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 managing a small team. He shares insights into his creative process, inspirations from games like The Silver Case, and his collaboration with artists and composers. The interview also covers the development of .45 Parabellum Bloodhound, its unique gameplay mechanics, visual style, and the team behind it. Ortiz reveals details about the protagonist's design, inspirations for the game's setting, and future plans. The conversation touches upon his thoughts on the indie game landscape, his favorite games, and his personal life, offering a comprehensive look into the mind of a talented and insightful game developer.
TouchArcade (TA): Learn about Christopher Ortiz's role at Sukeban Games and his creative journey.
Christopher Ortiz (CO): Ortiz describes himself as a game creator juggling numerous responsibilities within the company and his love for socializing and culinary delights.
TA: Reflecting on VA-11 Hall-A's success in Japan and the recent Bitsummit visit, Ortiz shares his emotional experience and the overwhelming response to his work.
CO: Ortiz expresses his joy at the enduring popularity of VA-11 Hall-A, highlighting the lasting support from fans as a driving force.
TA: The interviewer expresses their deep appreciation for VA-11 Hall-A, prompting Ortiz to discuss his initial expectations versus the game's actual impact.
CO: Ortiz admits he underestimated the game's potential, revealing the scale of its success was initially overwhelming.
TA: The conversation shifts to the long-awaited iPad version of VA-11 Hall-A, and the possibility of an Xbox port.
CO: Ortiz explains the reasons behind the stalled iPad port and points to the publisher for further clarification.
TA: The team's evolution from a duo to a six-person operation is discussed.
CO: Ortiz explains Sukeban Games' preference for maintaining a small, collaborative team.
TA: Ortiz discusses his working relationship with MerengeDoll, highlighting her artistic talents and the challenges faced with cancelled projects.
CO: Ortiz praises MerengeDoll's unique artistic abilities and expresses hope for future opportunities to showcase her full potential.
TA: The collaboration with composer Garoad on VA-11 Hall-A's soundtrack is explored.
CO: Ortiz describes the collaborative and organic process of creating the soundtrack, emphasizing their shared musical tastes.
TA: The discussion moves to the game's merchandise, its popularity, and Ortiz's level of involvement.
CO: Ortiz explains his limited input on merchandise creation and expresses a desire for greater involvement in future projects.
TA: The interviewer inquires about the inspiration behind the Japanese art book cover for VA-11 Hall-A, and Ortiz's approach to paying homage to his favorite artists.
CO: Ortiz reveals the personal struggles he faced during the creation of the art, and how the music of Gustavo Cerati influenced his work.
TA: The interviewer praises the characters in VA-11 Hall-A, prompting Ortiz to reflect on their unexpected popularity.
CO: Ortiz discusses his initial predictions regarding character popularity and the unpredictable nature of creative success.
TA: The conversation shifts to N1RV Ann-A, its development, and Ortiz's creative process.
CO: Ortiz describes his habit of jotting down ideas for future projects and his ongoing passion for N1RV Ann-A.
TA: The interviewer shares their thoughts on Suda51's No More Heroes 3 and Travis Strikes Again, leading to a discussion about Ortiz's opinions on the games.
CO: Ortiz expresses his appreciation for Travis Strikes Again but offers a less enthusiastic view of No More Heroes 3.
TA: The challenges of international game releases and merchandise distribution are discussed.
CO: Ortiz shares his frustration with Argentinian and Brazilian protectionist policies affecting imports.
TA: The discussion transitions to .45 Parabellum Bloodhound, its announcement, and the positive fan reception.
CO: Ortiz describes the development process as focused and enjoyable, despite some initial anxieties.
TA: The interviewer asks about fan interactions and reactions to .45 Parabellum Bloodhound.
CO: Ortiz shares his delight at the positive response, particularly the creation of fan art.
TA: The interviewer inquires about the possibility of obtaining signed key art.
CO: Ortiz suggests a possible release at the game's launch.
TA: The interviewer asks about the main inspirations behind .45 Parabellum Bloodhound's visuals and gameplay.
CO: Ortiz details the influence of cities like Milan and Buenos Aires, and the unique challenges of bridging the gap between visual novel and action game fans.
TA: The interviewer seeks information about the team working on .45 Parabellum Bloodhound, including the composer and development timeline.
CO: Ortiz introduces the team members, including the composer Juneji, and discusses the challenges and rewards of long-term development.
TA: The interviewer asks about the possibility of a PC demo.
CO: Ortiz explains the challenges of maintaining a demo for this specific game.
TA: The interviewer asks about the game's accessibility and difficulty.
CO: Ortiz hints at a design intended to appeal to a broader range of players.
TA: The interviewer asks about Ortiz's favorite aspect of .45 Parabellum Bloodhound.
CO: Ortiz highlights the atmosphere, script, and addictive combat system.
TA: The interviewer requests a development anecdote.
CO: Ortiz shares a story about changing the game's setting from a Hong Kong-inspired environment to a South American cyberpunk setting.
TA: The interviewer asks about publishing plans for .45 Parabellum Bloodhound.
CO: Ortiz reveals plans for self-publishing on PC and seeking a partner for console releases.
TA: The interviewer asks about the inspiration for Reila Mikazuchi's design.
CO: Ortiz cites actress Meiko Kaji as a major influence.
TA: The interviewer asks about the design iterations for Reila Mikazuchi.
CO: Ortiz details the design process, highlighting the challenges of finding the right outfit.
TA: The interviewer inquires about plans for smaller projects following .45 Parabellum Bloodhound.
CO: Ortiz expresses a focus on the current project and its release.
TA: The interviewer asks about a typical day in Ortiz's life.
CO: Ortiz describes his work routine and his efforts to maintain a balance between work and personal life.
TA: The interviewer asks about Ortiz's recent gaming experiences.
CO: Ortiz lists several games he's enjoyed recently.
TA: The interviewer asks for Ortiz's thoughts on the current state of indie games.
CO: Ortiz shares both positive and critical perspectives on the current indie game landscape.
TA: The interviewer asks about games Ortiz is looking forward to.
CO: Ortiz mentions several upcoming indie games he's excited about.
TA: The interviewer expresses a desire to discuss The Silver Case, leading to a discussion about its influence on Ortiz's work.
CO: Ortiz discusses the impact of The Silver Case on his creative process and his favorite aspects of the game.
TA: The interviewer asks about Ortiz's experience playing The Silver Case on different platforms.
CO: Ortiz confirms playing the game on multiple platforms.
TA: The interviewer asks about the visual style of The Silver Case and its influence.
CO: Ortiz discusses the visual style's influence on his own work.
TA: The interviewer asks about Ortiz's interactions with Suda51 and whether he's played VA-11 Hall-A.
CO: Ortiz discusses his meetings with Suda51 and his uncertainty about whether he enjoyed the game.
TA: The interviewer asks if Ortiz is open to future discussions.
CO: Ortiz expresses openness to future conversations.
TA: The interviewer asks about Ortiz's experience with Like a Dragon: Infinite Wealth.
CO: Ortiz explains why he hasn't completed the game yet.
TA: The interviewer asks about Ortiz's experience playing VA-11 Hall-A on Steam Deck.
CO: Ortiz discusses the game's compatibility issues on Steam Deck.
TA: The interviewer concludes the interview by asking about Ortiz's coffee preferences.
CO: Ortiz describes his preference for black coffee, ideally paired with cheesecake.
The interview concludes with a promise of a future discussion about The Silver Case. The interviewer thanks Ortiz for their time.