This extensive interview with Christopher Ortiz (kiririn51) of Sukeban Games delves deep into the creation of their acclaimed titles, VA-11 Hall-A and the upcoming .45 PARABELLUM BLOODHOUND. Ortiz discusses the unexpected success of VA-11 Hall-A, its merchandise, and the challenges and triumphs of independent game development. The conversation also touches upon influences, including Suda51 and The Silver Case, and offers a glimpse into Ortiz's creative process and personal life.
TouchArcade (TA): Briefly introduce yourself and your role at Sukeban Games.
Christopher Ortiz (CO): I'm Chris, a game creator wearing many hats at the studio. 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 experience, witnessing the reception to VA-11 Hall-A and .45 PARABELLUM BLOODHOUND?
CO: Japan feels like a second home, despite political realities. It was an emotional return. Bitsummit was my first exhibition since Tokyo Game Show 2017 – seven years of attending events as an attendee. I felt like a pro-wrestler returning to a changed industry. But my worries were unfounded; the support was incredible, fueling my drive.
TA: VA-11 Hall-A is one of my all-time favorites, a holiday tradition. Did you anticipate its massive success, including multiple figurines (with a Jill figure on the way)?
CO: I predicted modest sales (10-15k copies), but we sensed something special. The scale of its success was overwhelming; we're still processing it.
TA: VA-11 Hall-A is 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. Perhaps an unanswered email; you'd have to ask the publisher.
TA: Sukeban Games began as just you (Kiririn51) and IronincLark (Fer). How has the team evolved?
CO: We're now six people. There's been turnover, but we prefer a small, close-knit team.
TA: How has collaborating with MerengeDoll been?
CO: Merenge is amazing. She visually translates my ideas with uncanny skill. It's unfortunate some projects she led were cancelled, but .45 PARABELLUM BLOODHOUND showcases her considerable talent.
TA: Working with Garoad on VA-11 Hall-A's music? The soundtrack is a masterpiece.
CO: Michael and I share musical tastes. It was a collaborative, organic process. He'd create a track, I'd love it, and we'd repeat until the soundtrack was complete. Sometimes I provided references, sometimes his music inspired in-game visuals, creating a strong game identity.
TA: VA-11 Hall-A's fanbase is passionate, driving significant merchandise sales. The vinyl box sets and "SLUT" shirt are popular. How much input do you have on merchandise? Anything you'd like to see created?
CO: My input is minimal; I mostly approve or reject designs after others have done the heavy lifting. I'd like more involvement with .45 PARABELLUM BLOODHOUND's merchandise.
TA: Playism's Japanese VA-11 Hall-A release featured a stunning art book cover. I'd love a signed copy. Discuss the inspiration, and how you pay homage to your favorites.
CO: That cover was created during a difficult period, navigating national instability. We listened extensively to Gustavo Cerati's Bocanada album, which helped us persevere. The cover is a homage to that album; while a bit overt, I'm still proud of it. My approach to inspiration has evolved significantly, 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 you can't fully predict these things. I had a feeling certain elements would resonate, but I can't articulate why. Over-analyzing kills the magic. Let the creative process flow organically.
TA: N1RV Ann-A is my "Silksong." I enjoy revisiting VA-11 Hall-A. 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 love drawing Sam, designing characters, environments, and imagining alternative scenarios. Once .45 PARABELLUM BLOODHOUND is finished, N1RV Ann-A's development will accelerate.
TA: Your thoughts on No More Heroes 3 and Travis Strikes Again?
CO: I loved No More Heroes 3's combat but disliked the writing. Travis Strikes Again feels more authentically "Suda." I hope they focus on original games instead of sequels.
TA: 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. The Japanese release lacked English. How has acquiring merchandise been in Argentina, with delays and import fees?
CO: I avoid importing; Argentinian customs are a hassle. Protectionist policies are counterproductive.
TA: You've utilized PC-98 and PSX aesthetics. .45 PARABELLUM BLOODHOUND's announcement was stunning. The reception has been positive. How have the past few months been?
CO: We've been focused, without crunch. We celebrated, traveled, and relaxed. There was self-doubt, and we tried to manage expectations. The announcement's success is motivating, but we need to finish the game.
TA: .45 PARABELLUM BLOODHOUND is on Steam. Any plans for a PC demo?
CO: Maintaining a demo would be difficult; 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 bridges the gap between casual and action-oriented players.
TA: Your favorite aspect of .45 PARABELLUM BLOODHOUND?
CO: The atmosphere and script. The combat is also incredibly fun.
TA: 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, realizing the importance of leveraging my own culture.
TA: Publisher plans for .45 PARABELLUM BLOODHOUND?
CO: Self-publishing on PC, seeking console partners.
TA: Inspirations behind Reila Mikazuchi's design?
CO: I admire actress Meiko Kaji (Prisoner Scorpion, etc.). Reila's design and character are partially inspired by her.
TA: Iterations of Reila's design?
CO: The core look (long black hair, pale skin, third eye) was consistent. The outfit underwent many revisions.
TA: Smaller projects like VA-11 Hall-A Kids after .45 PARABELLUM BLOODHOUND?
CO: Possibly, but we plan to focus on new projects.
TA: A day in your life?
CO: Currently irregular sleep, but typically 9 am to 4 or 5 pm work, interspersed with movies, walks, and socializing.
TA: Games you've enjoyed lately?
CO: Children of the Sun, Arctic Eggs, The Citadel, Lethal Company, RoboCop: Rogue City, The Evil Within, Elden Ring expansion, Kane and Lynch 2.
TA: Your thoughts on the current state of indie games?
CO: Inspiring creativity, but concerns about over-reliance on familiar concepts.
TA: Games you're looking forward to?
CO: Slitterhead, Sonokuni, Elation For The Wonder Box 6000, Studio System: Guardian Angel, Eating Nature.
TA: The Silver Case's influence?
CO: A white whale, inspiring the presentation in VA-11 Hall-A and The Radio Wave Bureau. The entire soundtrack is fantastic.
TA: The Silver Case on which platform?
CO: All of them.
TA: The Silver Case's visual style?
CO: The stoic character designs and UI were captivating.
TA: Meeting Suda51?
CO: Twice; I wish I knew more Japanese. He played VA-11 Hall-A.
TA: Future interviews?
CO: There's a story I'll share later.
TA: Like a Dragon: Infinite Wealth?
CO: I love the series, but Infinite Wealth felt overwhelming at launch.
TA: VA-11 Hall-A on Steam Deck?
CO: It works, but not perfectly. Fixes aren't feasible due to technical limitations.
TA: Your coffee preference?
CO: Black coffee, ideally with cheesecake.
Thank you to Christopher Ortiz for their time. This interview also references other TouchArcade interviews.