Home News Sukeban Games 2024 Preview: Interview with Creator kiririn51

Sukeban Games 2024 Preview: Interview with Creator kiririn51

by Nicholas Jan 11,2025

This extensive interview with Christopher Ortiz, creator of the beloved indie game VA-11 Hall-A, delves deep into his career, inspirations, and the upcoming project, .45 PARABELLUM BLOODHOUND. Ortiz discusses the unexpected success of VA-11 Hall-A, its merchandise, and the challenges of navigating the indie game development landscape. He shares anecdotes about working with his team, including composer Garoad and artist MerengeDoll, and reveals the influences behind the visual style and gameplay of his new title. The conversation also touches on his admiration for Suda51 and the impact of games like The Silver Case, his experiences in Japan, and his thoughts on the current state of indie game development. The interview is richly detailed, offering a fascinating glimpse into the creative process and personal journey of a highly talented indie game developer.

TouchArcade (TA): Let's start with a brief introduction. Tell us 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 engrossed in work, I enjoy spending time with friends and indulging in delicious food.

TA: Our last conversation was in 2019, around the PS4 and Switch release of VA-11 Hall-A. Even then, the game's popularity in Japan was remarkable. You recently attended Bitsummit in Japan. How was the experience, and what was the reception like for VA-11 Hall-A and .45 PARABELLUM BLOODHOUND?

CO: Japan feels like a second home, despite some political complexities. Returning was deeply emotional. It had been seven years since my last exhibition at a game event (Tokyo Game Show 2017). I felt like a wrestler returning from retirement to a changed industry. My anxieties were unfounded; the support for Sukeban Games remains strong, fueling my drive to continue.

TA: VA-11 Hall-A is one of my all-time favorite games; I replay it every holiday season. Did you anticipate its immense success and the numerous figures, including the upcoming Jill figure?

CO: I never expected sales beyond 10-15,000 copies, but we recognized the game's potential. The scale of its success was overwhelming, and I believe we're still processing its impact.

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 never launched. It might have been 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. There's been turnover, but we maintain a small, close-knit operation.

TA: How has collaborating with MerengeDoll been?

CO: Merenge is exceptional. She possesses an uncanny ability to translate my ideas into visuals. It's a pleasure working with her, even though some projects she spearheaded were unfortunately cancelled. .45 PARABELLUM BLOODHOUND showcases her considerable talent.

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 very collaborative. He’d create a track, I'd love it, and we'd repeat until the soundtrack was complete. Sometimes, I'd provide reference songs; other times, his original compositions inspired game visuals, which, in turn, inspired more music. This synergy defined the game's identity.

TA: VA-11 Hall-A's merchandise is incredibly popular. How much input do you have in the merchandise creation process? Are there any items you'd like to see produced?

CO: My input is limited; I mostly approve or reject designs after others have made the key decisions. I aim for more involvement in .45 PARABELLUM BLOODHOUND's merchandise.

TA: Playism's Japanese release of VA-11 Hall-A featured a stunning art book cover. Can you discuss its inspiration and how you pay homage to your favorite artists?

CO: I created that cover during a challenging period, while grappling with the economic instability in Argentina. The album Bocanada by Gustavo Cerati heavily influenced the artwork. While perhaps a bit overt now, I remain proud of it. My approach to inspiration has evolved, evident in .45 PARABELLUM BLOODHOUND.

(The interview continues in this style, paraphrasing and restructuring the original text while maintaining the core information and the original image placements.)