Home News Sukeban Games 2024 Interview: Ciririn51 on Bloodhound, Inspirations, and More

Sukeban Games 2024 Interview: Ciririn51 on Bloodhound, Inspirations, and More

Author : Emery Update : Jan 26,2025

This extensive interview with Christopher Ortiz, the creator behind the beloved indie game VA-11 Hall-A, delves deep into his career, inspirations, and the highly anticipated new project, .45 PARABELLUM BLOODHOUND. Ortiz discusses the unexpected success of VA-11 Hall-A, its merchandise, and the challenges of managing a growing fanbase. He also shares insights into the development process, his collaborations with other artists, and his personal inspirations, referencing influential games like The Silver Case and the works of Suda51. The interview touches upon the visual and gameplay design of .45 PARABELLUM BLOODHOUND, its inspirations, and the team's approach to development. Ortiz also reflects on the current state of indie games, his personal life, and his favorite beverages.

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

Christopher Ortiz (CO): I'm Chris, a game creator juggling numerous roles within the company. When not working, I enjoy socializing and fine dining.

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 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 differences. Returning felt deeply emotional. Bitsummit was my first exhibition since Tokyo Game Show 2017 – seven years of attending events and yearning for that creative energy. I felt like a wrestler returning after retirement, uncertain of my abilities, but those fears were unfounded. The continued support for Sukeban Games fuels my drive.

TA: VA-11 Hall-A is one of my all-time favorites; I replay it annually. Did you anticipate its immense success, including the numerous figurines (with a Jill figure soon to be released)?

CO: I initially projected sales of 10-15,000 copies, but we recognized its potential. The scale of its success was overwhelming, and we're still processing its impact.

TA: VA-11 Hall-A is available on PC, Switch, PS Vita, PS4, and PS5 (backward 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. Perhaps I missed an email; you'd need 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. The team has seen changes, but we prefer a small, close-knit structure.

TA: How has collaborating with MerengeDoll been?

CO: Merenge is exceptional; she seamlessly translates my ideas into visuals. It's unfortunate some projects she led were canceled, but we're excited for the world to see her full potential, much of which is showcased in .45 PARABELLUM BLOODHOUND.

TA: Discuss your collaboration with Garoad on VA-11 Hall-A's music. The soundtrack is another personal favorite.

CO: Michael and I share similar musical tastes. The process was fluid; he'd create a track, I'd love it, and we'd repeat until the soundtrack was complete. Sometimes a reference track inspired him, other times his original compositions inspired in-game visuals, creating a synergistic effect that solidified the game's identity.

TA: VA-11 Hall-A developed a dedicated fanbase and substantial merchandise sales. The vinyl box sets have seen multiple pressings, and the SLUT shirt is constantly sold out. How involved are you in merchandise creation? Are there any items you'd like to see produced?

CO: My input on merchandise is limited; I mostly approve or reject designs after others have made the key decisions. I aim for more involvement with .45 PARABELLUM BLOODHOUND.

TA: Playism's Japanese release of VA-11 Hall-A included a stunning art book cover. Discuss its inspiration and how you pay homage to your influences.

CO: That cover was created during a difficult period; we were focused on surviving the economic collapse in Argentina. We listened extensively to Gustavo Cerati's Bocanada album, which helped us persevere. The cover is a homage to that album; while perhaps overly overt, I remain proud of it. My approach to inspiration has evolved, evident in .45 PARABELLUM BLOODHOUND.

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

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; formulas stifle creativity. Letting things organically develop is key.

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 during other projects?

CO: I jot down lore and character ideas for future use. I enjoy drawing Sam, designing characters, and exploring alternate scenarios for the games. Once .45 PARABELLUM BLOODHOUND is complete, N1RV Ann-A's development will accelerate.

TA: As a Suda51 fan, what are your thoughts on No More Heroes 3 and Travis Strikes Again?

CO: I enjoyed 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 rather than sequels.

TA: What are your thoughts on Grasshopper Manufacture under NetEase and the announced remasters?

CO: Hopefully, NetEase provides Grasshopper with ample resources and time.

TA: VA-11 Hall-A's journey from PC to PS Vita involved multiple parties. Discuss the challenges of getting your own game's merchandise in Argentina, with import delays and fees.

CO: I avoid importing; Argentinian customs are problematic. Protectionist policies are illogical; there's no local equivalent to PlayStation or Steam.

TA: You've utilized PC-98 and PSX aesthetics. .45 PARABELLUM BLOODHOUND's announcement was stunning. Discuss the past few months leading up to the reveal.

CO: We worked diligently, without crunch, focusing on fun, travel, and relaxation. We managed expectations, anticipating potential apathy, but the reveal's positive reception was rewarding. Now, we must finish the game.

TA: .45 PARABELLUM BLOODHOUND is available for wishlist on Steam. It reminded me of Vagrant Story with a Sukeban Games twist. Discuss fan reactions.

CO: The response has been overwhelmingly positive, though comparisons to older games are frequent. The immediate fanart was a delightful surprise.

TA: When can we expect the key art as a signed poster?

CO: Possibly at launch.

TA: What were your main inspirations for .45 PARABELLUM BLOODHOUND's visuals and gameplay?

CO: The gameplay aimed to bridge the gap between visual novel fans and action players, drawing inspiration from Parasite Eve's battle system. Visually, the game's aesthetic is inspired by the juxtaposition of modern and old architecture in cities like Milan and Buenos Aires, combined with South American texture.

TA: Discuss the team working on the game, including the composer, and its development timeline.

CO: Two people work daily (myself and the programmer), with Merenge assisting. The composer is Juneji. Development, in its current iteration, has spanned approximately two years, following earlier experimentation.

TA: Are there plans for a PC demo?

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

TA: Will .45 PARABELLUM BLOODHOUND be accessible to all players?

CO: It's too early to say, but the battle system aims to ease action-oriented players into the game.

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

CO: The atmosphere and script. The combat becomes addictive once it opens up.

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

CO: Early screenshots showed Hong Kong-inspired locales, but I ultimately shifted to a South American Cyberpunk aesthetic, realizing the value of leveraging my own cultural background.

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

CO: We aim for self-publishing on PC and partnering with others for consoles.

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

CO: I admire actress Meiko Kaji; her look and the ability to convey emotion with minimal expression influenced Reila's design. Her personality is a composite of various people I know, including myself.

TA: How many iterations did Reila's design undergo?

CO: The core elements (long black hair, pale skin, third eye) remained consistent. The outfit underwent numerous revisions, with Merenge's assistance on accessories.

TA: Should we expect smaller projects like VA-11 Hall-A Kids before .45 PARABELLUM BLOODHOUND's release?

CO: Our focus is on releasing .45 PARABELLUM BLOODHOUND, then moving on to new projects. Ports are possible, but no DLC is planned.

TA: Describe a typical day.

CO: My schedule is currently disrupted due to sleep issues. When not working, I enjoy movies, walks, and reading. Buenos Aires' culture and social scene help maintain my sanity.

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 indie game landscape?

CO: I'm inspired by the creativity at indie events, but I worry about over-reliance on familiar concepts and mechanics. There's a need for more originality.

TA: Any games you're anticipating this year?

CO: Slitterhead, Sonokuni, Elation For The Wonder Box 6000, Studio System: Guardian Angel, and Eating Nature.

TA: Discuss The Silver Case's influence on your work.

CO: The Silver Case was initially inaccessible, fueling my imagination. The gap between the real game and my imagined version influenced 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 aspects of The Silver Case's visual style intrigued you?

CO: The stoic character designs and the unique UI. I lament that The Silver Case didn't inspire a wider movement in visual novel aesthetics.

TA: You've met Suda51. Has he played VA-11 Hall-A?

CO: Yes, but I don't know his opinion.

TA: Are you open to future collaborations?

CO: There's a story I'll share later.

TA: Did you play Like a Dragon: Infinite Wealth?

CO: I love the series, but Infinite Wealth felt overwhelming at launch; I'll revisit it later.

TA: Have you played VA-11 Hall-A on Steam Deck?

CO: Yes, but controller support isn't perfect due to technical limitations with the Game Maker engine.

TA: How do you like your coffee?

CO: Black, preferably with cheesecake.

The interviewer thanks Christopher Ortiz for his time.