This extensive interview with Christopher Ortiz, creator of the acclaimed game VA-11 Hall-A, delves into the game's unexpected success, the development of the upcoming title .45 PARABELLUM BLOODHOUND, and Ortiz's inspirations and influences.
The conversation begins with Ortiz providing a brief introduction, describing himself as a game creator heavily involved in Sukeban Games. The discussion then shifts to VA-11 Hall-A's remarkable reception in Japan, a territory Ortiz considers a second home. He reflects on the emotional experience of returning to Japan for Bitsummit and witnessing the continued enthusiasm for his work, both VA-11 Hall-A and the newly announced .45 PARABELLUM BLOODHOUND.
Ortiz expresses surprise at the game's massive success, initially anticipating far fewer sales. He addresses the long-awaited iPad version of VA-11 Hall-A, explaining that while a playable build existed, its release was ultimately stalled. The interview continues with a look at the evolution of Sukeban Games, highlighting the growth of the team from its initial two members to its current six. Ortiz praises the artistic contributions of MerengeDoll, emphasizing her unique ability to translate his ideas into visual form.
The collaborative process with composer Garoad on VA-11 Hall-A's iconic soundtrack is discussed, emphasizing their shared musical tastes and the organic nature of their creative synergy. Ortiz touches upon his limited involvement in merchandise creation, expressing a desire for greater participation in future projects. The conversation then revisits the striking art book cover for the Japanese release of VA-11 Hall-A, revealing its creation during a period of personal hardship and its homage to Gustavo Cerati's music.
Ortiz reflects on the unexpected popularity of VA-11 Hall-A's characters, acknowledging Stella's pre-release viral presence but emphasizing the unpredictability of such trends. The topic shifts to N1RV Ann-A, with Ortiz sharing insights into his creative process, including his habit of jotting down lore and character ideas for future projects.
The interview explores Ortiz's thoughts on Suda51's work, specifically No More Heroes 3 and Travis Strikes Again, expressing appreciation for the latter's unique style. Ortiz shares his perspective on Grasshopper Manufacture's relationship with NetEase and the announced remasters. He then discusses the challenges of navigating international merchandise distribution, particularly the difficulties faced in Argentina due to protectionist policies.
The discussion moves to .45 PARABELLUM BLOODHOUND, detailing the development process, the positive fan reception, and the team's approach to managing expectations. Ortiz highlights the fun and collaborative nature of the development, emphasizing the absence of crunch time. He shares anecdotes about fan interactions, both online and offline, including the heartwarming experience of receiving fan art at Bitsummit.
The interview explores the visual and gameplay inspirations behind .45 PARABELLUM BLOODHOUND, citing influences from Parasite Eve's battle system and the urban landscapes of Milan and Buenos Aires. Ortiz discusses the team's composition, including the contributions of composer Juneji and the challenges of managing long-term development amidst setbacks. He touches upon the possibility of a PC demo, explaining the logistical difficulties involved.
Ortiz details the game's accessibility, aiming to bridge the gap between casual and action-oriented players. He shares his favorite aspects of .45 PARABELLUM BLOODHOUND, highlighting the atmosphere, script, and addictive combat system. A revealing anecdote about the game's evolution, including the shift away from Hong Kong-inspired locales, is shared, emphasizing Ortiz's evolving approach to cultural representation.
The interview continues with a discussion of the game's publishing plans, revealing the intention to self-publish on PC and seek partnerships for console releases. Ortiz provides insights into the design and character inspiration behind Reila Mikazuchi, referencing actor Meiko Kaji as a major influence. He also discusses the iterative design process for Reila's final look.
The topic shifts to future projects, with Ortiz stating that there are currently no plans for DLC or smaller projects following .45 PARABELLUM BLOODHOUND. He shares a glimpse into his daily life, balancing work with personal pursuits like watching movies and exploring Buenos Aires. Ortiz then shares his recent gaming experiences, mentioning titles like Children of the Sun, Arctic Eggs, and The Evil Within.
The interview concludes with Ortiz's reflections on the current state of indie games, expressing both admiration for the creative energy within the community and concerns about over-reliance on familiar tropes. He shares his anticipation for upcoming games, including Slitterhead. A detailed discussion of The Silver Case's influence on his work follows, highlighting the game's impact on his creative process and its lasting impression on his visual style. The interview concludes with a personal question about Ortiz's coffee preference, followed by a brief discussion about his meeting with Suda51 and his thoughts on Like a Dragon: Infinite Wealth. Finally, Ortiz shares his experience playing VA-11 Hall-A on the Steam Deck.
The interview ends with a promise of a future discussion focused on The Silver Case.