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Sukeban Games Interview: Christopher Talks Bloodhound, VA-11 Hall-A, More

Feb 07,25(3 months ago)
Sukeban Games Interview: Christopher Talks Bloodhound, VA-11 Hall-A, More

This extensive interview delves into the mind of Christopher Ortiz, the creator behind the beloved indie game VA-11 Hall-A, and offers a fascinating 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 navigating the indie game landscape. He also shares insights into his inspirations, including the works of Suda51 and the profound impact of The Silver Case. The interview is richly detailed, covering everything from the game's development process and artistic influences to Ortiz's personal life and favorite beverages.

TouchArcade (TA): Briefly 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 certain political realities. Returning was emotionally powerful. It had been seven years since my last exhibition at Tokyo Game Show. The reception was overwhelmingly positive; fans still support the studio, fueling my drive to continue.

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 never expected sales beyond 10-15k copies, but we recognized the game's potential. The scale of its success was overwhelming, and 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 by Ysbryd, or are you involved? An Xbox release would be fantastic.

CO: I playtested an iPad build, but it stalled for reasons I'm unsure of; perhaps an unanswered email. You'd need to ask the publisher.

TA: Sukeban Games began as just you (Kiririn51) and IronincLark (Fer). How has the team evolved?

CO: We're now a team of six, with some members joining and leaving over time. We prefer a small, close-knit operation.

TA: How has collaborating with MerengeDoll been?

CO: Merenge is exceptional. Her ability to translate my ideas into visuals is remarkable. It's unfortunate that some projects she worked on 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 amazing. The soundtrack is phenomenal.

CO: Michael and I share similar musical tastes. The process was collaborative and organic. He'd create a track, I'd love it, and we'd repeat until the soundtrack was complete. This synergy defined the game's identity.

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

CO: My involvement is minimal; I primarily approve or reject designs. I hope 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. Can you discuss its inspiration and your approach to paying homage to your favorite works?

CO: That cover was created during a difficult period. The music of Gustavo Cerati's Bocanada album helped us persevere, and the cover is a homage to that. My approach to inspiration has evolved since then, which will be evident in .45 PARABELLUM BLOODHOUND.

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

CO: I expected Stella's popularity due to her viral gifs, but predicting such things is impossible. I had a feeling certain elements would resonate, but I can't explain why. Formulas stifle creativity; letting things flow organically is key.

TA: I often joke about N1RV Ann-A being 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 designing characters, environments, and imagining alternative scenarios. N1RV Ann-A's development will accelerate once .45 PARABELLUM BLOODHOUND is complete.

TA: As a Suda51 fan, what are your thoughts on No More Heroes 3 and Travis Strikes Again?

CO: I enjoyed No More Heroes 3's combat but not its writing. Travis Strikes Again feels more authentically "Suda." I hope future Grasshopper Manufacture games focus on original titles.

TA: What are your thoughts on Grasshopper Manufacture under NetEase and the announced remasters?

CO: Hopefully, NetEase provides Grasshopper with ample resources to create.

TA: VA-11 Hall-A's journey from PC to PS Vita involved numerous parties. How has obtaining merchandise been for you in Argentina, with import delays and fees?

CO: I avoid importing due to Argentinian customs policies. Protectionist policies are counterproductive.

TA: .45 PARABELLUM BLOODHOUND's announcement was stunning. The reception has been positive. Can you discuss the last few months leading up to the reveal?

CO: We worked diligently, avoiding crunch and prioritizing well-being. There were insecurities and self-doubt, but the work itself was enjoyable. We're relieved by the positive response and ready to complete the game.

TA: .45 PARABELLUM BLOODHOUND is available for wishlisting on Steam. The trailer evoked a Vagrant Story x Sukeban Games vibe. How has interacting with fans been?

CO: It's been fun, despite numerous comparisons to older games. The amount of fanart was surprising and incredibly encouraging.

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 aimed to bridge the gap between visual novel fans and action players, drawing inspiration from Parasite Eve's battle system. The visuals were inspired by the juxtaposition of old and new architecture in Milan and Buenos Aires, creating a unique "South American Cyberpunk" aesthetic.

TA: Tell us about the team, including the composer, and the game's development timeline.

CO: Two people work daily (myself and the programmer), with Merenge providing additional design. The composer is Juneji. Development, in its current iteration, has spanned roughly two years, following earlier experimentation.

TA: Are there plans for a PC demo?

CO: Maintaining a demo would be challenging, so we prefer to offer demos at 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 both visual novel and action game fans.

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

CO: The atmosphere, script, and the addictive combat system.

TA: Share a development anecdote for .45 PARABELLUM BLOODHOUND or VA-11 Hall-A.

CO: Early versions of .45 PARABELLUM BLOODHOUND featured Hong Kong-inspired locales, but I ultimately shifted to a South American aesthetic, leveraging my own cultural background.

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

CO: We aim for self-publishing on PC and partnering with a publisher for consoles.

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

CO: Meiko Kaji, an actor and singer, served as a significant inspiration for Reila's look. The character's personality is a composite of various people I know, including myself.

TA: How many iterations did Reila's design undergo?

CO: The core elements (long black hair, pale skin, third eye) remained consistent. The outfit underwent numerous revisions before reaching its final form.

TA: Should we expect smaller projects like VA-11 Hall-A Kids and Sapphic Pussy Rhapsody before .45 PARABELLUM BLOODHOUND?

CO: Possibly, but our focus is on releasing .45 PARABELLUM BLOODHOUND, followed by new projects. No DLC is planned.

TA: What does a typical day look like for you?

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

TA: What games have you enjoyed recently?

CO: Children of the Sun, Arctic Eggs, The Citadel, Lethal Company, RoboCop: Rogue City, the 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: How did The Silver Case inspire you? What's your favorite track from its soundtrack?

CO: The Silver Case was a significant influence, particularly its enigmatic nature and the way it filled the gaps in my imagination. I can't choose a single favorite track; the entire soundtrack is amazing.

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

CO: All platforms.

TA: What visual elements of The Silver Case intrigued you?

CO: The stoic character designs and the unique UI design.

TA: You've met Suda51. Has he played VA-11 Hall-A?

CO: Yes, but I don't know if he enjoyed it.

TA: Are you open to future collaborations with Suda51?

CO: There's a story I'll share later.

TA: Have you played Like a Dragon: Infinite Wealth?

CO: I love the series, but Infinite Wealth felt overwhelming at launch. I'll try it again 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.

The interview concludes with thanks to Christopher Ortiz and a mention of other TouchArcade interviews.

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