This extensive interview delves into the creative journey of Christopher Ortiz (kiririn51) of Sukeban Games, the minds behind the beloved VA-11 Hall-A. Ortiz discusses the unexpected success of VA-11 Hall-A, its merchandise, the development of the upcoming .45 PARABELLUM BLOODHOUND, and much more.
TouchArcade (TA): Briefly introduce yourself and your role at Sukeban Games.
Christopher Ortiz (CO): I'm Chris, a game creator juggling many roles at the studio. I enjoy socializing and good food when not immersed in work.
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 experience, witnessing the reception to VA-11 Hall-A and now .45 PARABELLUM BLOODHOUND?
CO: Japan feels like a second home, despite some political realities. It was an emotionally powerful return. My last exhibiting was Tokyo Game Show 2017 – seven years of attending events and wishing I could participate. Now, it's like a pro wrestler returning after retirement, initially uncertain, but pleasantly surprised by the unwavering support. This reaffirms my dedication and fuels future endeavors.
TA: VA-11 Hall-A is one of my all-time favorites; I replay it every holiday season. Did you anticipate its immense success, including multiple figures (with a Jill figure forthcoming)?
CO: I never expected more than 10-15,000 copies, but we sensed something special. The scale of its success was overwhelming, and I think we're still processing the consequences.
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 solely 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 initially consisted of just you (Kiririn51) and IronincLark (Fer). How has the team evolved?
CO: We're now six people; some have come and gone, but we prefer a small, close-knit team.
TA: How has collaborating with MerengeDoll been?
CO: Merenge is exceptional. She translates my ideas into visual form with incredible skill. It's unfortunate that some projects she led on were canceled, but we look forward to showcasing her full potential in the future. .45 PARABELLUM BLOODHOUND prominently features her work.
TA: Tell us about working with Garoad on VA-11 Hall-A's music; it's another favorite of mine.
CO: Michael and I share similar musical tastes. The process was collaborative and organic. He'd create a track, I'd love it, and we'd repeat until the soundtrack was complete. Sometimes I'd provide references; other times, his original compositions inspired in-game visuals, creating a strong synergy.
TA: VA-11 Hall-A's fanbase is incredibly passionate, driving significant merchandise sales. The vinyl box sets have multiple pressings, and the SLUT shirt consistently sells out. How much input do you have on merchandise? Are there any items you'd like to see created?
CO: My input on merchandise is limited; I mostly approve or reject designs. I'd like more involvement with .45 PARABELLUM BLOODHOUND's merchandise.
TA: Playism's Japanese release of VA-11 Hall-A included a stunning art book cover. I'd love a signed copy! Discuss the inspiration behind it and your approach to paying homage to your influences.
CO: I created that cover during a challenging period, grappling with personal struggles and national instability. We listened extensively to Gustavo Cerati's Bocanada album; it sustained us. The cover is a somewhat overt homage, and I'd approach it differently now, but I'm still 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 specific characters?
CO: I expected Stella to be popular due to her viral gifs, but predicting such things is impossible. I had a sense of what would resonate, but I can't articulate why; the moment a hunch becomes a formula, the magic disappears.
TA: I often revisit 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 for future use. I enjoy drawing Sam, creating new designs, and exploring alternative game concepts. N1RV Ann-A's development will accelerate after .45 PARABELLUM BLOODHOUND's completion.
TA: As a Suda51 fan, 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 projects 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 numerous parties. How has obtaining merchandise been for you in Argentina, dealing with import fees and delays?
CO: I avoid importing; Argentinian customs policies are counterproductive. Protectionist measures are often poorly implemented.
TA: You've incorporated PC-98 and PSX aesthetics. .45 PARABELLUM BLOODHOUND's announcement was stunning. The reception has been positive, but what was the lead-up like, considering N1RV Ann-A?
CO: We worked diligently, avoiding crunch and prioritizing enjoyment. We braced ourselves for potential apathy, since it's not N1RV Ann-A, but the work itself was fulfilling. The announcement's success motivates us to complete the game.
TA: .45 PARABELLUM BLOODHOUND is on Steam. Are there plans for a PC demo in any of Valve's demo fests?
CO: Maintaining a demo would be challenging, so we prefer offline events.
TA: Will .45 PARABELLUM BLOODHOUND be accessible to all players, or is it too early to discuss difficulty?
CO: It's too early to say, but the battle system aims to bridge the gap between visual novel fans and action game 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 screenshots of .45 PARABELLUM BLOODHOUND featured Hong Kong-inspired locales, but I ultimately shifted to a South American Cyberpunk aesthetic after a conversation with a Chinese friend. This led to a realization: leveraging my own cultural background can yield more unique and original results.
TA: Will .45 PARABELLUM BLOODHOUND be self-published or 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 and singer Meiko Kaji (Prisoner Scorpion, etc.). Her captivating look served as a reference. Her character is a composite of several people I know and myself.
TA: How many design iterations did Reila undergo?
CO: The core look (long black hair, pale skin, third eye) was consistent. The outfit took considerable experimentation; she initially wore a suit, then a biker jacket, before settling on the final design.
TA: Should we expect smaller projects like VA-11 Hall-A Kids or Sapphic Pussy Rhapsody before .45 PARABELLUM BLOODHOUND?
CO: Possibly, but our focus is on releasing .45 PARABELLUM BLOODHOUND, letting it stand on its own, and moving on to new projects.
TA: Describe your current daily routine.
CO: I typically work from 9 am to 4 or 5 pm, but sleep has been inconsistent lately. When 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 indie game landscape?
CO: I'm inspired by the creativity and community spirit, but I worry about over-reliance on familiar concepts and mechanics. There's excellent work, but also a lot of unoriginality.
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 inspired you most in The Silver Case? What's your favorite track?
CO: The Silver Case's inaccessibility fueled my imagination, inspiring the presentation in VA-11 Hall-A and The Radio Wave Bureau. I can't pick a favorite track; the entire soundtrack is excellent.
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 expressions and the unique UI.
TA: Have you met Suda51? Has he played VA-11 Hall-A?
CO: Twice. I know he played my game, but I'm unsure if he enjoyed it.
TA: How do you like your coffee?
CO: Black as night, ideally with cheesecake.
The interview concludes with further discussion planned for a future installment. The inclusion of images remains consistent with the original text.