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
This extensive interview delves into the mind of Christopher Ortiz, the creator behind the beloved indie game VA-11 Hall-A, and offers a glimpse into the development of his upcoming project, .45 PARABELLUM BLOODHOUND. Ortiz discusses the unexpected success of VA-11 Hall-A, its merchandise, and the challenges and triumphs of independent game development. He also shares insights into his inspirations, including Suda51 and The Silver Case, and his creative process. The interview is peppered with anecdotes, reflections on the indie game scene, and a detailed look at the design and development of .45 PARABELLUM BLOODHOUND, including its unique battle system and visual style. Finally, Ortiz shares his thoughts on coffee and other favorite beverages.
TouchArcade (TA): Briefly introduce yourself and your role at Sukeban Games.
Christopher Ortiz (CO): I'm Chris, a game creator juggling numerous roles within the company. When not engrossed in work, I enjoy socializing and savoring delicious food.
TA: Our last conversation was in 2019, around the PS4 and Switch releases of VA-11 Hall-A. 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, despite some government policies. Returning felt deeply emotional. Bitsummit was my first exhibition since Tokyo Game Show 2017 – seven years of attending events and yearning for that creative energy. I felt like a wrestler returning to a changed industry, but my worries were unfounded. The continued support was overwhelming, fueling my drive to continue.
TA: VA-11 Hall-A is one of my all-time favorites. Did you anticipate its immense success, including the numerous figures, with a new Jill figure on the horizon?
CO: I didn't expect sales beyond 10-15k copies, but we sensed something special. The scale of success was overwhelming, and we're still processing its impact.
TA: VA-11 Hall-A is available on PC, Switch, PS Vita, PS4, and PS5 (backwards compatibility). What about 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; perhaps an unanswered email. You'd need to ask the publisher.
TA: Sukeban Games began with just you (Kiririn51) and IronincLark (Fer). How has the team evolved?
CO: We're now six people. There's been some turnover, but we prefer a small, close-knit team.
TA: How has collaborating with MerengeDoll been?
CO: Merenge is exceptional. She translates my ideas into visuals incredibly well. It's unfortunate some projects she led were canceled, but we're excited for people to see her full potential, much of which is showcased in .45 PARABELLUM BLOODHOUND.
TA: Working with Garoad on VA-11 Hall-A's music must have been incredible. The soundtrack is phenomenal.
CO: Michael and I share similar musical tastes. The process was collaborative and fluid. 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 music inspired in-game visuals, creating a strong synergy.
TA: VA-11 Hall-A boasts a dedicated fanbase and extensive merchandise. How much input do you have on merchandise? Are there any items you'd like to see created?
CO: My input is limited; I mostly approve or reject designs after others have made the key decisions. I aim for more involvement 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 in your work?
CO: That cover was created during a challenging period, navigating the collapse of our country and other difficulties. We listened to Gustavo Cerati's Bocanada album, which helped us persevere. The cover is an overt homage, and I'd approach it differently now, but I'm still proud of it. My approach to inspiration has evolved, evident in .45 PARABELLUM BLOODHOUND.
TA: VA-11 Hall-A's characters are incredibly well-written and designed. Did you predict certain characters' popularity?
CO: I expected Stella's popularity due to viral gifs before release, but predicting such things is impossible. I had a sense of what would resonate, but I can't articulate why; the moment a hunch becomes a formula, the magic disappears.
TA: N1RV Ann-A is often jokingly compared to 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 for later. I enjoy designing Sam, creating new characters, and exploring alternative game concepts. Once .45 PARABELLUM BLOODHOUND is complete, N1RV Ann-A's development will accelerate.
TA: As a Suda51 fan, what are your thoughts on No More Heroes 3 and Travis Strikes Again?
CO: I loved 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 original titles rather than sequels.
TA: What are 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 from PC 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 protectionist and illogical. It would be beneficial if they were revised.
TA: You've incorporated PC-98 and PSX aesthetics in your work. .45 PARABELLUM BLOODHOUND's announcement was fantastic. How have the past few months been?
CO: We've been focused and enjoying the process. No crunch, just fun, socializing, and travel. There were insecurities and self-doubt, but the work itself was fulfilling. We're happy with the announcement but need to complete the game.
TA: .45 PARABELLUM BLOODHOUND is on Steam. Are there plans for a PC demo?
CO: Maintaining a demo would be challenging, so we'll likely save demos for 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 bridge the gap between visual novel and action game players.
TA: What's your favorite aspect of .45 PARABELLUM BLOODHOUND?
CO: The atmosphere and script. The combat is also incredibly fun once it opens up.
TA: Share a development anecdote for .45 PARABELLUM BLOODHOUND or VA-11 Hall-A.
CO: Early .45 PARABELLUM BLOODHOUND screenshots featured Hong Kong-inspired locales. I scrapped them in favor of a "South American Cyberpunk" aesthetic after a conversation with a Chinese friend. It made me realize the importance of leveraging my own culture.
TA: Will .45 PARABELLUM BLOODHOUND be self-published or with a publisher?
CO: Self-publishing on PC, and seeking a partner for console releases.
TA: What inspired Reila Mikazuchi's design and character?
CO: I admire actor Meiko Kaji (Prisoner Scorpion, Lady Snowblood). Her captivating look inspired Reila's design. Her personality is a composite of various people I know and myself.
TA: How many iterations did Reila's design undergo?
CO: The core look was consistent (long black hair, pale skin, third eye). The outfit required significant experimentation; she initially wore a suit, then a biker jacket, before settling on the final design with Merenge's assistance.
TA: Should we expect smaller projects like VA-11 Hall-A Kids before .45 PARABELLUM BLOODHOUND's release?
CO: Possibly, but our focus is on releasing .45 PARABELLUM BLOODHOUND, then moving on to new projects. Ports are possible, but no DLC.
TA: What does a typical day look like for you?
CO: I usually work from 9 am to 4 or 5 pm, but sleep has been elusive lately. When not working, I enjoy movies, walks, and reading. Buenos Aires' culture and vibrant atmosphere keep me sane.
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: What are your thoughts on the current state of indie games?
CO: I'm inspired by the creativity at indie game events, but I worry about over-reliance on familiar concepts and mechanics. There's great work being done, but also a lot of repetition.
TA: Any games you're looking forward to this year?
CO: Slitterhead, Sonokuni, Elation For The Wonder Box 6000, Studio System: Guardian Angel, and Eating Nature.
TA: What elements of The Silver Case inspired you the most?
CO: The Silver Case's inaccessibility fueled my imagination. The gap between the real game and my perception inspired the presentation styles in VA-11 Hall-A and The Radio Wave Bureau.
TA: Did you play The Silver Case on console or PC?
CO: All platforms.
TA: What aspects of The Silver Case's visual style intrigued you?
CO: The stoic character designs and the unique UI. I lament that The Silver Case didn't inspire more innovation in visual novel aesthetics.
TA: You've met Suda51. Has he played VA-11 Hall-A?
CO: Yes, but I don't know if he enjoyed it.
TA: How do you like your coffee?
CO: Black as night, ideally with cheesecake on a sunny afternoon.
TA: Have you tried VA-11 Hall-A on Steam Deck?
CO: Yes, but the controller support isn't perfect due to limitations with the Game Maker engine.
The interview concludes with a promise of a future discussion dedicated to The Silver Case.
Every Pokémon Game on the Nintendo Switch in 2025
Feb 25,2025
How To Read Black Panther Lore: The Blood of Kings in Marvel Rivals
Mar 01,2025
Anime Vanguards Tier List – Best Units For Each Gamemode [UPDATE 3.0]
Feb 27,2025
Hearthstone has kicked off the Year of the Raptor with a myriad of new content
Mar 16,2025
Nvidia RTX 5090 Specs Leak: Rumor Confirmed?
Mar 14,2025
January 15 Is Suddenly a Big Day for Call of Duty: Black Ops 6 Zombies Fans
Feb 20,2025
Assetto Corsa EVO Release Date and Time
Jan 05,2025
Carmen Sandiego Now Available on iOS and Android
Feb 20,2025
Where to Preorder the Samsung Galaxy S25 and S25 Ultra
Mar 06,2025
Starseed Unveils Global Pre-Registration on Android for Asnia Trigger
Oct 03,2022
DoorDash - Food Delivery
Lifestyle / 59.30M
Update: Apr 23,2025
Niramare Quest
Casual / 626.43M
Update: Feb 21,2023
POW
Casual / 38.00M
Update: Dec 19,2024
The Golden Boy
Gamer Struggles
Mother's Lesson : Mitsuko
Poly Pantheon Chapter One V 1.2
Dictator – Rule the World
How To Raise A Happy Neet
Strobe