Home News Sukeban Games 2024 Interview: Christopher Ortiz AKA kiririn51 Talks .45 PARABELLUM BLOODHOUND, Inspirations, Fan Reactions, VA-11 Hall-A, The Silver Case, and Much More

Sukeban Games 2024 Interview: Christopher Ortiz AKA kiririn51 Talks .45 PARABELLUM BLOODHOUND, Inspirations, Fan Reactions, VA-11 Hall-A, The Silver Case, and Much More

by Aiden Feb 21,2025

This extensive interview delves into the mind of Christopher Ortiz, the creator behind the beloved indie game VA-11 Hall-A, and offers a glimpse into the development of his upcoming project, .45 PARABELLUM BLOODHOUND. Ortiz discusses the unexpected success of VA-11 Hall-A, its merchandise, and the challenges and triumphs of independent game development. He also shares insights into his inspirations, including Suda51 and The Silver Case, and his creative process. The interview is peppered with anecdotes about his experiences in Japan, his work with various collaborators, and his personal life. The discussion also covers .45 PARABELLUM BLOODHOUND's development, its unique visual style, and the team's approach to gameplay design. Finally, Ortiz reflects on the current state of indie games and shares his thoughts on upcoming titles.

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 reception to VA-11 Hall-A and .45 PARABELLUM BLOODHOUND?

CO: Japan feels like a second home, despite some political differences. It was an emotional return. It had been seven years since my last exhibition at Tokyo Game Show. The response was incredible; people still support us, which is incredibly humbling and motivating.

TA: VA-11 Hall-A is one of my all-time favorites. Did you anticipate its immense success and the subsequent merchandise, including the upcoming Jill figure?

CO: I never expected more than 10-15k sales, but we knew we had something special. The scale of its success was overwhelming, and we're still processing it.

TA: VA-11 Hall-A is available on PC, Switch, PS Vita, PS4, and PS5. What about 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. Perhaps an unanswered email. You'd need to ask the publisher.

TA: Sukeban Games started 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 seemingly translates my ideas directly into visuals. It's unfortunate some of her projects were canceled, but her talent is undeniable, and it shines through in .45 PARABELLUM BLOODHOUND.

TA: Working with Garoad on VA-11 Hall-A's music must have been incredible. The soundtrack is phenomenal.

CO: Michael and I share similar musical tastes. The process was collaborative and organic. We'd iterate, building on each other's work, creating a strong identity for the game.

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

CO: I mostly approve or reject designs after others have done the heavy lifting. I hope to be more involved with .45 PARABELLUM BLOODHOUND's merchandise.

TA: Playism's Japanese VA-11 Hall-A release featured stunning art book cover art. What inspired that piece, and how do you pay homage to your influences?

CO: I created that cover during a difficult time, amidst personal and national uncertainty. The album Bocanada by Gustavo Cerati heavily influenced the piece. My approach to inspiration has evolved, and this will be evident in .45 PARABELLUM BLOODHOUND.

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

CO: I expected Stella's popularity due to pre-release viral gifs, but predicting this sort of thing is impossible. I had a feeling about certain elements, but I can't explain why. Formulas stifle creativity; letting things flow organically is key.

TA: N1RV Ann-A is often compared to Silksong. Do you revisit your past work while developing new projects?

CO: I jot down lore and character ideas. I enjoy designing Sam and exploring the game's visuals, atmosphere, and dialogue. I even consider alternative game mechanics, but my focus is currently on .45 PARABELLUM BLOODHOUND. N1RV Ann-A's development will accelerate after .45 PARABELLUM BLOODHOUND's release.

TA: What are your thoughts on No More Heroes 3 and Travis Strikes Again?

CO: I loved No More Heroes 3's combat, but the writing was underwhelming. Travis Strikes Again felt more authentically "Suda." I hope future Grasshopper Manufacture games focus on original titles rather than sequels.

TA: What about 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 many parties. How has obtaining merchandise been in Argentina, with import fees and delays?

CO: I avoid importing now; 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, but self-doubt is always present. The positive response is encouraging, but the work continues.

TA: .45 PARABELLUM BLOODHOUND is now on Steam. Any plans for a PC demo?

CO: Maintaining a demo would be challenging, so 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 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 later shifted to a South American Cyberpunk aesthetic, focusing on leveraging my own cultural background.

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

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

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

CO: I was heavily inspired by the actor and singer Meiko Kaji. Her films, like Prisoner Scorpion and Lady Snowblood, had a profound impact on the character's visual and emotional portrayal.

TA: How many iterations did Reila's design go through?

CO: The core look was consistent, but the outfit underwent many changes before settling on the final design.

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. No DLC planned.

TA: Describe your daily routine.

CO: I typically work from 9 am to 4 or 5 pm, but sleep has been inconsistent lately. Outside of work, I enjoy movies, walks, and exploring Buenos Aires.

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: Your thoughts on the current state of indie games?

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

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 most?

CO: Its inaccessibility fueled my imagination, inspiring the presentation styles of VA-11 Hall-A and The Radio Wave Bureau. The entire soundtrack is phenomenal.

TA: What aspects of The Silver Case's visual style intrigued you?

CO: The stoic character designs and the unique UI.

TA: Have you met Suda51? Has he played VA-11 Hall-A?

CO: Twice. I know he played VA-11 Hall-A, but I'm unsure of his opinion.

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

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

TA: How do you like your coffee?

CO: Black, preferably with cheesecake on a sunny afternoon.

Latest Articles More+
  • 20 2025-12
    "Stardew Valley Meets Baldur's Gate 3 in Fan-Made Village"

    A fan-made crossover between two beloved gaming universes has arrived, seamlessly blending the peaceful charm of Stardew Valley with the deep role-playing experience of Baldur's Gate 3. Introducing Baldur's Village, an expansive mod crafted by passionate fans eager to unite the best elements of both

  • 19 2025-12
    Llama Bonding: Tips for Friendship

    Minecraft features a diverse array of mobs, each with distinct traits ranging from appearance to unique player interactions. Introduced in version 1.11, llamas have become an invaluable gameplay element. Resembling their real-world counterparts, this

  • 19 2025-12
    BitCraft Online Guides by Maxroll

    In the sandbox MMORPG BitCraft Online from Clockwork Labs, the world evolves through the efforts of adventurers, supported by a player-run economy on a single server and deep systems for professions, crafting, and construction. You can claim your own