicting this kind of success is impossible. I had a feeling certain things would resonate, but I can't articulate why; I prefer not to analyze it too much. Letting things flow organically is crucial.

TA: N1RV Ann-A is my "Silksong." Do you revisit your work on N1RV Ann-A or VA-11 Hall-A while working on other projects?

CO: I jot down lore and character ideas. I love designing Sam and exploring various aspects of the game's world. Once .45 PARABELLUM BLOODHOUND is complete, N1RV Ann-A's development will accelerate.

TA: Your thoughts on No More Heroes 3 and Travis Strikes Again?

CO: I loved No More Heroes 3's combat but not the writing. Travis Strikes Again is arguably the most "Suda" game.

TA: Your thoughts on Grasshopper Manufacture under NetEase and the announced remasters?

CO: Hopefully, NetEase provides Grasshopper with the resources they need.

TA: VA-11 Hall-A's journey to PS Vita involved many parties. How has it been navigating merchandise distribution in Argentina, with its import fees and delays?

CO: I avoid importing; Argentinian customs policies are counterproductive.

TA: .45 PARABELLUM BLOODHOUND's announcement was met with positive reception. How have the last few months been?

CO: We've been focused and enjoying the process. No crunch, just fun, travel, and a healthy work-life balance. We tried to manage expectations, but the positive response was fantastic.

TA: .45 PARABELLUM BLOODHOUND is reminiscent of Vagrant Story. How has it been interacting with fans?

CO: It's been fun, though the comparisons to other games are numerous. The early fan art was incredible.

TA: When can we buy signed key art posters?

CO: Maybe at launch.

TA: What were your main inspirations for .45 PARABELLUM BLOODHOUND's visuals and gameplay?

CO: The gameplay aimed to bridge the gap between visual novel fans and action-oriented players. The visuals were inspired by my experiences in Milan and Buenos Aires, combining modern and old architecture with neon lights.

TA: Tell us about the team and the development timeline.

CO: It's primarily myself and the programmer, with Merenge's assistance and Juneji on music. Development technically started in 2019, but the current iteration is about two years old.

TA: Are there plans for a PC demo?

CO: Maintaining a demo would be challenging, so we'll likely focus on offline events.

TA: Will .45 PARABELLUM BLOODHOUND be accessible to all players?

CO: The battle system aims to bridge the gap between different player types.

TA: What's your favorite aspect of .45 PARABELLUM BLOODHOUND?

CO: The atmosphere, script, and the addictive combat system.

TA: Share a development anecdote for .45 PARABELLUM BLOODHOUND or VA-11 Hall-A.

CO: I initially envisioned a Hong Kong setting for .45 PARABELLUM BLOODHOUND, but ultimately shifted to a South American Cyberpunk aesthetic after a conversation with a friend.

TA: Will .45 PARABELLUM BLOODHOUND be self-published or with a publisher?

CO: Self-published on PC, with a publisher for consoles.

TA: What inspired Reila Mikazuchi's design and character?

CO: Meiko Kaji, the actor and singer, was a significant influence.

TA: How many iterations for her final design?

CO: The main look was consistent, but the outfit went through many revisions.

TA: Should we expect smaller projects like VA-11 Hall-A Kids?

CO: Our focus is on .45 PARABELLUM BLOODHOUND's release and subsequent projects.

TA: What's a typical day like?

CO: Currently, I'm struggling with sleep, but I try to maintain a regular work schedule. Outside of work, I enjoy movies, walks, and exploring Buenos Aires.

TA: What games have you enjoyed lately?

CO: Children of the Sun, Arctic Eggs, The Citadel, Lethal Company, RoboCop: Rogue City, The Evil Within, Elden Ring expansion, and Kane and Lynch 2.

TA: Your thoughts on the current state of indie games?

CO: I'm inspired by the creativity, but concerned about over-reliance on familiar concepts.

TA: Any games you're looking forward to?

CO: Slitterhead, Sonokuni, Elation For The Wonder Box 6000, Studio System: Guardian Angel, and Eating Nature.

TA: Your thoughts on The Silver Case?

CO: It's a game that deeply inspired me, particularly its atmosphere and presentation style.

TA: How did you play The Silver Case?

CO: On every platform.

TA: What elements of The Silver Case's visual style intrigued you?

CO: The stoic character designs and the innovative UI.

TA: Have you met Suda51? Has he played VA-11 Hall-A?

CO: Twice. I know he played VA-11 Hall-A, but I'm unsure of his opinion.

TA: Are you open to future collaborations with Suda51?

CO: There's a story behind this I'll share later.

TA: Did you play Like a Dragon: Infinite Wealth?

CO: I love Like a Dragon, but Infinite Wealth felt overwhelming at launch.

TA: Have you tried VA-11 Hall-A on Steam Deck?

CO: Yes, but the controller support isn't perfect.

TA: How do you like your coffee?

CO: Black as night, preferably with cheesecake.

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