{"id":49065,"date":"2025-06-17T01:00:00","date_gmt":"2025-06-16T16:00:00","guid":{"rendered":"https:\/\/automaton-media.com\/en\/?p=49065"},"modified":"2025-06-16T15:40:54","modified_gmt":"2025-06-16T06:40:54","slug":"kinky-horror-game-saeko-giantess-dating-sim-was-deeply-inspired-by-va-11-hall-a-and-va-11-halls-creator-loves-its-punk-spirit","status":"publish","type":"post","link":"https:\/\/automaton-media.com\/en\/interviews\/kinky-horror-game-saeko-giantess-dating-sim-was-deeply-inspired-by-va-11-hall-a-and-va-11-halls-creator-loves-its-punk-spirit\/","title":{"rendered":"Kinky horror game Saeko: Giantess Dating Sim was deeply inspired by Va-11 Hall-A, and Va-11 Hall&#8217;s creator loves its &#8220;punk spirit&#8221;"},"content":{"rendered":"\n<p>Publisher HYPER REAL and Japanese indie development team SAFE HAVN STUDIO released <strong>Saeko: Giantess Dating Sim<\/strong> on May 29 for PC (Steam). In this narrative-driven adventure game set in 2000s Japan, you wake up one day to find yourself shrunken to a tiny size. The giant Saeko appears before you, and you are forced to live inside a drawer of her desk alongside other tiny people she has captured.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe loading=\"lazy\" title=\"SAEKO: Giantess Dating Sim\uff5c\u30ed\u30fc\u30f3\u30c1\u30c8\u30ec\u30fc\u30e9\u30fc\" width=\"1160\" height=\"653\" src=\"https:\/\/www.youtube.com\/embed\/wS2GvASnY1k?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n\n\n<p>Saeko entrusts you, Rin, with the role of supervisor, leaving you in charge of managing the other captives during the day. During the night, you become her confidant, listening to her vent. Gameplay is divided into point-and-click sections where you manage the stats of the other tiny people, and nighttime sections where you interact with Saeko and make choices that could mean life or death.&nbsp;<\/p>\n\n\n\n<p>Automaton recently sat down for a talk with kyp, one of Saeko\u2019s creators at SAFE HAVN STUDIO, and Christopher Ortiz from Sukeban Games, the creator of the hit visual novel VA-11 Hall-A. We talked about <a href=\"https:\/\/store.steampowered.com\/app\/2492120\/SAEKO_Giantess_Dating_Sim\/\" target=\"_blank\" rel=\"noreferrer noopener\">Saeko: Giantess Dating Sim<\/a> and Sukeban\u2019s upcoming <a href=\"https:\/\/store.steampowered.com\/app\/3014650\/45_PARABELLUM_BLOODHOUND__Cyberpunk_Active_Time_Action\/\" target=\"_blank\" rel=\"noreferrer noopener\">.45 Parabellum Bloodhound,<\/a> delving into both developers\u2019 creative styles and what they think about each other\u2019s work.&nbsp;<\/p>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"saeko-giantess-dating-sim-a-game-that-wouldn-t-have-existed-without-va-11-hall-a\"><strong>Saeko: Giantess Dating Sim \u2013 a game that wouldn&#8217;t have existed without <\/strong><strong>VA-11 Hall-A<\/strong>&nbsp;<\/h2>\n\n\n\n<p><strong>\u2015Please introduce yourselves.<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>kyp:<\/strong>&nbsp;<br>I\u2019m kyp, one of SAVE HAVN STUDIO\u2019s three members. I originally started out as a programmer, but I\u2019ve always enjoyed making music, drawing and writing too. For Saeko, I worked on programming, scenario writing, music, and some of the graphics.&nbsp;<\/p>\n\n\n\n<p><strong>Christopher Ortiz (hereafter Chris):<\/strong>&nbsp;<br>I\u2019m Christopher Ortiz from Sukeban Games. Online, I go by Chris or kiririn51. For VA-11 Hall-A, I was responsible for the art, scenario writing, and direction. Currently, I\u2019m working on the new title we announced last year, <em>.<\/em>45 Parabellum Bloodhound (hereafter <em>.<\/em>45PB). It\u2019s turning into a bigger project than expected, but I\u2019m giving it my all.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1200\" height=\"675\" sizes=\"auto, (max-width: 1200px) 100vw, 1200px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/06\/va-11-hall-a-20250604-342525-001.jpg\" alt=\".45 Parabellum Bloodhound\" class=\"wp-image-49067\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/06\/va-11-hall-a-20250604-342525-001.jpg 1200w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/06\/va-11-hall-a-20250604-342525-001-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/06\/va-11-hall-a-20250604-342525-001-768x432.jpg 768w\" \/><figcaption class=\"wp-element-caption\"><em>.45 Parabellum Bloodhound<\/em><\/figcaption><\/figure>\n\n\n\n<p><strong>\u2014Did you know of each other\u2019s games before this interview?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Chris:<\/strong>&nbsp;<br>Yes, I first encountered Saeko at Tokyo Indies and played the demo. Saeko\u2019s the kind of character who gets mad at you when you talk to her, but also gets mad at you when you don&#8217;t \u2013 she&#8217;s terrifying in a very realistic way. It\u2019s hard to put into words, but my first impression was that the game has a strange, magnetic charm that draws you in.&nbsp;<\/p>\n\n\n\n<p><strong>\u2014The game kind of balances both Saeko\u2019s allure and sinister vibes, but which side stood out more to you?&nbsp;<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Chris:<\/strong>&nbsp;<br>Honestly, what struck me the most was the game\u2019s punk spirit. Saeko feels like it\u2019s rebelling against traditional pixel art in its own way. As I played the game, my inner \u201cpixel art police\u201d started to awaken a little, but after a while I realized, \u201cNo, this is the point. It\u2019s <em>meant<\/em> to be like this,\u201d and that made me appreciate it even more.&nbsp;<\/p>\n\n\n\n<p>The way the text is displayed, the way Saeko is meticulously detailed while other characters have a more doodle-like aesthetic. At first glance, it looks unusual and a bit like a mishmash, but that rebellious mix of styles really worked for me.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1200\" height=\"675\" sizes=\"auto, (max-width: 1200px) 100vw, 1200px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/06\/va-11-hall-a-20250604-342525-002.webp\" alt=\"SAEKO: Giantess Dating Sim\" class=\"wp-image-49068\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/06\/va-11-hall-a-20250604-342525-002.webp 1200w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/06\/va-11-hall-a-20250604-342525-002-380x214.webp 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/06\/va-11-hall-a-20250604-342525-002-768x432.webp 768w\" \/><figcaption class=\"wp-element-caption\"><em>SAEKO: Giantess Dating Sim<\/em><\/figcaption><\/figure>\n\n\n\n<p><strong>\u2014Well, kyp, would you say there\u2019s a punk spirit within your team?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>kyp:<\/strong>&nbsp;<br>Yes, I think so. The graphics were handled by two of us \u2013 my friend koh, who is an illustrator, did the more detailed pixel art, while I did the doodle-like art that Chris mentioned. koh was really set on making \u201cthe kind of pixel art that\u2019s never been done before.\u201d They deliberately broke the rules of traditional pixel art, drawing in a rough style and leaving behind extra lines, and I think that actually turned out to be a strength.&nbsp;<\/p>\n\n\n\n<p><strong>Chris:<\/strong>&nbsp;<br>Also, Saeko is split into different segments: the conversation scenes, the sacrifice selection, and the deceptively calm nighttime sections \u2013 which reminded me a bit of <em>V<\/em>A-11 Hall-A&#8217;s structure. The short sections make it easy to play until you reach a good stopping point, which I appreciated.&nbsp;<\/p>\n\n\n\n<p>And the way Saeko is always watching in every scene\u2026that really sent chills down my spine. The scariest part, for me, was when I tried to check my messages before bed, and Saeko just hit a button and closed it.&nbsp;&nbsp;<\/p>\n\n\n\n<p><strong>\u2015Were these the kinds of impressions you were going for (to kyp)?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>kyp:<\/strong>&nbsp;<br>Chris mentioned that Saeko felt similar to VA-11 Hall-A, and honestly, it\u2019s heavily influenced by it. In VA-11 Hall-A, each in-game day is split into two short segments, and I remember wondering why I could progress through it so smoothly without ever getting bored. I realized that it was thanks to this structure, so I decided to design Saeko in a similar way, stacking smaller elements into one, cohesive game. That approach was borrowed directly from VA-11 Hall-A.&nbsp;<\/p>\n\n\n\n<p>As for how Saeko\u2019s always watching you in the game \u2013 I tend to come up with ideas as I\u2019m programming, and I wanted the game to explore the theme of \u201cfearing the giantess,\u201d so this was one of the elements that I added to fit that idea.&nbsp;<\/p>\n\n\n\n<p><strong>Chris:<\/strong>&nbsp;<br>Maybe that\u2019s why, but I felt like that constant tension \u2013 like what you\u2019d feel when playing a Resident Evil or Silent Hill game \u2013 was executed very well. If you\u2019re into giantesses, it might be delightful, but since I\u2019m not into that, it was a terrifying experience throughout.&nbsp;<\/p>\n\n\n\n<p><strong>\u2015What was your first impression of Sukeban Games work (to kyp)?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>kyp:<\/strong>&nbsp;<br>I first played VA-11 Hall-A back when I barely knew anything about indie games, and it really struck me emotionally. It was actually one of the main reasons I decided to try making indie games myself.&nbsp;<\/p>\n\n\n\n<p>I also played .45PB at Tokyo Indies, but even before that, I had been reading Chris\u2019s monthly dev blogs from when the project was still titled \u201cProject D.\u201d I didn\u2019t even know what kind of game it was at that point, but the screenshots alone made me think, \u201cThis looks so cool.\u201d&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1147\" height=\"648\" sizes=\"auto, (max-width: 1147px) 100vw, 1147px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/06\/va-11-hall-a-20250604-342525-004.jpg\" alt=\"VA-11 Hall-A: Cyberpunk Bartender Action\" class=\"wp-image-49072\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/06\/va-11-hall-a-20250604-342525-004.jpg 1147w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/06\/va-11-hall-a-20250604-342525-004-380x215.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/06\/va-11-hall-a-20250604-342525-004-768x434.jpg 768w\" \/><figcaption class=\"wp-element-caption\"><em>VA-11 Hall-A: Cyberpunk Bartender Action<\/em><\/figcaption><\/figure>\n\n\n\n<p><strong>\u2015If you\u2019ve been reading their dev blogs, you must be a big fan of Sukeban Games and <\/strong><strong>VA-11 Hall-A.<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>kyp:<\/strong>&nbsp;<br>I\u2019m a huge fan actually, which is why I\u2019m kind of nervous talking to Chris right now (laughs)&nbsp;<\/p>\n\n\n\n<p><strong>\u2015 (laughs) <\/strong><strong>VA-11 Hall-A has had a major influence on other works since its release. Chris, how does it feel to meet a fellow developer who was so directly inspired by your work?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Chris:<\/strong>&nbsp;<br>I was the same back in high school \u2013 playing games and dreaming of making them, but having no clue how to start. Then I encountered games by Suda51 like Killer7 and No More Heroes, and that really pushed me to take game development seriously. So to hear that VA-11 Hall-A, a game I made, became someone else\u2019s turning point in a similar way, makes me incredibly happy.&nbsp;<\/p>\n\n\n\n<p><strong>\u2015Saeko\u2019s title includes the tagline \u201cGiantess Dating Sim,\u201d but if you were to assign a genre to it, would you call it horror, or perhaps an adventure game (to Chris)?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>kyp:<\/strong>&nbsp;<br>Oh, I\u2019d just like to mention that the title \u201cSaeko: Giantess Dating Sim\u201d was completely inspired by VA-11 Hall-A and its subtitle<em> \u201c<\/em>Cyberpunk Bartender Action\u201d (laughs).&nbsp;<\/p>\n\n\n\n<p><strong>Chris:<\/strong>&nbsp;<br>I personally love games that have subtitles like that, and VA-11 Hall-A&#8217;s <em>\u201c<\/em>Cyberpunk Bartender Action\u201d was actually inspired by Metal Geal Solid\u2019s \u201cTactical Espionage Action.\u201d Our new game, .45PB, also has a rather long subtitle \u2013 \u201cCyberpunk Active Time Action.\u201d As for Saeko, perhaps I\u2019d describe it as \u201cGiantess Dating Action.\u201d&nbsp;<\/p>\n\n\n\n<p><strong>Kyp:<\/strong>&nbsp;<br>I want to rename it now (laughs). Just for one day, maybe Apil 1.&nbsp;<\/p>\n\n\n\n<p><strong>Chris:<\/strong> You can make a Metal Gear Solid-style April Fool\u2019s minigame where Rin hides in cardboard boxes (laughs).&nbsp;<\/p>\n\n\n\n<p><strong>\u2015I would love to see that (laughs). What do you feel when playing Sukeban Games\u2019 works (to kyp)?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>kyp:<\/strong>&nbsp;<br>I\u2019ve always loved pixel art, and VA-11 Hall-A has this nostalgic vibe and city pop-inspired music that I really enjoyed. What really struck me was that the game doesn\u2019t revolve around a typical narrative about defeating an enemy or some kind of evil. It\u2019s more about just trying to survive in the world as it is. That really left an impact on me.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1147\" height=\"643\" sizes=\"auto, (max-width: 1147px) 100vw, 1147px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/06\/va-11-hall-a-20250604-342525-005.jpg\" alt=\"VA-11 Hall-A: Cyberpunk Bartender Action\" class=\"wp-image-49075\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/06\/va-11-hall-a-20250604-342525-005.jpg 1147w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/06\/va-11-hall-a-20250604-342525-005-380x213.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/06\/va-11-hall-a-20250604-342525-005-768x431.jpg 768w\" \/><figcaption class=\"wp-element-caption\"><em>VA-11 Hall-A: Cyberpunk Bartender Action<\/em><\/figcaption><\/figure>\n\n\n\n<p><strong>\u2015True, it\u2019s a game that doesn\u2019t try to resolve everything.<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>kyp:<\/strong>&nbsp;<br>Exactly. If I were actually living in that world, I doubt I\u2019d be able to solve anything either (laughs). It was surprising for me in a refreshing way.&nbsp;<\/p>\n\n\n\n<p><strong>Chris:<\/strong>&nbsp;<br>That was exactly the idea when we made VA-11 Hall-A, so I\u2019m really happy that came through. Life in Venezuela at the time was incredibly rough \u2013 just getting through each day was a challenge. That feeling is what I tried to express in the game and convey to players.&nbsp;<\/p>\n\n\n\n<p>It\u2019s not like I wanted to convey how miserable things were. It was more like: \u201cThese were our daily lives, and in order to survive and live happily, we just had to get through each day.\u201d That\u2019s what I wanted VA-11 Hall-A to communicate. There are no epic efforts to solve some kind of huge incident, and despite the word \u201cAction\u201d in the subtitle, there\u2019s no action gameplay whatsoever. But that was all intentional, and I\u2019m glad it landed as intended.&nbsp;<\/p>\n\n\n\n<p><strong>kyp:<\/strong>&nbsp;<br>As for .45PB, I initially had this image of it being another 2D game like VA-11 Hall-A, so I was really surprised when I saw it was in 3D. But once I played it, I could tell it was made by the same people &#8211; it had that same kind of underlying conviction behind it, and I was really glad I played it.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1200\" height=\"675\" sizes=\"auto, (max-width: 1200px) 100vw, 1200px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/06\/va-11-hall-a-20250604-342525-005-1.jpg\" alt=\".45 Parabellum Bloodhound\" class=\"wp-image-49076\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/06\/va-11-hall-a-20250604-342525-005-1.jpg 1200w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/06\/va-11-hall-a-20250604-342525-005-1-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/06\/va-11-hall-a-20250604-342525-005-1-768x432.jpg 768w\" \/><figcaption class=\"wp-element-caption\"><em>.45 Parabellum Bloodhound<\/em><\/figcaption><\/figure>\n\n\n\n<p><strong>Chris:<\/strong>&nbsp;<br>That you sensed the same kind of conviction is really surprising to me, but I\u2019m very happy to hear it. Honestly, I\u2019m not the kind of person who creates based on a firm philosophy. I just make whatever I want to make at the time. So it\u2019s a pleasant surprise when people recognize a consistent style in that.&nbsp;<\/p>\n\n\n\n<p><strong>\u2015<\/strong><strong>Both <\/strong><strong><em>Saeko<\/em><\/strong><strong> and Sukeban\u2019s games are very original in that they don\u2019t feel modeled after other titles. How did you approach things like game pacing and design?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>kyp:<\/strong>&nbsp;<br>With Saeko, we always had the underlying theme of \u201cbeing subjected to hardship by a giant girl\u201d as our axis. So before writing the scenario, we brainstormed various gameplay systems to see how we could best deliver that theme. We actually came up with a few different patterns and showed them to our publisher. In the end, we went with the one that made the scenario easiest to write, fit the theme best, and had the fewest restrictions. From there, we built the story.&nbsp;<\/p>\n\n\n\n<p><strong>\u2015So rather than pursuing a clear final vision, you played around with different ideas.<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>kyp:<\/strong>&nbsp;<br>That\u2019s right, I did think a lot about how I wanted to make the player feel, but the gameplay system itself didn\u2019t really come together until well into development.&nbsp;<\/p>\n\n\n\n<p><strong>\u2014What were some of the earlier versions like?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>kyp:<\/strong>&nbsp;<br>Actually, there was a version that really paid homage to VA-11 Hall-A. In it, you had a drawer full of items you could combine to make new ones, and then you\u2019d give those to the other tiny captives. I think I still have the UI for that somewhere. But I struggled to write a scenario around it, so I eventually settled on the game\u2019s current style.&nbsp;<\/p>\n\n\n\n<p>Sukeban Games posted prototype images of VA-11 Hall-A on their blog once. I\u2019d like to write a blog like that once development is finished, though I\u2019m not sure when that\u2019ll be (laughs).&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1519\" height=\"853\" sizes=\"auto, (max-width: 1519px) 100vw, 1519px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/06\/va-11-hall-a-20250604-342525-006.jpg\" alt=\"SAEKO: Giantess Dating Sim\" class=\"wp-image-49078\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/06\/va-11-hall-a-20250604-342525-006.jpg 1519w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/06\/va-11-hall-a-20250604-342525-006-380x213.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/06\/va-11-hall-a-20250604-342525-006-768x431.jpg 768w\" \/><figcaption class=\"wp-element-caption\"><em>SAEKO: Giantess Dating Sim<\/em><\/figcaption><\/figure>\n\n\n\n<p><strong><strong>\u2015<\/strong>I\u2019d love to see those earlier versions someday, so I\u2019ll be waiting for your dev blog! Chris, how did you approach VA-11 Hall-A&#8217;<em>s <\/em>development?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Chris:<\/strong>&nbsp;<br>My guiding principle was to avoid making anything I didn\u2019t feel like making. I was in charge of the artwork, and I wanted to draw cute girls. But for a typical visual novel game, you\u2019d have to draw elaborate backgrounds for various scenes, and I didn\u2019t feel like doing that. That\u2019s why I chose a bar as the game\u2019s setting.&nbsp;<\/p>\n\n\n\n<p><strong>\u2015That\u2019s very practical of you (laughs).<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Chris:<\/strong>&nbsp;<br>That&#8217;s also why I made Jill\u2019s room very simple instead of going for something visually rich. In this sense, I can really relate to how kyp chose Saeko\u2019s game design based on what came with the least constraints.&nbsp;<\/p>\n\n\n\n<p>I think game designers should always be asking themselves not only \u201cWhat do I want to make?\u201d but also \u201cWhat do I want to avoid making?\u201d I say this as a kind of self-reflection, but I really don\u2019t like dealing with things like parameters or UI. And yet, I decided to make an RPG like .45PB that requires all that. I\u2019m regretting that big time now, and I don\u2019t think you\u2019ll see parameters or UI in any of my future games after .45PB (laughs).&nbsp;<\/p>\n\n\n\n<p><strong>Everyone:<\/strong>&nbsp;<br>(laughs)&nbsp;<br>&nbsp;<\/p>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"i-want-this-game-to-wreck-players-lives\"><strong>I want this game to wreck players\u2019 lives<\/strong>&nbsp;<\/h2>\n\n\n\n<p><strong>\u2015Earlier, you mentioned making decisions based on \u201cwhat you want to make the player feel\u201d as they play. What kind of experience were you going for in Saeko?&nbsp;<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>kyp:<\/strong>\u00a0<br>I\u2019ve always loved reading novels \u2013 especially novels that deal with erotic or grotesque themes, so I wanted to recreate that kind of experience through a game. That said, I didn\u2019t want to go for simple shock value, I wanted to make something that players would find worthwhile.\u00a0<\/p>\n\n\n\n<p><strong>\u2015Frankly, I was expecting you to say you wanted to completely mess people up emotionally or something.<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>kyp:<\/strong>&nbsp;<br>Well, now that you mention it, the original concept for Saeko actually came from an erotic novel I read on an indie author&#8217;s website back in the 2000s. I was very young when I encountered it, and it kind of messed up my life. So yeah, I actually did want players to experience something similar (laughs).&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1513\" height=\"848\" sizes=\"auto, (max-width: 1513px) 100vw, 1513px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/06\/va-11-hall-a-20250604-342525-007.jpg\" alt=\"SAEKO: Giantess Dating Sim\" class=\"wp-image-49079\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/06\/va-11-hall-a-20250604-342525-007.jpg 1513w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/06\/va-11-hall-a-20250604-342525-007-380x213.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/06\/va-11-hall-a-20250604-342525-007-768x430.jpg 768w\" \/><figcaption class=\"wp-element-caption\"><em>SAEKO: Giantess Dating Sim<\/em><\/figcaption><\/figure>\n\n\n\n<p><strong>Chris:<\/strong>&nbsp;<br>I definitely felt that while playing Saeko. It\u2019s bound to resonate with players who are into that kind of thing, but I think it can also open new doors for players who aren\u2019t. I feel like when creators put that kind of raw energy into their work, it really makes the game better. In VA-11 Hall-A, it\u2019s the cute girls that draw you in first, but then the story hooks you in next \u2013 I think we were able to create something that strikes a chord with players both visually and narratively. I hope Saeko becomes a classic in its own niche sphere, opening doors for a lot of people.&nbsp;<\/p>\n\n\n\n<p><strong>kyp:<\/strong>&nbsp;<br>That means a lot. Thank you so much.&nbsp;<\/p>\n\n\n\n<p><strong>\u2014 Saeko has a very artistic feeling to it, so I wasn\u2019t sure if it was okay to look at it with any kind of\u2026 baser instincts. Is that allowed?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>kyp:<\/strong>&nbsp;<br>I\u2019ve definitely gotten a little too excited about it on occasions, so yes, it\u2019s totally okay to approach Saeko in that way. (laughs) Actually, it\u2019s not just explicit content that makes erotic novels feel sensual, it\u2019s artistic sensibility too. Some of them can possess a depth that resonates with you the more you re-read them, so I think that sexual appeal and artistic quality are actually quite connected.&nbsp;<\/p>\n\n\n\n<p><strong>Chris:<\/strong>&nbsp;<br>If we\u2019re talking eroticism and artistry, the key difference between something banned on Steam for obvious shock value and games like Baldur\u2019s Gate 3 or The Witcher 3, which include sex and nudity, is whether those elements serve the story and how. I think it\u2019s all about balance.&nbsp;<\/p>\n\n\n\n<p>In Saeko\u2019s case, I\u2019m not personally into the giantess kink, but when her hand would loom over me, threatening to crush me, or when I saw the detailed lines of her palm, even I had moments where I thought \u201cYeah, I get it.\u201d Even if you\u2019re not into it, these scenes don\u2019t feel overdone \u2013 they just feel terrifying, which is why I think it\u2019s really well executed.&nbsp;<\/p>\n\n\n\n<p><strong>kyp:<\/strong>&nbsp;<br>I feel like the conversation is taking a strange turn&#8230; (laughs) But yeah, as Chris said, I love giantesses, and of course I\u2019m trying to appeal to that interest, but I also don\u2019t want these elements to feel out of place to the people just playing the game as a regular visual novel.&nbsp;<\/p>\n\n\n\n<p>On the game\u2019s X account, we\u2019ve had people beg us to show the inside of Saeko\u2019s mouth, the inside of her stomach and to have her crush the protagonist with her feet. While I am happy to receive such requests, they\u2019re not something that would work with our game\u2019s scenario. On the other hand, the hand scene Chris mentioned \u2013 stuff like that fits right into our game system, which is why we used it. I\u2019m really happy that it hit the mark.&nbsp;<\/p>\n\n\n\n<p><strong>\u2014And what about <\/strong><strong>.45PB?<\/strong><strong> What kind of message are you aiming for, and what kind of experience do you want players to have?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Chris:<\/strong> \u00a0<br>With VA-11 Hall-A, the main message was, \u201cNo matter what happens, you need to get up and live each day.\u201d But I didn\u2019t want to repeat that exact same theme, so with .45PB, the message became: \u201cNo matter what you do or what happens around you, live your life in pursuit of your own happiness.&#8221; No matter what that pursuit leads to, I want people to find the strength to keep going. There are people out there dealing with war, economic instability \u2013 things that are far beyond their control. I hope this game gives them the strength to keep moving forward.\u00a0<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1200\" height=\"675\" sizes=\"auto, (max-width: 1200px) 100vw, 1200px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/06\/va-11-hall-a-20250604-342525-008.webp\" alt=\".45 Parabellum Bloodhound\" class=\"wp-image-49081\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/06\/va-11-hall-a-20250604-342525-008.webp 1200w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/06\/va-11-hall-a-20250604-342525-008-380x214.webp 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/06\/va-11-hall-a-20250604-342525-008-768x432.webp 768w\" \/><figcaption class=\"wp-element-caption\"><em>.45 Parabellum Bloodhound<\/em><\/figcaption><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\" id=\"describing-saeko-and-45pb-through-each-other-s-eyes\"><strong>Describing Saeko and .45PB through each other\u2019s eyes<\/strong>&nbsp;<\/h2>\n\n\n\n<p><strong>\u2014For this last part, rather than discussing your own games, could each of you introduce the other\u2019s game from your perspective?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Chris:<\/strong>&nbsp;<br>Oh, that\u2019s an unusual request. Let me think for a second&#8230;&nbsp;<\/p>\n\n\n\n<p><strong>kyp:<\/strong>&nbsp;<br>When I played the .45PB demo, the first thing that stood out to me was how cool everything looked. I\u2019m not great at action games, but .45PB\u2019s system gives you time to stop and think about your moves, so you can enjoy it even if you don\u2019t have super sharp reflexes. It\u2019s an entertaining game that gives you the satisfaction of improving the more you play.&nbsp;<\/p>\n\n\n\n<p>Also, although the atmosphere is completely different from VA-11 Hall-A, the characters are really cute (laughs). There\u2019s one named America who shows up when you die and curses you out \u2013 I loved her immediately.&nbsp;<\/p>\n\n\n\n<p>I think fans of VA-11 Hall-A will recognize the same sensibilities in 45PB, and as a 3D game, it\u2019s just plain fun. I hope lots of people give it a try. \u2026My introduction kind of turned into a review, but I hope it works. (laughs)&nbsp;<\/p>\n\n\n\n<p><strong>\u2014I think it was a great description, even your unique <em>tastes<\/em> shined through (laughs)<\/strong>.<\/p>\n\n\n\n<p><strong>Chris:<\/strong>&nbsp;<br>When I played Saeko, the main thing I felt was nostalgia. It\u2019s set in 2008, and it totally brought back memories of browsing adult sites on a Nokia phone, so that hit me in an unexpected way.&nbsp;<\/p>\n\n\n\n<p>And the pacing is relaxed overall, but then you have these terrifying conversations with Saeko, and major choices suddenly pop up that can result in characters dying one by one. The whole game is a well-crafted package. I think some people will buy it expecting it to be just a fetish game, but it betrays that notion in a good way, and I think it\u2019s a title that can appeal to a wide range of people.&nbsp;<\/p>\n\n\n\n<p><strong>kyp:<\/strong>&nbsp;<br>Thank you so much. That really means a lot.&nbsp;<\/p>\n\n\n\n<p><strong>\u2014I think this has been a truly respectful and insightful conversation between two creators who understand each other\u2019s work. Thank you both for your time!<\/strong>&nbsp;<\/p>\n\n\n\n<p>Saeko: Giantess Dating Sim is out now for PC (Steam). Sukeban Games\u2019 <a href=\"https:\/\/store.steampowered.com\/app\/3014650\/45_PARABELLUM_BLOODHOUND__Cyberpunk_Active_Time_Action\/\" target=\"_blank\" rel=\"noreferrer noopener\">.45 Parabellum Bloodhound<\/a> is currently in development.&nbsp;<\/p>\n\n\n\n<p class=\"has-text-align-right\">[Writer, editor: Koutaro Sato]&nbsp;<br>[Interviewer, editor: Ayuo Kawase]&nbsp;<br>[Support, Interpreter: Taku Yamanaka]&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Joint developer interview with VA-11 Hall-A creator Christopher Ortiz and SAEKO: Giantess Dating Sim creator kyp.<\/p>\n","protected":false},"author":1,"featured_media":49085,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_gspb_post_css":"","footnotes":""},"categories":[10],"tags":[],"class_list":["post-49065","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-interviews"],"blocksy_meta":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.2 - 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