VA-11 Hall-A developer Sukeban Games announces ‘Active Time Action’ game .45 PARABELLUM BLOODHOUND for PC

VA-11 Pavilion A Developer Sukeban Games has Announced .45 PARABELLUM HOUNDa “real-time action” game that combines real-time and turn-based combat. It will be available for PC via Steam. It will be playable for the first time at BitSummit Drift from July 19th to 21st.

Here’s an overview of the game, via Sukeban Games:

About

A new world and characters from the award-winning studio that brought you Cyberpunk waiter in action: VA-11 Hall-A.

This is .45 PARABELLUM HOUND.

Dodge attacks, stop time and kill them all

With a combination of real-time and turn-based combat, .45 PARABELLUM HOUND Offers a captivating experience for players of all levels.

Getting staff

Follow the gritty story of Reila Mikazuchi, a killing machine who emerges from a depression and seeks to rebuild her life by doing what she does best. A well-trodden path with known consequences, but is her greatest enemy really standing in front of her?

Main Features

  • Experience the carefully designed “Active Time Action” battle system, suitable for both beginners and veterans.
  • Explore seven meticulously designed atmospheric environments with hand-placed encounters, dialogue, and puzzles.
  • Enjoy detailed lo-fi visuals that enhance the texture of this rich cyberpunk world.
  • Dive into a fascinating story waiting to be discovered.

And here are some additional details, via Sukeban Games. Christopher Ortiz:

What is .45 PARABELLUM HOUND?

An “Active Time Action” game, which sounds a bit silly, but we like silly things.

In short, you move and dodge in real time while waiting for an action bar to fill at a rate determined by your character and weapon’s stats. Once this is done, you can stop time and plan your offense.

The origin of the battle system, of course, goes back to one of my favorites: Parasite Eve, but that’s where the comparisons end.

We will talk about this another time.

Overview: You play as Reila Mikazuchi, a failed mercenary whose glory days are long gone. In a last-ditch attempt to take life by the horns, she decides to return to life, but realizes that the real enemy isn’t in front of her weapon.

—The game’s heroine, Reila. Designed by me with help from Merengedoll.

The entire game takes place in highly atmospheric environments, peppered with hand-crafted encounters. You’ll wander around the game world and uncover hidden secrets, as well as talk to a rather unique cast of characters. Not to mention the amazing boss fights at the end of each level.

We are currently aiming for seven chapters, five of which are playable from start to finish. Most of the features are already defined, as is the story. We highly doubt that things will change much from this initial description, though we never know… There is always something we can get rid of to release in this lifetime.

When is it released?

No idea. I don’t want to give any timetable here so as not to repeat something. N1RV Ann-A Situation (although we do have an internal one), but we’re hoping it’ll be sooner rather than later. I was actually going to wait until we had the whole game built before officially announcing it, but selling games has become a lot harder. It’s not 2016 anymore, so if we want this game to have a chance, we need to get started now and build up those wishlists and stuff.

In short: when it’s done.

Expect monthly development logs (I’ve been writing them for years, though I’ve fallen behind for very good reasons) and progress photos on my and Sukeban’s Twitter accounts.

N1RV Ann-A?

No news on that front. Sorry. I know it’s the main event everyone wants to see, but .45 PARABELLUM HOUND It is very advanced in development and I decided to devote my full attention to it in the near future. Once we launch it, there will be no limits.

Who is working on this?

That would be me as writer and director, with a friend who prefers to remain anonymous as programmer and co-creator (we thought of the story, gameplay, and characters together many, many years ago). Merengedoll (from VA-11 Pavilion A Kids! Fame), ever the soldier, has been helping me with character design, enemies, bosses, and production. Juneji (also from VA-11 Pavilion A Kids!) is doing the soundtrack and some 3D work, and for the first time we have someone looking after our backs to keep things moving along at a nice pace.

If you’re familiar with my solo output, then you know what to expect in terms of vibes and story; for better and worse.

Lost notes

  • Spanish, English, and Japanese localizations are planned for day one (we hope there will be more, but these three are the ones within our current bandwidth).
  • There is no downloadable demo planned, as maintaining a separate build would probably drive us crazy.
  • After a couple of reboots, the current incarnation of the project has been in development for about two years, but if we want to be bold, the programmer and I have been talking about doing something like this since high school. It really makes you think.
  • VA-11 Pavilion AAs far as my contributions to the visuals and atmosphere go, it was largely a mix of subtle and direct inspirations. This time around, I’ve been trying to isolate my brain from outside influences as much as possible, beyond the initial spark for the battle system and other mechanics. Games take a lot of work, so I’d like to deliver a unique “Sukeban” experience, whatever that entails.

For those in Japan: Play Bitsummit Drift!

Lucky enough to live in the Kyoto area, you can get a sneak peek of the game’s first chapter at this year’s BitSummit Drift on July 19, 20, and 21.

Come check it out!

We plan to showcase the game at more events around the world in the near future, but we don’t have many details at the moment. Stay tuned.

For those who can’t attend, we’ll be releasing the first gameplay trailer on [July 19]! This is our YouTube channel.

Check out the first screenshots in the gallery.

Screenshots

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