For years, I've had the privilege of interviewing some of my favorite game developers, including a few I never thought possible. But rarely do I get to speak with someone responsible for what's arguably my all-time favorite game. That's where Christopher Ortiz, aka kiririn51 of Sukeban Games, comes in. We've covered their titles on TouchArcade for years; at one point, *VA-11 Hall-A* was even slated for iPad (a topic I revisited in this interview). With Sukeban Games' newest project, *.45 PARABELLUM BLOODHOUND*, officially announced, I had the chance to chat extensively with Christopher about the game, fan reactions, *VA-11 Hall-A*, inspirations, Suda51, *The Silver Case*, and, of course, coffee.

TouchArcade (TA): Tell us a bit about yourself and your role at Sukeban Games.
Christopher Ortiz (CO): I'm Chris, a game creator who does way too much at this company. When I'm not locked in, I enjoy hanging out with friends and eating delicious food.
TA: Our last conversation was in 2019, around the time VA-11 Hall-A launched on PS4 and Switch, following its PS Vita and PC releases. Even then, as a fan, the game's merchandise and promotion in Japan were incredible. You recently visited Japan for BitSummit. How was it seeing the reception to VA-11 Hall-A and now .45 PARABELLUM BLOODHOUND?
CO: Japan feels like a second home, even if the government doesn't quite agree. It was an emotional homecoming. I hadn't exhibited at a game event since Tokyo Game Show 2017—seven years! Seven years of attending events, wishing I could be a part of that energy. Now, it's like a pro-wrestler returning from retirement to a new world; lost, confused, unsure if I still had it... but my worries were unfounded. People hadn't forgotten us and still support the studio, so I'm incredibly grateful. This experience fuels my drive to move forward.

TA: VA-11 Hall-A is one of my favorite games, and I replay it every holiday season. When you worked on it years ago, did you anticipate its immense growth, including multiple figures, with a new Jill figure on the way?
CO: I never expected it to sell more than 10-15,000 copies, but we knew we had something special. Otherwise, we wouldn't have persevered. The scale of its success was overwhelming, and I think we're still processing some of the unexpected consequences.
TA: VA-11 Hall-A is now 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? I'd love to see it on Xbox too, if possible.
CO: I playtested an iPad build, but it didn't progress for some reason. Maybe I missed an email. You'd have to ask the publisher.

TA: Years ago, Sukeban Games was just you (Kiririn51) and IronincLark (Fer). How has the team changed?
CO: We're now six people. There's been some turnover, but we prefer a small, tight-knit operation.
TA: Leading into this—how has it been working with MerengeDoll?
CO: Merenge is a trooper. She has this uncanny ability to translate my ideas into visual form, making it a pleasure to work with her. It's unfortunate that some projects she was leading on were canceled due to circumstances beyond our control, but that's life. People will eventually see Merenge's true potential. There's a lot of MerengeDoll in .45pb, which is great.

TA: Can you talk about working with Garoad on the VA-11 Hall-A music? Like the game, the soundtrack is a favorite of mine.
CO: Michael and I share similar musical tastes and influences, so the process was very organic. He'd create a track, and I'd love it. We'd repeat until the soundtrack was finished. Sometimes I'd send a reference track; sometimes he'd create something original that inspired in-game visuals, which then inspired more music. This synergy gave the game a strong identity that endures.
TA: I didn't realize until recently how vocal VA-11 Hall-A's fanbase is and how much merch keeps selling out. The vinyl box sets have had multiple pressings, and that SLUT shirt keeps selling out. How much input do you have on merchandise? Anything you'd like to see made that hasn't happened yet?
CO: I don't have much input on merch. I mostly approve or disapprove after others have made the decisions. I'd like to be more involved with .45pb.
TA: Playism's Japanese release of VA-11 Hall-A had a fantastic art book cover. I wish I could get that signed and framed. Can you talk about its inspiration and how you pay homage to your favorites in your work?
CO: I drew that cover during a very difficult time; I hadn't fully realized it then. We were focused on surviving the collapse of our country and other challenges. We listened to a lot of Gustavo Cerati's Bocanada album at our old office; its music kept us going. When asked to create a new piece for the art book, I paid homage to it. I admit it's a bit overt now, but I'm still proud of it. My approach to inspiration has evolved, and that will be evident in .45pb.

TA: You and Fer have discussed VA-11 Hall-A extensively. The characters are incredibly well-written and designed. Looking back, did you expect certain characters to become as popular as they did?
CO: I expected Stella to be most popular, as her GIFs went viral before release, but you can never predict these things. I knew certain elements would resonate; I just can't articulate why. Once a hunch becomes a science, the magic disappears. Formulas are detrimental; you have to let things flow.
TA: I joke with friends that N1RV Ann-A is my "Silksong," but I'm patient. I still revisit VA-11 Hall-A often. 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 notes. I enjoy drawing Sam, designing, playing with the game's look, cinematic shots, one-liners, environments, and atmosphere. I even imagine "what if this wasn't a bartending game?" Once .45pb is finished, Nirvana's development will accelerate.

TA: As a huge Suda fan, I'm curious about your thoughts on No More Heroes 3 and Travis Strikes Again. I love No More Heroes 3 (11+ playthroughs), but Travis Strikes Again might be Suda's most "Suda" game.
CO: I really liked No More Heroes 3's combat, but not the writing. Maybe it was COVID; game development is tough, especially with tight deadlines. It seems like it started as one thing and had to become something else to ship. A shame. I hope they focus on original games now. Re-releases are fine, especially lost media.
Regarding Travis Strikes Again, I agree; it's the best of the newer games. It feels like reading someone's diary. I didn't see much of that in 3 outside of continuing plot threads from TSA.
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: NetEase is a large corporation, so I hope Grasshopper gets the resources they need.

TA: VA-11 Hall-A's journey from PC to PS Vita was quite a journey, involving many parties across regions. I bought the Japanese release for the box art, despite no English. For Switch and PS4, you wanted the Japanese release to include English. How has it been for you in Argentina getting merchandise? It's a pain here with delays and import fees.
CO: I don't import anything anymore. I don't want to deal with Argentinian customs. Protectionist policies are stupid. Sure, make electronics more expensive to import to help local markets, but there's no Argentinian PlayStation, is there? No Argentinian Steam. Only idiots create these policies. Brazil does the same. It would be great if they stopped.
TA: You've worked with PC-98 and PSX aesthetics. When .45 PARABELLUM BLOODHOUND was announced, I was blown away. The reception has been largely positive, but I can't imagine what you and the team went through leading up to the reveal, especially with N1RV Ann-A. How have the last few months been?
CO: We've been locked in, doing our thing. No crunch, all fun. We party, we feast, we travel. We touch grass. Lots of insecurities and self-doubt, for sure. We tried to manage expectations before the reveal, bracing ourselves for apathy because it's not Nirvana. But when it came to working, there was no hesitation. I'm happy with the announcement, but now we need to buckle down and finish the story.

TA: .45 PARABELLUM BLOODHOUND has been revealed, is wishlisted on Steam, and I immediately thought of Vagrant Story x Sukeban Games' vibe. How has it been interacting with fans online and offline?
CO: Incredibly fun, even with the comparisons to older games. I don't mind, but some comments are mind-boggling. The amount of fanart after the reveal was surprising. A fan even brought us a drawing we displayed at BitSummit.
Our crown jewel
By @TumugiV !!! Thank you as always!!!!! pic.twitter.com/N1hbLMY25Q
— Sukeban Games (@SukebanGames) July 21, 2024
TA: Probably too soon, but when can I buy the key art as a signed poster?
CO: Maybe at release.

TA: What were your main inspirations for .45 PARABELLUM BLOODHOUND visually and gameplay-wise?
CO: With .45pb's gameplay, there was a unique challenge. People know Sukeban as a visual novel developer, and I wanted a bridge between that audience and something more action-focused. I saw Parasite Eve's battle system and thought, "This is a good solution," thanks to its hybrid real-time/turn-based gameplay. We don't need to reinvent the wheel every time.
For the visuals, I remember being in Milan in 2019, depressed and without a country to live in. The mix of modern and old buildings, neon lights, and LED screens along the river sparked my imagination. That was the genesis of the game's look. Moving to Buenos Aires added a South American roughness absent in most cyberpunk worlds, so I leaned into that.

TA: Tell us about the team, including the composer, and how long it's been in development.
CO: Two people work on it daily (me and the programmer), plus Merenge for additional design. The composer is Juneji, who has worked with us extensively. We have a lot of unreleased music and art due to canceled projects. We added a friend in a producer/babysitting role to help with non-game stuff.
Development technically started in 2019, but the current iteration is about two years old. Before that, it was experimentation until we found the right gameplay.
TA: .45 PARABELLUM BLOODHOUND has a teaser, gameplay, and a Steam page. Any plans for a demo in a Valve demo fest?
CO: Maintaining a demo would be difficult, so we prefer offline events. Never say never, though.
TA: Many VA-11 Hall-A fans are excited for .45 PARABELLUM BLOODHOUND. Will it be accessible to everyone?
CO: It's too early to say, but the battle system is meant to bridge the gap between vibes-based and action-oriented players.

TA: What's your favorite aspect of .45 PARABELLUM BLOODHOUND right now?
CO: As a game? The atmosphere and script. I sometimes play it to relax and wonder, "What happens next?" The combat is fun once it opens up after the first chapter.

TA: An interesting development/design anecdote for .45 PARABELLUM BLOODHOUND or VA-11 Hall-A?
CO: I mentioned the influence of Milan and Buenos Aires on .45pb's world. Early screenshots showed locales reminiscent of Hong Kong. I scrapped most of it in favor of the "South American Cyberpunk" after talking to a Chinese friend. I was consulting on fonts and text for authenticity, but then I thought, "Why go through all this effort when I can leverage my own culture?" I think more original works can be born if we leverage our uniqueness.

TA: Since the announcement, people have asked about console versions, but we don't even have a release year. Will this be self-published?
CO: We want to self-publish on PC and partner with others for consoles. We're looking for the right partner.
TA: What were the inspirations behind Reila Mikazuchi's design and character?
CO: I admire actor and singer Meiko Kaji. I love her films (Prisoner Scorpion, Stray Cat Rock, Lady Snowblood, Jeans Blues). Her look is captivating, and I wanted my own Meiko Kaji for .45pb. I needed a character who could project inner pain effortlessly. Every character is a composite of people I know and myself.

TA: How many iterations did you go through for her final design?
CO: I always envisioned long black hair, pale skin, and the third eye. The outfit was challenging. She wore a suit at first! Then a biker jacket, but it looked weird. Merenge helped with accessories.

TA: VA-11 Hall-A had VA-11 Hall-A Kids and Sapphic Pussy Rhapsody released afterward. Should we expect smaller projects before .45 PARABELLUM BLOODHOUND?
CO: Never say never, but our plan is to release it, let it be, and move on. No DLC. Ports are possible. If A24 or someone wants to make a movie, I'll listen.
TA: What does a day in your life look like?
CO: I'm a bit messed up right now. Usually, I work from 9 am to 4 or 5 pm, but sleep escapes me lately. When not working, I see movies, walk, buy books. Buenos Aires inspires me. I owe a lot to my friends for my mental health.

TA: What have you been playing lately?
CO: So many games! This year, Children of the Sun and Arctic Eggs. Last year, The Citadel, Lethal Company, and RoboCop: Rogue City. Now, The Evil Within, which feels like a lost Grasshopper game. Elden Ring expansion, and I replayed Kane and Lynch 2.
TA: What do you think of the current state of indie games?
CO: I'm always inspired by indie games at events. That sense of community is great. But I worry about over-reliance on familiar concepts and inspirations. Games like Arctic Eggs do it right. There's indie slop, just like triple-A slop.

TA: Any specific games you're looking forward to this year?
CO: Slitterhead. Also, Sonokuni, Elation For The Wonder Box 6000, Studio System: Guardian Angel, Eating Nature...
TA: If we did this interview over a call, I'd nerd out about The Silver Case with you. I'm glad I listened to my friend and powered through it. I adore it, and I know you do too. What elements inspired you most? Favorite track?
CO: The Silver Case felt like a white whale. It was so inaccessible that my mind created its own version. The way it inspires me is related to filling gaps. The space between the real game and my imagination is where ideas for Va11halla or The Radio Wave Bureau were born. I can't pick a favorite song; the whole soundtrack has a vibe.

TA: Did you play it on console or PC?
CO: Every platform.
TA: The Silver Case's original box art and aesthetic are amazing. What elements intrigued you?
CO: The stoic look of the characters. Takashi Miyamoto is my goat, along with Yoshitoshi Abe. I was also transfixed by the UI. I lament that The Silver Case didn't create a movement. Visual Novels could look so much better.

TA: You've met Suda more than once. How has that been? Has he played VA-11 Hall-A?
CO: Twice. I lament not knowing enough Japanese. We share interests, but the generational gap is noticeable. I know he played my game, but I don't know if he enjoyed it.
TA: Are you up for another meeting if the opportunity arises?
CO: There's a story behind this that I'll have to sit on for a while longer.
TA: My 2024 Game of the Year is Like a Dragon: Infinite Wealth. You loved Yakuza: Like a Dragon. Did you play Infinite Wealth/8 or Gaiden last year?
CO: I love Like a Dragon, but I didn't play Gaiden, and Infinite Wealth felt overwhelming at launch. Maybe later.

TA: VA-11 Hall-A is perfect for portable play. I loved it on Switch and recently found a mod adding full controller support to PC. I've been revisiting it on Steam Deck. Have you tried it on Steam Deck?
CO: I did, and it sort of works, but not perfectly. It's not technically feasible to fix it now. The Game Maker version doesn't work properly on modern Windows.
TA: I have more to discuss, but let's save it for part 2. How do you like your coffee?
CO: Black as a moonless night. Even better with cheesecake on a beautiful afternoon.
TA: It's nearly 2 AM, and these questions made me want to replay The Silver Case. Next time, let's discuss The Silver Case.
CO: Absolutely!

I'd like to thank Christopher Ortiz for their time.
You can find our other interviews here...