Exclusive: KIRIRIN51 on Sukeban Games' .45 Parabelllum Bloodhound

Feb 11,25

This extensive interview delves into the mind of Christopher Ortiz, the creator behind the critically acclaimed 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 covers the development process of .45 PARABELLUM BLOODHOUND, its inspirations, and the team's creative journey. Ortiz shares insights into his artistic influences, including a deep appreciation for Suda51's work and the impact of classic games on his design philosophy. The interview concludes with a discussion of Ortiz's personal life, his favorite games, and his thoughts on the current state of the indie game scene.

TouchArcade (TA): Briefly introduce yourself and your role at Sukeban Games.

Christopher Ortiz (CO): I'm Chris, a game creator juggling multiple roles within 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, its popularity in Japan was remarkable. 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 political complexities. It was an emotional return. Bitsummit was my first exhibition since Tokyo Game Show 2017 – seven years of attending events as an attendee, yearning for that creative energy. Now, I felt like a wrestler returning to a transformed industry. Thankfully, the support was incredible; it fuels my future endeavors.

TA: VA-11 Hall-A is one of my all-time favorites. Did you anticipate its massive success, including multiple figurines (with a Jill figure forthcoming)?

CO: I initially projected sales of 10-15k copies. We knew we had something special, but the scale of its success was overwhelming; we're still processing it.

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 for reasons I'm unsure of; possibly 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 exceptional. She translates my ideas into stunning visuals. It's unfortunate some projects she spearheaded were canceled, but .45 PARABELLUM BLOODHOUND showcases her talent significantly.

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

CO: Michael and I share similar musical tastes. It was collaborative and organic. He'd create a track, I'd love it, and we'd repeat until the soundtrack was complete. The synergy defined the game's identity.

TA: VA-11 Hall-A's merchandise is incredibly popular. How involved are you in merchandise creation? Any unfulfilled merchandise desires?

CO: My input is minimal; 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 featured a stunning art book cover. Could you discuss its inspiration and how you pay homage to your influences?

CO: That cover was created during a challenging period, amidst national instability. We listened to Gustavo Cerati's Bocanada album, which helped us persevere. The cover is an overt homage to that album; I'd approach it differently now, but I'm still proud of it. My approach to inspiration has evolved, which will be apparent in .45 PARABELLUM BLOODHOUND.

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

CO: I expected Stella's popularity due to pre-release viral gifs, but predicting such things is impossible. I had a sense of what would resonate, but I can't articulate why; I prefer not to dissect the magic. Formulas stifle creativity.

TA: N1RV Ann-A is often jokingly referred to as my "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 sketching Sam, designing characters, and exploring alternate game concepts. 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 its writing. Travis Strikes Again feels more authentically "Suda." I hope future Grasshopper Manufacture games 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 multiple parties. How has it been managing merchandise in Argentina, with import fees and delays?

CO: I avoid importing; Argentinian customs are frustrating. Protectionist policies are counterproductive.

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, managed expectations, and are now committed to completing the game.

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

CO: Maintaining a demo would be challenging; we prefer offline demos.

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.

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

CO: Self-publishing on PC, with a partner for consoles.

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

CO: Meiko Kaji, the actress and singer, was a significant inspiration for her look. Her films project a captivating sense of inner pain and tragedy. Her character is also a composite of several people I know, including myself.

TA: How many design iterations did Reila undergo?

CO: The basic look was consistent, but her outfit underwent 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, then moving on.

TA: What does a typical day look like for you?

CO: My schedule is currently disrupted due to sleep issues. 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 state of indie games?

CO: I'm inspired by the creativity, but concerned about over-reliance on familiar concepts.

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: Its inaccessibility, which fueled my imagination. The space between the real game and my imagined version 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 visual elements of The Silver Case intrigued you?

CO: The characters' stoic expressions 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 as night, ideally with cheesecake.

The interview concludes with a promise of a future discussion dedicated to The Silver Case.

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