Home News Sukeban Games' Christopher Ortiz Discusses .45 PARABELLUM BLOODHOUND and More in 2024 Interview

Sukeban Games' Christopher Ortiz Discusses .45 PARABELLUM BLOODHOUND and More in 2024 Interview

Author : Madison Update:May 19,2025

Over the years, I've had the privilege of interviewing some of my favorite game developers, but it's not every day I get to speak with someone behind one of my all-time favorite games. Enter Christopher Ortiz, also known as kiririn51 from Sukeban Games. We've been covering their titles on TouchArcade for years, especially since VA-11 Hall-A was initially slated for an iPad release (a topic I revisited later in our conversation). With the announcement of Sukeban Games' latest project, .45 PARABELLUM BLOODHOUND, I had the opportunity to sit down with Christopher Ortiz for an in-depth discussion about the 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 wears many hats at Sukeban Games. When I'm not working, I enjoy spending time with friends and indulging in delicious food.

TA: The last time we spoke was in 2019, around the time VA-11 Hall-A was released on PS4 and Switch, following its debut on PC and PS Vita. As a fan, it was incredible to see the game's extensive merchandise and promotion in Japan. You recently attended Bitsummit in Japan. How has it been for you to visit Japan and witness the reception to VA-11 Hall-A and now your new project, .45 PARABELLUM BLOODHOUND?

CO: Japan feels like a second home to me, despite the government's stance. It's always an emotional experience. I haven't been an exhibitor at a game event since Tokyo Game Show 2017, which was seven years ago. It's been a journey of attending events and feeling inspired by the energy. Returning as an exhibitor felt like a pro-wrestler coming out of retirement into a new world. I was worried, but the support from fans has been overwhelming and humbling. It's fuel for our future endeavors.

TA: VA-11 Hall-A is one of my favorite games, and I make it a tradition to replay it every holiday season. When you were working on it, did you ever anticipate it would grow to this level of success, including multiple figures and a new one for Jill on the way?

CO: We hoped to sell 10-15k copies, but we knew we had something special. The scale of success was overwhelming, and we're still dealing with some of its unexpected effects.

TA: VA-11 Hall-A is available on PC, Switch, PS Vita, PS4, and PS5 through back compatibility. What happened to the iPad version that was announced years ago? Are ports like that handled by Ysbryd, or do you have some involvement? I'd love to see it on Xbox as well.

CO: I actually playtested an iPad build, but it didn't go anywhere. You'd have 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 aim to keep it small and tight-knit.

TA: How has it been working with MerengeDoll?

CO: Merenge is incredible. She has a knack for translating my ideas into visual form. It's unfortunate that some of her projects were canceled, but her work is still prominent 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 the process was very organic. He'd create a track, and I'd love it. We'd repeat this until the soundtrack was complete. Sometimes, I'd send him a reference song, and other times, his original compositions would inspire game visuals, creating a synergy 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, including 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 been done yet?

CO: I mostly give a thumbs up or down on merchandise decisions. I'd like to be more involved with .45 PARABELLUM BLOODHOUND now that I understand the process better.

TA: The Japanese release of VA-11 Hall-A by Playism included a fantastic art book cover. I'd love to get that signed and framed. Can you talk about the inspiration behind it and how you incorporate your favorite influences into your work?

CO: When I drew that cover, I was going through tough times. We were focused on surviving various challenges. We listened to Gustavo Cerati's album Bocanada a lot, which kept us going. The cover was a homage to that album, though I'd do it differently now. My approach to inspirations has evolved, and that will be evident in .45 PARABELLUM BLOODHOUND.

TA: The characters in VA-11 Hall-A are brilliantly written and designed. Did you expect certain characters to become as popular as they did?

CO: I thought Stella would be the most popular due to her viral gifs before the game's release, but you can never predict these things. I knew some elements would be a hit, but I can't explain why. It's better to let things flow naturally without turning hunches into formulas.

TA: I've jokingly called N1RV Ann-A my "Silksong," but I'm happy to wait as long as it takes. Do you 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 and experimenting with new designs and ideas, but that's the extent of it for now. Once .45 PARABELLUM BLOODHOUND is done, we'll focus more on N1RV Ann-A 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 might be Suda's most "Suda" game yet.

CO: I loved the combat in No More Heroes 3, but the writing didn't resonate with me. It felt like the game had to change direction to meet deadlines. Travis Strikes Again, on the other hand, felt like reading a diary, which I appreciate. It captured Suda's essence more than No More Heroes 3.

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: I hope Netease provides Grasshopper with the resources and time they need to create great games.

TA: VA-11 Hall-A's journey from PC to PS Vita was quite an adventure, involving many parties across regions. I bought the Japanese release just for the box art, despite it not having English. For the Switch and PS4 releases, you wanted the Japanese version to include English. How has it been for you in Argentina trying to get your own game's merchandise and other imports?

CO: I don't import anything these days due to the hassle with Argentinian customs. Protectionist policies make everything more expensive without local alternatives. It's frustrating.

TA: You've worked with PC-98 and PSX aesthetics before. When .45 PARABELLUM BLOODHOUND was announced, I was blown away by its look. It seemed like the perfect game for you. How have the last few months been leading up to its reveal, especially with N1RV Ann-A in the background?

CO: We've been focused on our work, enjoying the process without crunch. There's been a lot of self-doubt, but we managed expectations and were thrilled with the positive reception. Now, we need to finish the story.

TA: .45 PARABELLUM BLOODHOUND has been revealed, and people can wishlist it on Steam. It reminded me of Vagrant Story with a Sukeban twist. How has it been interacting with fans discussing it online and offline?

CO: It's been fun, though there have been some wild comparisons to old games. The amount of fanart right after the reveal was amazing. A fan even brought us a drawing that we displayed 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 poster and get it signed?

CO: Maybe on release.

TA: What were your main inspirations for .45 PARABELLUM BLOODHOUND from a visual and gameplay perspective?

CO: For gameplay, I wanted to bridge the gap between our visual novel audience and action-focused players. Parasite Eve's battle system inspired me to create a hybrid of real-time and turn-based gameplay. Visually, I drew inspiration from the mix of modern and old architecture in Milan and Buenos Aires, combined with neon lights and LED screens. This blend of old, new, and decadent, with a South American texture, helped create a unique cyberpunk aesthetic.

TA: Can you tell us about the team working on .45 PARABELLUM BLOODHOUND, including the composer, and how long it's been in development?

CO: It's mainly me and the programmer working on it daily, with Merenge helping with character and production design. Juneji is our composer, and we have a lot of his incredible music from past projects. We've been working on this since 2019, with the current iteration being about two years old.

TA: .45 PARABELLUM BLOODHOUND has a teaser, gameplay, and a Steam page. Are there plans for a demo on PC 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 VA-11 Hall-A fans are excited for .45 PARABELLUM BLOODHOUND. Will it be accessible to everyone, or is it too soon to discuss difficulty?

CO: It's too early to explain, but the battle system aims to bridge vibes-based and action-oriented players, easing one type into the new system.

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

CO: The atmosphere and script are my favorites. I even play it on my Steam Deck to relax and get excited about the story. The combat becomes addictive once it opens up after the first chapter.

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-inspired locales, but I scrapped them after a conversation with a friend from China. I realized I should leverage my own culture instead of trying to be authentic to another. This shift towards "South American Cyberpunk" has been a guiding principle for me.

TA: Since the announcement, many have asked about a console version. Will .45 PARABELLUM BLOODHOUND be self-published, or are you working with a publisher?

CO: We plan to self-publish on PC and work with other companies for console releases. We're currently finding the right partner.

TA: What were the inspirations behind Reila Mikazuchi's design and character?

CO: I admire Meiko Kaji a lot, and her look inspired Reila's design. I wanted a character who could convey inner pain and tragedy with just her eyes. As for the writing, Reila is a composite of several people I know and myself, but I'll keep those inspirations secret.

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, which didn't fit. Merenge helped with accessories like shoes, gloves, and the jacket logo.

TA: VA-11 Hall-A saw VA-11 Hall-A Kids and Sapphic Pussy Rhapsody released after the game. Should we expect any smaller projects like that ahead of .45 PARABELLUM BLOODHOUND?

CO: We plan to release .45 PARABELLUM BLOODHOUND and move on to new projects without DLC. Ports to future platforms are possible, and if someone like A24 wants to make a movie, I'd listen.

TA: What does a typical day in your life look like right now?

CO: I'm usually up at 9am, work until lunch, then lock in again until 4 or 5pm. Lately, sleep has been elusive, but I try not to stress about it. When not working, I enjoy movies, walks, and buying books. Buenos Aires inspires me, and the culture, food, and clubbing scene keep me sane.

TA: What games have you been enjoying 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 also replayed Kane and Lynch 2 with a friend and enjoyed the Elden Ring expansion.

TA: What do you think of the current state of indie games?

CO: Indie games inspire me, and the sense of community is fantastic. However, I worry that we're relying too much on familiar concepts. Games like Arctic Eggs do it right by being unique, but there's a lot of repetition. Being indie doesn't guarantee creativity, but there's always room for growth.

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 might never see the light of day, but the attempt is appreciated.

TA: The Silver Case is a game we both love. What elements from it inspired you the most, and what's your favorite track from the soundtrack?

CO: The Silver Case felt like a white whale to me, and the space between my imagination and the actual game inspired the presentation in games like VA-11 Hall-A. I can't pick a single favorite track; the whole soundtrack has a great vibe.

TA: Did you play The Silver Case on console or PC?

CO: I bought and played it on every platform.

TA: The Silver Case's original box art and aesthetic are as beloved by me as VA-11 Hall-A's. What elements of its visual style intrigued you back then?

CO: The stoic look of the characters and the UI design were captivating. I've always been drawn to designs that convey a lot with minimal expressions. The Silver Case's visual style could have inspired a movement in visual novels.

TA: You've met Suda more than once. How was that, and has he played VA-11 Hall-A?

CO: I've met him twice, and we share many interests, though there's a generational gap. He played my game, but I don't know if he enjoyed it. I'll have to ask if I see him again.

TA: Are you still up for this if the opportunity arises?

CO: There's a story behind this that I'll have to sit on for a while longer.

TA: My current game of the year for 2024 is Like a Dragon: Infinite Wealth. Did you play it or Gaiden last year?

CO: I love Like a Dragon, but I didn't play Gaiden, and Infinite Wealth felt overwhelming at launch. I'll give it another shot when I'm in the mood.

TA: VA-11 Hall-A is perfect for portable play. Have you tried it on Steam Deck?

CO: I did, and it sort of works, but not quite. The Game Maker version we used doesn't work well on modern Windows, so we can't update it.

TA: I have more to discuss, but let's save that for part 2. 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 recent ones with FuturLab, Shuhei Matsumoto from Capcom about Marvel Vs Capcom, Santa Ragione, Peter 'Durante' Thoman about PH3 and Falcom, M2 discussing shmups and more, 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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