Sukeban Games' Christopher Ortiz Discusses .45 PARABELLUM BLOODHOUND and More in 2024 Interview

Author : Aiden Apr 10,2025

Over the years, I've had the privilege of interviewing some of my favorite game developers, but it's not every day I get to speak with someone behind one of my all-time favorite games. Enter Christopher Ortiz, also known as kiririn51 from Sukeban Games. We've been covering their titles on TouchArcade for years, especially since VA-11 Hall-A was once slated for an iPad release (a topic I revisited later in our conversation). With the announcement of Sukeban Games' latest project, .45 PARABELLUM BLOODHOUND, I had the opportunity to sit down with Christopher Ortiz for an in-depth discussion about the game, fan reactions, VA-11 Hall-A, inspirations, Suda51, The Silver Case, and, of course, coffee.

TouchArcade (TA): Can you tell us a bit about yourself and your role at Sukeban Games?

Christopher Ortiz (CO): I'm Chris, a game creator who wears many hats at Sukeban Games. When I'm not working, I enjoy spending time with friends and indulging in delicious food.

TA: The last time we spoke was in 2019, around the PS4 and Switch release of VA-11 Hall-A, following its initial launch on PC and PS Vita. As a fan, it was incredible to see the game's popularity and merchandise in Japan. You recently attended Bitsummit in Japan. How has it been for you to visit Japan and witness the reception to VA-11 Hall-A and now .45 PARABELLUM BLOODHOUND?

CO: Japan feels like a second home to me, despite the government's stance. It's always an emotional experience. I haven't been an exhibitor at a game event since Tokyo Game Show 2017, which was seven years ago. I've been attending events as a fan, always wanting to capture that energy. Now, returning as an exhibitor feels like a pro-wrestler coming out of retirement into a new world. I was worried about losing my touch, but the support from fans has been overwhelming. It's a reminder not to take anything for granted and to keep pushing forward.

TA: VA-11 Hall-A is one of my favorite games, and I replay it every holiday season. Did you ever anticipate it would grow to this level of success and even inspire multiple figures, with a new one for Jill on the way?

CO: We hoped to sell 10-15k copies, but we knew we had something special. The scale of success was overwhelming, and we're still dealing with some of its unexpected effects.

TA: VA-11 Hall-A is available on PC, Switch, PS Vita, PS4, and PS5 through back compatibility. What happened to the iPad version that was announced years ago? Are ports like that handled by Ysbryd, or do you have some involvement? I'd love to see it on Xbox as well.

CO: I actually tested a build for iPad, but it didn't move forward for some reason. You'd need to ask the publisher about that.

TA: Sukeban Games started with just you and IronincLark (Fer). How has the team evolved since then?

CO: We're now a team of six, with some members coming and going. We aim to keep it small and tight-knit.

TA: How has it been working with MerengeDoll?

CO: Merenge is incredible. She has a knack for translating my ideas into visual art. It's a shame some of her projects were canceled, but her work is still prominent in .45 PARABELLUM BLOODHOUND.

TA: Can you share your experience working with Garoad on the music for VA-11 Hall-A? The soundtrack is one of my favorites.

CO: Michael and I share similar musical tastes, so the process was very organic. He'd create a track, and I'd love it. Sometimes I'd send him a reference song, and other times he'd create something original that inspired the game's visuals, which in turn inspired more music. This synergy gave the game a unique identity.

TA: VA-11 Hall-A has a vocal fanbase and a lot of merchandise that keeps selling out. How much input do you have in the merchandise? Is there anything you'd like to see made that hasn't been done yet?

CO: I mostly give a thumbs up or down on merchandise decisions. I'd like to be more involved with .45 PARABELLUM BLOODHOUND's merch.

TA: The Japanese release of VA-11 Hall-A by Playism included a fantastic art book cover. Can you talk about the inspiration behind it and how you incorporate your favorite influences into your work?

CO: I was going through tough times when I drew that cover. We were focused on surviving our country's collapse. We listened to Gustavo Cerati's album Bocanada a lot, which kept us going. The cover was a homage to that album, though I'd do it differently now. My approach to inspirations has evolved, and that will be evident in .45 PARABELLUM BLOODHOUND.

TA: The characters in VA-11 Hall-A are brilliantly written and designed. Did you expect certain characters to become as popular as they did?

CO: I thought Stella would be the most popular due to her viral gifs before the game's release, but you can never predict these things. I prefer not to overthink it; the magic happens when you let things flow naturally.

TA: I've jokingly called N1RV Ann-A 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 for future use. I enjoy drawing new designs and imagining different scenarios, but my focus is currently on .45 PARABELLUM BLOODHOUND. Once that's done, N1RV Ann-A's development will pick up if the spark is still there.

TA: As a Suda fan, what did you think of No More Heroes 3 and Travis Strikes Again?

CO: I loved the combat in No More Heroes 3, but the writing didn't resonate with me. It felt like it changed direction due to development constraints. Travis Strikes Again, on the other hand, felt like reading Suda's diary, which I enjoyed. I hope Grasshopper Manufacture focuses on new original games rather than sequels.

TA: What are your thoughts on Grasshopper Manufacture under Netease and the announced remasters? Suda mentioned bringing Flower Sun and Rain to Steam.

CO: I hope Netease provides Grasshopper with the resources they need to create great games.

TA: VA-11 Hall-A's journey from PC to PS Vita involved many parties across regions. How has it been for you in Argentina trying to get your own game's merchandise and other imports?

CO: I don't import anything these days due to the hassle with Argentinian customs. Protectionist policies make everything more expensive without local alternatives.

TA: You've worked with PC-98 and PSX aesthetics before. .45 PARABELLUM BLOODHOUND's announcement blew me away with its look. How have the last few months been for you leading up to its reveal?

CO: We've been focused on our work, enjoying the process without crunch. There were moments of self-doubt, but the reveal went well, and now we're focused on finishing the story.

TA: .45 PARABELLUM BLOODHOUND has been revealed, and people can wishlist it on Steam. How has it been interacting with fans discussing it online and offline?

CO: It's been fun, though there have been some wild comparisons to old games. The fanart after the reveal was amazing, and we even displayed a fan's drawing at Bitsummit.

Our crown jewel

By @TumugiV !!! Thank you as always!!!!! pic.twitter.com/N1hbLMY25Q

— Sukeban Games (@SukebanGames) July 21, 2024

TA: When can I buy the key art as a poster and get it signed?

CO: Maybe on release.

TA: What were your main inspirations for .45 PARABELLUM BLOODHOUND from a visual and gameplay perspective?

CO: For gameplay, I wanted to bridge the gap between visual novel fans and action gamers. Parasite Eve's battle system inspired me to create a hybrid of real-time and turn-based gameplay. Visually, I drew inspiration from the mix of modern and old architecture in Milan and Buenos Aires, adding a South American roughness to create a unique cyberpunk aesthetic.

TA: Can you tell us about the team working on .45 PARABELLUM BLOODHOUND and how long it's been in development?

CO: It's mainly me and the programmer working on it daily, with Merenge helping with character and production design. Juneji is the composer, and we have a producer helping with non-game tasks. The game has been in development since 2019, with the current iteration about two years old.

TA: .45 PARABELLUM BLOODHOUND has a teaser, gameplay, and a Steam page. Are there plans for a demo on PC during Valve's demo fests?

CO: Maintaining a demo for this game would be challenging, so we prefer to keep demos for offline events. But never say never.

TA: Many VA-11 Hall-A fans are excited for .45 PARABELLUM BLOODHOUND. Will it be accessible to everyone, or is it too soon to discuss difficulty?

CO: It's too early to explain, but the battle system aims to bridge the gap between vibes-based and action-oriented players.

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

CO: The atmosphere and script are my favorites. I even play it on my Steam Deck to relax and get excited about the story. The combat becomes addictive once it opens up after the first chapter.

TA: Can you share an interesting development or design anecdote for .45 PARABELLUM BLOODHOUND and VA-11 Hall-A?

CO: Early screenshots of .45 PARABELLUM BLOODHOUND featured Hong Kong-inspired locales, but I scrapped them after realizing I could leverage my own culture for a more authentic feel. It's about balancing originality with what makes us unique.

TA: Since the announcement, have you considered working with a publisher for console versions, or will this be self-published?

CO: We plan to self-publish on PC and partner with other companies for console releases.

TA: What were the inspirations behind Reila Mikazuchi's design and character?

CO: I admire Meiko Kaji a lot, and her look inspired Reila's design. I wanted a character who could convey inner pain and tragedy with just her eyes. Her character is a composite of several people I know and myself.

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

CO: I always envisioned her with long, black hair and pale skin, plus the third eye. The outfit took the most work; she initially wore a suit, then a biker jacket, which we experimented with until we found the current design. Merenge helped with accessories like the shoes, gloves, and the logo on the jacket.

TA: VA-11 Hall-A saw VA-11 Hall-A Kids and Sapphic Pussy Rhapsody released after the game. Should we expect any smaller projects like that for .45 PARABELLUM BLOODHOUND?

CO: We plan to release .45 PARABELLUM BLOODHOUND and move on to new projects. No DLC, but ports to future platforms are possible. If someone like A24 wants to make a movie, I'd listen.

TA: What does a day in your life look like right now?

CO: I'm usually up at 9am, work until lunch, then continue until 4 or 5pm. Lately, sleep has been elusive, but I try not to stress about it. When not working, I enjoy movies, walks, and buying books. Buenos Aires inspires me, and spending time with friends keeps me sane.

TA: What games have you been enjoying lately?

CO: This year, I loved Children of the Sun and Arctic Eggs. Last year, I was into The Citadel, Lethal Company, and RoboCop: Rogue City. I'm currently playing The Evil Within, which feels like a lost Grasshopper game. I also replayed Kane and Lynch 2 with a friend and had a blast.

TA: What do you think of the current state of indie games?

CO: Indie games inspire me, and the sense of community is great. However, I worry that we're relying too much on familiar concepts. Games like Arctic Eggs do it right by being unique, but there's a lot of repetition. Indie games are better than ever, but there's always room for growth.

TA: Are you looking forward to playing any specific game this year?

CO: I'm excited for Slitterhead, Sonokuni, Elation For The Wonder Box 6000, Studio System: Guardian Angel, and Eating Nature. My Twitter feed is full of cool indie games that might never see the light of day, but the attempt is appreciated.

TA: The Silver Case is a game we both love. What elements from it inspired you the most, and what's your favorite track from the soundtrack?

CO: The Silver Case felt like a white whale to me. The space between the real game and what I imagined it to be inspired the presentation in games like VA-11 Hall-A. I can't choose a single favorite track; the whole soundtrack has such a vibe.

TA: Did you play The Silver Case on console or PC?

CO: I bought and played it on every platform.

TA: The Silver Case's original box art and aesthetic are as beloved by me as VA-11 Hall-A's. What elements from its visual style intrigued you back then?

CO: The stoic look of the characters, the UI, and the minimalistic facial expressions. I wish The Silver Case had inspired a movement in visual novels.

TA: You've met Suda more than once. How has that been, and has he played VA-11 Hall-A?

CO: I've met him twice and wish I could speak Japanese to talk more. He played my game, but I don't know if he enjoyed it. I'll have to ask if I see him again.

TA: Are you still up for this if the opportunity arises?

CO: There's a story behind this that I'll have to sit on for a while longer.

TA: My current game of the year for 2024 is Like a Dragon: Infinite Wealth. Did you play it or Gaiden last year?

CO: I love Like a Dragon, but I didn't play Gaiden, and Infinite Wealth felt overwhelming at launch. I'll give it another shot when I'm in the mood.

TA: VA-11 Hall-A is perfect for portable play. Have you tried it on Steam Deck?

CO: I did, but it doesn't work perfectly. The Game Maker version we used has issues on modern Windows, and we haven't had time to fix it.

TA: I have more to discuss, but let's save that for part 2. How do you like your coffee?

CO: I like my coffee black like a moonless night, especially with cheesecake on a beautiful afternoon.

TA: It's nearly 2 AM, and this interview made me want to replay The Silver Case. Let's do a dedicated discussion on it next time.

CO: Absolutely!

I'd like to thank Christopher Ortiz for their time and help with this interview over the last few weeks.

You can keep up with all our interviews here, including recent ones with FuturLab, Shuhei Matsumoto from Capcom about Marvel Vs Capcom, Santa Ragione, Peter 'Durante' Thoman about PH3 and Falcom, M2 discussing shmups and more, Digital Extremes for Warframe mobile, Team NINJA, Sonic Dream Team, Hi-Fi Rush, Pentiment, and more. As usual, thanks for reading.