Sukeban's 'Bloodhound' Creator Explores Noir Roots

This extensive interview delves into the mind of Christopher Ortiz, the creator behind the acclaimed indie game VA-11 Hall-A, and offers a glimpse into the development of Sukeban Games' upcoming title, .45 PARABELLUM BLOODHOUND. Ortiz discusses the unexpected success of VA-11 Hall-A, its merchandise, and the challenges and triumphs of independent game development. The conversation also touches upon his inspirations, including Suda51 and The Silver Case, and his creative process.
TouchArcade (TA): Could you introduce yourself and your role at Sukeban Games?
Christopher Ortiz (CO): I'm Chris, a game creator juggling numerous roles within the company. Outside of work, I enjoy socializing and indulging in delicious food.
TA: Our last conversation was in 2019, around the PS4 and Switch releases of VA-11 Hall-A. 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 occasional political disagreements. Returning felt deeply emotional. It had been seven years since my last exhibition at Tokyo Game Show. The response was overwhelmingly positive; people hadn't forgotten us, and their continued support is incredibly motivating.
TA: VA-11 Hall-A is one of my all-time favorites. Did you anticipate its massive success and the extensive merchandise, including upcoming Jill figures?
CO: I initially projected sales of only 10-15,000 copies. We knew we had something special, but the scale of its success was quite overwhelming.
TA: VA-11 Hall-A is available on PC, Switch, PS Vita, PS4, and PS5. 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 never launched; possibly due to a missed email. You'd need to ask the publisher.
TA: Sukeban Games started with just you (Kiririn51) and IronincLark (Fer). How has the team evolved?
CO: We're now a team of six, with some members coming and going. We prefer a small, close-knit operation.
TA: How has collaborating with MerengeDoll been?
CO: Merenge is exceptional, possessing an uncanny ability to translate my ideas into stunning visuals. It's unfortunate that some projects she worked on were cancelled, but her talent is undeniable, and her influence is evident in .45 PARABELLUM BLOODHOUND.
TA: What was it like working with Garoad on VA-11 Hall-A's music? The soundtrack is phenomenal.
CO: Michael and I share similar musical tastes. The process was very collaborative; he'd create a track, I'd love it, and we'd repeat until the soundtrack was complete. The synergy between music and visuals shaped the game's identity.
TA: VA-11 Hall-A boasts a dedicated fanbase and significant merchandise sales. How much input do you have on 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'd like to be more involved with .45 PARABELLUM BLOODHOUND's merchandise.
TA: Playism's Japanese release of VA-11 Hall-A featured a stunning art book cover. Could you discuss its inspiration and how you incorporate homages into your work?
CO: That cover was created during a challenging period. We were focused on surviving difficult circumstances, and the music of Gustavo Cerati's Bocanada album helped us through. The cover is a homage to that album.
TA: VA-11 Hall-A's characters are exceptionally well-written and designed. Did you anticipate the popularity of certain characters?
CO: I expected Stella to be popular, but predicting such things is impossible. I had a feeling certain elements would resonate, but I can't fully explain why. Formulas stifle creativity; letting things flow organically is key.
TA: I still enjoy revisiting 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 designing characters and environments, and exploring alternate scenarios for the games. Once .45 PARABELLUM BLOODHOUND is complete, development on N1RV Ann-A will accelerate.
TA: What are your thoughts on No More Heroes 3 and Travis Strikes Again?
CO: I enjoyed No More Heroes 3's combat but found the writing lacking. Travis Strikes Again feels more authentically "Suda."
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 many parties. How has it been navigating merchandise distribution in Argentina, with its import fees and delays?
CO: I avoid importing; protectionist policies are counterproductive.
TA: .45 PARABELLUM BLOODHOUND's announcement was met with positive reception. How have the past few months been for you and the team?
CO: We've been focused on development, without crunch, enjoying the process. We celebrated successes and navigated self-doubt. The positive response to the announcement is encouraging.
TA: .45 PARABELLUM BLOODHOUND is generating excitement. How has it been interacting with fans online and offline?
CO: The response has been overwhelmingly positive, including a significant amount of fan art.
TA: When can we expect the key art as a signed poster?
CO: Possibly at release.
TA: What were your main inspirations for .45 PARABELLUM BLOODHOUND's visuals and gameplay?
CO: The gameplay is designed to bridge the gap between visual novel fans and action-oriented players. Visually, the game is inspired by the juxtaposition of old and new architecture in cities like Milan and Buenos Aires.
TA: Tell us about the team working on the game, including the composer, and its development timeline.
CO: Two people work daily (myself and the programmer), with Merenge contributing to design. The composer is Juneji. Development, in its current iteration, has been approximately two years, though the project's origins date back to 2019.
TA: Are there plans for a PC demo?
CO: Maintaining a demo would be challenging, so we're focusing on 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 be accessible to a wide range of players.
TA: What's your favorite aspect of .45 PARABELLUM BLOODHOUND?
CO: The atmosphere, script, and the addictive combat system.
TA: Can you share a development anecdote?
CO: Early versions featured Hong Kong-inspired locales, but I later shifted the focus to a "South American Cyberpunk" aesthetic.
TA: Will .45 PARABELLUM BLOODHOUND be self-published or will you work with a publisher?
CO: We aim for self-publication on PC, with a publisher handling console releases.
TA: What inspired Reila Mikazuchi's design?
CO: The design is partly inspired by actress Meiko Kaji.
TA: How many iterations did her design go through?
CO: The core look was consistent, but the outfit underwent many revisions.
TA: Should we expect smaller projects like VA-11 Hall-A Kids before .45 PARABELLUM BLOODHOUND's release?
CO: Possibly, but our focus is on releasing the game and moving on to new projects.
TA: What does a typical day look like for you?
CO: My schedule is currently disrupted due to sleep issues. 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 state of indie games?
CO: I'm inspired by the creativity and community within the indie scene, but I worry about over-reliance on familiar concepts.
TA: Any games you're looking forward to playing 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 the most?
CO: The Silver Case's inaccessibility and the need to fill in the gaps inspired the presentation in games like VA-11 Hall-A.
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.
TA: You've met Suda51. How has that been, and has he played VA-11 Hall-A?
CO: I've met him twice. I know he played my game, but I'm unsure of his opinion.
TA: Are you open to another interview?
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.
TA: Have you tried VA-11 Hall-A on Steam Deck?
CO: Yes, but the experience isn't perfect due to technical limitations.
TA: How do you like your coffee?
CO: Black, preferably with cheesecake.
The interview concludes with a promise of a future discussion focused on The Silver Case.
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