Home > News > Christopher Ortiz Discusses .45 PARABELLUM BLOODHOUND and More in 2024 Interview

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

By BlakeMay 22,2025

Over the years, I've had the privilege of interviewing some of my favorite game developers, but rarely do I get to speak with someone behind a game that holds such a special place in my heart. Enter Christopher Ortiz, also known as kiririn51, from Sukeban Games. We've followed their work at TouchArcade for years, especially since VA-11 Hall-A was initially planned for the iPad. With the announcement of Sukeban Games' latest project, .45 PARABELLUM BLOODHOUND, I had the opportunity to have an in-depth conversation with Christopher about this 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 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 when VA-11 Hall-A launched on PS4 and Switch after its initial release on PS Vita and PC. It was exciting to see the game's popularity and merchandise in Japan. You recently attended Bitsummit in Japan. How was it visiting Japan and experiencing the reception to VA-11 Hall-A and your new project, .45 PARABELLUM BLOODHOUND?

CO: Japan feels like my second home, and returning there is always emotionally charged. It's been seven years since I last exhibited at a game event, and being back felt like a pro wrestler coming out of retirement. I was worried, but the fans' continued support has been overwhelming and fuels my drive to move forward.

TA: VA-11 Hall-A is one of my all-time favorite games, and I make it a tradition to replay it every holiday season. Did you ever expect it to become as successful as it did, with multiple figures and even 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 processing 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 these handled by Ysbryd, or do you have some involvement? I'd love to see it on Xbox too.

CO: I tested a build for iPad, but it never materialized. You'd have 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, keeping it small and focused.

TA: How has it been working with MerengeDoll?

CO: MerengeDoll has a knack for bringing my ideas to life visually. It's unfortunate that some projects she worked on were canceled, but her talent will shine in .45 PARABELLUM BLOODHOUND.

TA: What was it like 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. We'd bounce ideas off each other, and the synergy gave the game a timeless feel.

TA: VA-11 Hall-A has a passionate fanbase and a lot of merchandise that sells out quickly. How involved are you in the merchandising process? Is there anything you'd like to see made that hasn't been?

CO: I mostly approve or disapprove of merch after it's been designed. I'd like to be more involved with .45 PARABELLUM BLOODHOUND's merchandise.

TA: The Japanese release of VA-11 Hall-A by Playism had a stunning 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. Listening to Gustavo Cerati's album Bocanada inspired me to pay homage to it. 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, but you can never predict these things. I prefer to let the magic happen naturally rather than rely on formulas.

TA: N1RV Ann-A is my "Silksong." I'm happy to wait as long as it takes. Do you revisit your work on N1RV Ann-A or VA-11 Hall-A while working on other projects?

CO: I jot down ideas and enjoy sketching characters like Sam, but my focus is currently on .45 PARABELLUM BLOODHOUND. Once that's done, we'll ramp up N1RV Ann-A's development.

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 felt off. Travis Strikes Again felt like reading Suda's diary, and I appreciated that personal touch.

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 new, original games.

TA: Getting VA-11 Hall-A from PC to PS Vita involved many parties across regions. How has it been trying to get your own game's merchandise in Argentina with import fees and delays?

CO: I avoid importing anything these days due to the hassle with Argentinian customs. Protectionist policies can be frustrating.

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

CO: We've been focused and enjoying the process without crunch. There were moments of doubt, but the reveal went well, and now we're ready to finish the story.

TA: .45 PARABELLUM BLOODHOUND has been revealed, and it's available for wishlisting on Steam. How has it been interacting with fans online and offline?

CO: It's been fun, though there have been some wild comparisons to older games. The fanart after the reveal was incredible and truly appreciated.

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: I wanted to bridge the gap between our visual novel audience and action-focused gameplay. Parasite Eve's battle system inspired me to create a hybrid of real-time and turn-based gameplay. Visually, the mix of modern and old structures in Milan and Buenos Aires inspired the game's look, adding a South American roughness to the cyberpunk aesthetic.

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

CO: It's mainly me and the programmer, with MerengeDoll helping with design. Juneji is our composer, and we have a producer helping with non-game aspects. The current iteration has been in development for about two years, though we started experimenting back in 2019.

TA: .45 PARABELLUM BLOODHOUND has 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're focusing on offline events. But never say never.

TA: Many fans of VA-11 Hall-A are excited for .45 PARABELLUM BLOODHOUND. Will it be accessible to everyone, or is it too soon to discuss the 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. The combat becomes addictive once it opens up after the first chapter.

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

CO: Early screenshots of .45 PARABELLUM BLOODHOUND featured Hong Kong-inspired locales, but I shifted focus to a South American cyberpunk aesthetic after a conversation with a friend from China. It made me realize the importance of leveraging my own culture.

TA: Since the announcement, have you considered a console version, or will this be self-published?

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

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

CO: I drew inspiration from Meiko Kaji, admiring her captivating look and inner strength. Reila's design needed to convey a lot with just her eyes, and her character is a composite of 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, but the outfit took the most work. We experimented a lot until we found the right look, with MerengeDoll helping with accessories.

TA: Following VA-11 Hall-A, you released VA-11 Hall-A Kids and Sapphic Pussy Rhapsody. Should we expect any smaller projects before .45 PARABELLUM BLOODHOUND?

CO: Our plan is to release .45 PARABELLUM BLOODHOUND and move on to new projects. No DLC, but ports to other platforms are possible.

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

CO: I usually work from 9am to 5pm, but lately, sleep has been elusive. When not working, I enjoy movies, walks, and buying books. Buenos Aires inspires me, and being around friends helps my mental health.

TA: What games have you been enjoying lately?

CO: I loved Children of the Sun and Arctic Eggs this year. Last year, I was into The Citadel, Lethal Company, and RoboCop: Rogue City. I'm currently playing The Evil Within and recently replayed Kane and Lynch 2.

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

CO: Indie games inspire me, especially the creativity at events. However, there's a tendency to lean on familiar concepts. Games like Arctic Eggs stand out for their originality, but there's room for growth in the indie scene.

TA: Are you looking forward to any specific games 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.

TA: The Silver Case is one of my favorite games, and I know you love it too. What elements from it inspired you the most, and what's your favorite track from the soundtrack?

CO: The Silver Case's inaccessibility inspired my imagination, and that gap between my vision and the real game influenced my work on VA-11 Hall-A and The Radio Wave Bureau. The entire soundtrack has a great vibe, but it's hard to pick a favorite.

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 of its visual style intrigued you?

CO: I was drawn to the stoic character designs and the UI. The Silver Case's visual style could have inspired a movement in visual novels if given the chance.

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

CO: Meeting Suda was great, though the language barrier limited our conversations. He did play VA-11 Hall-A, but I don't know if he enjoyed it.

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

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

TA: My 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 haven't played Gaiden, and Infinite Wealth felt too overwhelming at launch. I'll give it another shot when I'm ready.

TA: VA-11 Hall-A is perfect on portable devices. 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 I'd like to discuss, but let's save that for part 2. How do you like your coffee? Or, if not coffee, what's your favorite beverage?

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. Next time, let's do a dedicated discussion on The Silver Case.

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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