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Sukeban Games Unleashes '45 Parabellum Bloodhound' Details

Authore: LaylaUpdate:Feb 02,2025

This extensive interview delves into the mind of Christopher Ortiz (kiririn51), a key figure behind the beloved indie game VA-11 Hall-A and the upcoming .45 PARABELLUM BLOODHOUND. Ortiz discusses the unexpected success of VA-11 Hall-A, its merchandise, the development process, and the inspirations behind both games. The interview also touches upon his influences, including Suda51 and The Silver Case, and his thoughts on the current 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 at 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 reception to VA-11 Hall-A and .45 PARABELLUM BLOODHOUND?

CO: Japan feels like a second home. Returning was emotionally powerful. It's been seven years since I last exhibited at a game event (Tokyo Game Show 2017). The reception was incredible; people still support us, which is incredibly motivating.

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

CO: I never expected more than 10-15k sales, but we knew it was special. 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 about the announced iPad version? Are ports handled solely by Ysbryd, or are you involved? An Xbox release would be fantastic.

CO: I playtested an iPad build, but it stalled. You'd have to ask the publisher.

TA: Sukeban Games started with just you (Kiririn51) 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 amazing. She visualizes my ideas incredibly well. It's unfortunate some projects she worked on were cancelled, but her talent shines through 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; he'd create tracks, and I'd love them. We'd iterate until the soundtrack was complete. It was a synergistic process.

TA: VA-11 Hall-A's merchandise is incredibly popular. How much input do you have? Are there any items you'd like to see created?

CO: I mostly 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 how you pay homage to your favorite works?

CO: I created that cover during a difficult period. We were focused on surviving, and the music of Gustavo Cerati's Bocanada album helped us through. The cover is a homage to that.

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

CO: I expected Stella to be popular, but you can't predict these things. I had a feeling certain elements would resonate, but I can't explain why.

TA: N1RV Ann-A is often 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. I enjoy designing Sam and exploring different aspects of the game's world. N1RV Ann-A's development will accelerate after .45 PARABELLUM BLOODHOUND.

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 is better; it feels more personal.

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 to different platforms involved many parties. How has getting your own merchandise been in Argentina, with import fees and delays?

CO: I don't import anything anymore. Protectionist 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 on development, with no crunch, just fun. We're excited about the announcement but need to finish the game.

TA: .45 PARABELLUM BLOODHOUND is on Steam. Are there plans for a PC demo?

CO: Maintaining a demo would be difficult, so we'll likely focus on 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, script, and combat are all highlights.

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

CO: Early .45 PARABELLUM BLOODHOUND designs featured Hong Kong-inspired locales, but I shifted to a South American cyberpunk aesthetic.

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

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

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

CO: Meiko Kaji, an actor and singer, was a major inspiration for her look. Her characters project inner pain and tragedy effortlessly.

TA: How many iterations did Reila's design go through?

CO: The main look was consistent, but the outfit went through many changes. Merenge helped with 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 for you?

CO: I usually work from 9 am to 4 or 5 pm, but sleep has been challenging lately. When I'm not working, I enjoy movies, walks, and reading.

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 and community, but I worry about over-reliance on familiar concepts.

TA: Any games you're looking forward to playing 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 inaccessibility and the need to fill in the gaps inspired the presentation in games like 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 elements 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, like a moonless night, preferably with cheesecake.

This is a significantly shortened version, focusing on the core information and maintaining the original's tone and style. The images remain in their original format and locations. Further shortening would risk losing crucial details.