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

Author : Charlotte Update:Apr 01,2025

Over the years, I’ve had the privilege of interviewing many of my favorite 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 followed their titles at TouchArcade for years, especially since VA-11 Hall-A was initially planned for iPad—a topic I delved into later in our conversation. With the official announcement of Sukeban Games’ latest project, .45 PARABELLUM BLOODHOUND, I seized the opportunity for an in-depth chat with Christopher Ortiz. We discussed the new 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 does a bit of everything at the company. 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 debut on PC and PS Vita. As a fan, it was incredible to see the extensive merchandise and promotion in Japan. You recently attended Bitsummit in Japan. How was it to visit Japan and witness the reception to VA-11 Hall-A and your new project, .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 to a game event as an exhibitor since Tokyo Game Show 2017, which was seven years ago. It’s been a journey of wanting to capture that energy again. Returning felt like a pro-wrestler coming out of retirement into a new industry; I was lost and unsure if I still had it. But my worries were unfounded—fans haven’t forgotten us and continue to support the studio, fueling my drive to keep moving forward.

TA: VA-11 Hall-A is one of my favorite games ever, and I replay it every holiday season. When you were working on it, did you anticipate its widespread success and the subsequent merchandise, including the upcoming Jill figure?

CO: We hoped to sell around 10-15k copies, but we knew we were onto something special. The scale of the success was overwhelming, and we’re still dealing with its unexpected consequences.

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

CO: I tested an iPad build, but it didn’t progress for some reason—perhaps I missed an email. You’d need to ask the publisher for more details.

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

CO: We’re now a team of six. Some have come and gone, but we aim to keep operations small and tight.

TA: How has it been working with MerengeDoll?

CO: Merenge is a trooper with a supernatural ability to translate my ideas into visual form. It’s always a pleasure working with her, though it’s unfortunate that some of her main projects got canceled. Her influence is still strong in .45 PARABELLUM BLOODHOUND, which is exciting.

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

CO: Michael and I shared similar musical tastes, so the process was very organic. He’d create a track, and I’d love it. We’d repeat until the soundtrack was complete. Sometimes, I’d send him reference songs, or he’d create something original that would inspire game visuals, creating a synergy that defined the game’s identity.

TA: VA-11 Hall-A has a vocal fanbase and has inspired a lot of merchandise, including vinyl box sets and the popular SLUT shirt. How involved are you in the merchandise decisions? Is there anything you’d like to see created that hasn’t been yet?

CO: I mostly approve or reject designs after others have made the key decisions. I’d like to be more involved with .45 PARABELLUM BLOODHOUND’s merchandise.

TA: The Japanese release of VA-11 Hall-A by Playism included a fantastic art book cover. I’d love to get that piece signed and framed. What inspired the cover, and how do you incorporate your favorite influences into your work?

CO: I drew that cover during tough times. We were focused on surviving, and we listened to Gustavo Cerati’s album Bocanada to keep going. The cover was a homage to it, though I’d approach it differently now. My inspirations have evolved, which will be evident in .45 PARABELLUM BLOODHOUND.

TA: The characters in VA-11 Hall-A are exceptionally 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 overanalyze why certain characters resonated; it keeps the magic alive.

TA: I jokingly call N1RV Ann-A my "Silksong." I’m happy to wait as long as it takes. Do you revisit what you’ve done for N1RV Ann-A or VA-11 Hall-A while working on other projects?

CO: I jot down ideas for lore and characters for future use. I love designing new characters and experimenting with different game elements. Once .45 PARABELLUM BLOODHOUND is complete, N1RV Ann-A’s development will pick up, provided the spark remains.

TA: As a Suda fan, what did you think of No More Heroes 3 and Travis Strikes Again? I’ve played No More Heroes 3 over 11 times and think Travis Strikes Again might be Suda’s most "Suda" game.

CO: I loved No More Heroes 3’s combat but not its writing. It seemed to change direction to meet deadlines. Travis Strikes Again felt more personal and enjoyable, like reading a diary.

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: I hope Netease gives Grasshopper 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. When it came to Switch and PS4, you wanted the Japanese release to include English. How has it been trying to get your own game’s merchandise in Argentina, considering the import challenges?

CO: I avoid importing due to Argentinian customs issues. Protectionist policies make it difficult and costly without local alternatives.

TA: You’ve used PC-98 and PSX aesthetics before. .45 PARABELLUM BLOODHOUND’s announcement blew me away. How have the last few months been for you and the team?

CO: We’ve been focused on our work, having fun without crunch. There were moments of doubt, but we managed expectations and are happy with the announcement. Now, we need to finish the story.

TA: .45 PARABELLUM BLOODHOUND has been revealed and is available for wishlisting on Steam. I thought of Vagrant Story when I saw the trailer. How has it been interacting with fans online and offline?

CO: It’s been fun, though there are many comparisons to old games. The fanart after the reveal was incredible—one 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: Can I buy the key art as a signed poster?

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 our visual novel audience with action gamers, taking inspiration from Parasite Eve’s hybrid battle system. Visually, Milan and Buenos Aires inspired the game’s aesthetic—a mix of old and new with a South American cyberpunk twist.

TA: Tell us about the team working on .45 PARABELLUM BLOODHOUND and how long it’s been in development.

CO: It’s primarily me and the programmer, with Merenge helping with design. Juneji is our composer, and we’ve been working on it since 2019, with the current iteration about two years old.

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

CO: A demo would be challenging to maintain, so we prefer to keep them 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 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. 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 .45 PARABELLUM BLOODHOUND screenshots featured Hong Kong-inspired locales, but I shifted to a South American cyberpunk aesthetic after a conversation about authenticity. I believe leveraging our own culture leads to more original work.

TA: Since the announcement, have you considered a console version or working with a publisher?

CO: We plan to self-publish on PC and partner with others for console versions.

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

CO: I admire Meiko Kaji and wanted a character with her captivating presence. Reila’s design evolved from a suit to a biker jacket, with Merenge helping with accessories.

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

CO: I always envisioned long, black hair and pale skin with a third eye. The outfit took the most work, evolving from a suit to a biker jacket with Merenge’s help.

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

CO: We plan to release .45 PARABELLUM BLOODHOUND, let it stand on its own, and move on to new projects. Ports are possible, but no DLC. If a movie offer comes, I’d consider it.

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

CO: I usually work from 9am to 4 or 5pm, but lately, I’ve been struggling with sleep. I try to stay relaxed and focus on getting work done. When not working, I enjoy movies, walks, and the vibrant culture of Buenos Aires.

TA: What games have you enjoyed playing lately?

CO: This year, I loved Children of the Sun and Arctic Eggs. Last year, I enjoyed The Citadel, Lethal Company, and RoboCop: Rogue City. I’m currently playing The Evil Within, and I’ve replayed Kane and Lynch 2.

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

CO: Indie games inspire me, but I worry about over-reliance on familiar concepts and mechanics. Games like Arctic Eggs show creativity, but there’s room for growth in originality across the board.

TA: Are there any specific games you’re looking forward to this year?

CO: I’m excited for Slitterhead, Sonokuni, Elation For The Wonder Box 6000, Studio System: Guardian Angel, and Eating Nature.

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 its soundtrack?

CO: The Silver Case’s inaccessibility fueled my imagination. It inspired the gap-filling approach in games like VA-11 Hall-A. I can’t pick a single favorite song; the entire soundtrack has a unique vibe.

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

CO: I 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 of its visual style intrigued you?

CO: The stoic character designs and the UI fascinated me. Visual Novels could benefit from such innovative design, which I think was done by Akihiko Ishizaka.

TA: You’ve met Suda51 more than once. How was that, and has he played VA-11 Hall-A?

CO: Meeting Suda was great, though the language barrier limits our conversations. I know he played my game, but I don’t know if he enjoyed it.

TA: Are you open to meeting him again if the opportunity arises?

CO: There’s a story behind this I need to sit on for now.

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

CO: I love Like a Dragon but didn’t play Gaiden. Infinite Wealth felt overwhelming at launch, so I’ve put it off for now.

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

CO: I tried it, but it doesn’t work perfectly. The Game Maker version we used has issues on modern Windows, making updates challenging.

TA: I have more to discuss, but let’s save it for a future interview. How do you like your coffee?

CO: I like my coffee black, ideally with cheesecake on a beautiful afternoon.

TA: It’s nearly 2 AM, and this conversation 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 our 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.

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