Home > News > Sukeban Games 2024 Interview: Christopher Ortiz AKA kiririn51 Talks .45 PARABELLUM BLOODHOUND, Inspirations, Fan Reactions, VA-11 Hall-A, The Silver Case, and Much More
Sukeban Games 2024 Interview: Christopher Ortiz AKA kiririn51 Talks .45 PARABELLUM BLOODHOUND, Inspirations, Fan Reactions, VA-11 Hall-A, The Silver Case, and Much More

This extensive interview with Christopher Ortiz, the creator behind the beloved indie game VA-11 Hall-A, delves deep into the development journey of Sukeban Games' latest project, .45 PARABELLUM BLOODHOUND. Ortiz discusses the unexpected success of VA-11 Hall-A, its enduring popularity, and the challenges and triumphs of bringing the game to various platforms. The conversation also touches on the creative process, inspirations, the team's growth, and the unique challenges of navigating the indie game development landscape.
TouchArcade (TA): Tell us about your role at Sukeban Games.
Christopher Ortiz (CO): I'm Chris, a game creator juggling many roles within the company. I enjoy socializing and good food when not immersed in work.
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 reception to VA-11 Hall-A and .45 PARABELLUM BLOODHOUND?
CO: Japan feels like a second home. Returning was emotionally intense. Bitsummit was my first exhibition since Tokyo Game Show 2017 – seven years! The support for Sukeban Games, despite the time, was incredibly rewarding. This fuels our future endeavors.
TA: VA-11 Hall-A is one of my all-time favorites. Did you anticipate its massive success and the subsequent merchandise?
CO: I never expected sales beyond 10-15k copies, but we recognized its potential. The scale of its success was overwhelming, and we're still processing it.
TA: VA-11 Hall-A is on PC, Switch, PS Vita, PS4, and PS5. 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. It might have been an unanswered email; you'd need to ask the publisher.
TA: Sukeban Games started with just you and IronincLark (Fer). How has the team evolved?
CO: We're now six people. We prefer a small, close-knit team.
TA: How has collaborating with MerengeDoll been?
CO: Merenge is exceptional. Her ability to visualize my ideas is incredible. It's unfortunate some projects she worked on were canceled, but her talent shines through in .45 PARABELLUM BLOODHOUND.
TA: Working with Garoad on VA-11 Hall-A's music was a great success.
CO: Michael and I share similar musical tastes, so the process was collaborative and organic. We iterated until the soundtrack was complete, often with mutual inspiration between music and visuals.
TA: VA-11 Hall-A has a dedicated fanbase and extensive merchandise. How much input do you have on merchandise? 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 included a stunning art book cover. Can you discuss its inspiration and how you pay homage to your influences?
CO: That cover was created during a difficult time, amidst personal and national challenges. The design was influenced by Gustavo Cerati's album Bocanada. I've since refined my approach to inspiration, which will be evident in .45 PARABELLUM BLOODHOUND.
TA: VA-11 Hall-A's characters are incredibly well-written and designed. Did you anticipate their popularity?
CO: I expected Stella's popularity due to pre-release viral gifs, but predicting such things is impossible. I had a feeling about certain elements, but I can't explain why; I prefer to let things unfold organically.
TA: N1RV Ann-A is often compared to a "Silksong" situation. Do you revisit past projects while working on others?
CO: I jot down lore and character ideas. I enjoy designing characters and environments, exploring alternative scenarios, but my current focus is on .45 PARABELLUM BLOODHOUND. N1RV Ann-A's development will accelerate afterward.
TA: What are your thoughts on No More Heroes 3 and Travis Strikes Again?
CO: I enjoyed No More Heroes 3's combat but not its writing. Travis Strikes Again feels more authentically "Suda." I hope future Grasshopper Manufacture games focus on originality.
TA: What are your thoughts on Grasshopper Manufacture under NetEase and the announced remasters?
CO: Hopefully, NetEase provides Grasshopper with ample resources and time.
TA: VA-11 Hall-A's journey to various platforms involved multiple parties. How has it been navigating merchandise distribution in Argentina, with its import challenges?
CO: I avoid importing due to Argentinian customs policies. Protectionist measures are counterproductive.
TA: .45 PARABELLUM BLOODHOUND's announcement was met with positive reception. Can you discuss the last few months leading up to the reveal?
CO: We worked diligently, without crunch, maintaining a positive atmosphere. While there were self-doubts, the positive response to the reveal was rewarding.
TA: .45 PARABELLUM BLOODHOUND is now available to wishlist on Steam. How has it been interacting with fans online and offline?
CO: The response has been overwhelmingly positive, with a surprising amount of fanart.
TA: When can we expect the key art as a signed poster?
CO: Possibly at release.
TA: What were your main inspirations for .45 PARABELLUM BLOODHOUND's visuals and gameplay?
CO: The gameplay was designed to bridge the gap between visual novel fans and action game players, drawing inspiration from Parasite Eve. The visuals were inspired by the juxtaposition of old and new architecture in Milan and Buenos Aires, creating a unique "South American Cyberpunk" aesthetic.
TA: Tell us about the team and development timeline.
CO: Two people work daily (myself and the programmer), with Merenge for additional design. Juneji composed the music. Development, in its current iteration, has been approximately two years, with earlier experimentation.
TA: Are there plans for a PC demo?
CO: Maintaining a demo would be challenging, so we prefer offline events.
TA: Will .45 PARABELLUM BLOODHOUND be accessible to all players?
CO: It's too early to say, but the battle system aims to be approachable for both casual and action-oriented players.
TA: What's your favorite aspect of .45 PARABELLUM BLOODHOUND?
CO: The atmosphere, script, and the addictive combat system.
TA: Share a development anecdote.
CO: Early versions featured Hong Kong-inspired locales, but I shifted to a South American setting, leveraging my own cultural background.
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, an actress and singer, served as a major inspiration for Reila's look and demeanor.
TA: How many iterations did Reila's design go through?
CO: The core look was consistent, but the outfit underwent many revisions, with Merenge's help.
TA: Should we expect smaller projects like VA-11 Hall-A Kids and Sapphic Pussy Rhapsody before .45 PARABELLUM BLOODHOUND?
CO: Possibly, but the focus is on releasing .45 PARABELLUM BLOODHOUND and moving on.
TA: What does a typical day look like?
CO: My schedule involves working from 9 am to 4 or 5 pm, but sleep is inconsistent. When not working, I enjoy movies, walks, and reading.
TA: What games have you enjoyed recently?
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 and community, 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: The Silver Case is a major influence, inspiring the presentation styles in VA-11 Hall-A and The Radio Wave Bureau.
TA: Did you play it on console or PC?
CO: All platforms.
TA: What visual elements of The Silver Case intrigued you?
CO: The stoic character designs and unique UI.
TA: You've met Suda51. Has he played VA-11 Hall-A?
CO: Yes, but I don't know his opinion.
TA: Still open to another interview?
CO: There's a story I'll share later.
TA: Did you play Like a Dragon: Infinite Wealth?
CO: I love the series but haven't finished Infinite Wealth yet.
TA: Have you tried VA-11 Hall-A on Steam Deck?
CO: Yes, but controller support isn't perfect due to technical limitations.
TA: How do you like your coffee?
CO: Black as night, preferably with cheesecake.
This paraphrased version maintains the original meaning and tone while restructuring sentences and replacing some words for a more natural flow and to avoid direct plagiarism. The image URLs remain unchanged.
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