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

Jan 24,2025 Author: Matthew

This extensive interview delves into the mind of Christopher Ortiz, the creator behind the acclaimed 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 of managing a growing fanbase. He also shares insights into his creative process, inspirations (including Suda51 and The Silver Case), and his team's evolution. The interview covers a wide range of topics, from the game's development and design to Ortiz's personal experiences and influences. The discussion also touches upon the challenges of navigating the indie game landscape and the excitement surrounding the upcoming release of .45 PARABELLUM BLOODHOUND.

TouchArcade (TA): Briefly introduce yourself and 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 engrossed 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, despite some governmental hurdles. It was an emotionally charged homecoming. 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 returning pro-wrestler, uncertain of my abilities, but my worries were unfounded. The continued support was incredible, fueling my drive.

TA: VA-11 Hall-A is one of my favorite games. Did you anticipate its immense success and the extensive merchandise, including upcoming Jill figures?

CO: I predicted sales of 10-15k, but we knew we had 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 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. Perhaps I missed an email; you'd need to ask the publisher.

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

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

TA: How has collaborating with MerengeDoll been?

CO: Merenge is amazing. She seamlessly translates my ideas into visuals. It's unfortunate some of her projects were canceled, but .45 PARABELLUM BLOODHOUND showcases her talent.

TA: Working with Garoad on VA-11 Hall-A's music was a success.

CO: Michael and I share similar tastes, so the process was collaborative and fluid. We'd iterate until the soundtrack was complete, often referencing songs or letting the visuals inspire the music, creating a strong game identity.

TA: VA-11 Hall-A's merchandise is incredibly popular. How involved are you in merchandise creation? Are there any items you'd like to see produced?

CO: My input is limited; I primarily approve or reject designs. I'd like more involvement 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 your approach to paying homage to your influences?

CO: That cover was created during a difficult time, amidst national instability. We listened to Gustavo Cerati's Bocanada album, which helped us persevere. The cover is a homage to that, though I'd approach it differently now. My approach to inspiration has evolved, evident in .45 PARABELLUM BLOODHOUND.

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

CO: I expected Stella's popularity due to pre-release viral gifs, but you can't predict these things. I had a feeling about certain elements, but I can't explain why. Formulas stifle creativity; letting things flow organically is key.

TA: I jokingly call N1RV Ann-A my "Silksong." Do you revisit N1RV Ann-A or VA-11 Hall-A concepts during other projects?

CO: I jot down lore and character ideas. I enjoy sketching Sam and exploring designs, characters, environments, and dialogue. I even imagine alternative scenarios, but my focus is currently on .45 PARABELLUM BLOODHOUND. N1RV Ann-A's development will accelerate afterward, depending on inspiration.

TA: What are 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 feels more authentically "Suda." I hope future Grasshopper projects focus on original titles.

TA: What are your thoughts on Grasshopper Manufacture under NetEase and the announced remasters?

CO: Hopefully, NetEase provides Grasshopper with ample resources.

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

CO: I avoid importing; protectionist policies are counterproductive. It's frustrating dealing with unnecessary barriers.

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

CO: We've been focused and productive, without crunch. We celebrated successes and managed expectations, but the work itself was rewarding. The announcement was a success, but the hard work continues.

TA: .45 PARABELLUM BLOODHOUND is on Steam. 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 bridge the gap between casual and action-oriented 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, but I shifted to a South American Cyberpunk aesthetic after a conversation with a Chinese friend. I realized leveraging my own culture was more authentic and impactful.

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

CO: Self-publishing on PC, and partnering with others for consoles.

TA: What inspired Reila Mikazuchi's design?

CO: Meiko Kaji, an actor and singer, was a major inspiration. Her films and her look captivated me.

TA: How many iterations of Reila's design were there?

CO: The core look was consistent, but the outfit went through many changes. Merenge helped finalize the accessories.

TA: Should we expect smaller projects like VA-11 Hall-A Kids and Sapphic Pussy Rhapsody before .45 PARABELLUM BLOODHOUND?

CO: Possibly, but our focus is on releasing .45 PARABELLUM BLOODHOUND and moving on to new projects.

TA: What does a typical day look like?

CO: I usually work from 9am to 4 or 5pm, but sleep has been challenging lately. 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: What are your thoughts on the current indie game scene?

CO: I'm inspired by the creativity, but concerned about over-reliance on familiar concepts. There's great work, 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 aspects of The Silver Case inspired you?

CO: The Silver Case was a white whale. The mystery and the gaps in the narrative inspired the presentation 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.

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, preferably with cheesecake.

The interview concludes with a promise of a future discussion focused solely on The Silver Case, highlighting the deep connection between Ortiz's work and the influence of Suda51's iconic title. The inclusion of images throughout maintains the original formatting.

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