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Indie Game of the Week 06: VA-11 Hall-A: Cyberpunk Bartender Action

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It's a little hard to categorize this game. It's essentially a non-interactive visual novel occasionally broken up by a mostly interactive drink-mixing mini-game. To the game's credit, it's both written very well and the mini-game is given enough depth that they can continue to mix things up (so to speak) as the plot moves along and you meet more characters. You're introduced to a selection of distinctive people as they pass through the bar - some regulars, some seen only once - and start to pick up on details about the world via the conversation topics on the clientele's minds and through an interstitial period between work days where the protagonist reads the news while she sips her "morning" coffee (the game seems to take place entirely at nighttime, because it's cyberpunk). There's a few games I might liken it to, but none of them really come that close to this particular blend of dialogue-heavy story delivery and bartending.

While the game itself isn't sexually explicit, the dialogue certainly can be.
While the game itself isn't sexually explicit, the dialogue certainly can be.

The plot such as it is concerns Jill, who works for the titular bar serving drinks to folks from all walks of life and with a passing resemblance to certain anime characters: you have an armored patrolwoman who vaguely resembles a Bubblegum Crisis character in her gear, a candid android prostitute with a host of illegal modifications, a lascivious hacker who hides behind filters to prevent harassment, the aggressively sexist editor of the local tabloid rag, and at least one popular idol passing through town. Characters filter into the bar, start conversations and interrupt occasionally to ask for drinks. The player is then tasked with completing their request. Usually, the clients simply state the name of the drink outright, giving you a much easier task of completing their order. Sometimes, they'll give you some vague hints or a broader category ("something sweet") with which the player can get creative in fulfilling. Some even start asking for their "usual" after appearing a few days in a row with the same order. It's worth paying attention to their conversations, as there's often hints you need to remember for later orders, in addition to a lot of information about the city, the local news and other characters. Every one of the game's 24 drinks come with exact instructions - the quantity of liquids to mix, whether it comes with ice and/or is aged first, and whether you need to mix it or blend it, the latter requiring more time in the mixer - and you're rewarded more cash at the end of the day for correct orders. It can seem a bit stressful at first, but the game lacks the strict, anxiety-causing time limits regularly found in food service games like Cook, Serve, Delicious. It's really more invested in telling you a story and giving you something interactive and occasionally puzzle-based to break up the long chains of text.

Jill also has a talking cat. I imagine it's an AI robot thing, since this is the future. The curry ghost I can't explain though.
Jill also has a talking cat. I imagine it's an AI robot thing, since this is the future. The curry ghost I can't explain though.

I've not got too far into the game yet due to various distractions this week, and due to the game's structure I could see this being either a handful of hours long or several dozen. Most of the game's expressive character portraits and clever dialogue feel built towards the long haul: that in order to properly reflect what it's like to be a bartender with a host of regulars, you'll see the same faces over and over as their subplots move forward or they react to events occurring elsewhere in the city. Or maybe I'm just basing all that on Cheers, since I'm not one to go out drinking too often. The game has this very low energy to it that I find myself enjoying, as a lot of it seems to involve just sitting in a cosy corner of a futuristic city preparing drinks for various cyberpunk dystopian anime, Snatcher and Blade Runner archetypes and listening to them vent problems that are both unique to the setting and universal. It's a little off-beat and limited in its gameplay, but it's got a style to it that I can't begrudge.

Rating: 4 out of 5. (So far.)

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6 Comments

6 Comments

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ArbitraryWater

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Edited By ArbitraryWater

I believe it's implied that the "Fore" in those apartment bits is actually just Jill talking to herself, which makes that stuff even better.

Also, as I found out too late, the usual Visual Novel rule of "Save in a bunch of different slots if you don't want to replay the game to find all the endings" applies here. I didn't get any of the special character-specific endings and I got the bad ending for Jill, so... yeah. I didn't want to spend literal hours on a replay mixing drinks and furiously skipping through dialogue, so I have yet to see that stuff. When I was looking up how to get said endings, I also learned that there are a bunch of hidden ways to trigger special dialogue that I honestly would never have thought of doing... so look forward to that, I guess.

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MillaJ

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Man, I love your write-ups. I need to play this game now...

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MindBullet

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Va-11 Hall-a was one of my favorite games from 2016. I encourage anyone even slightly curious to give it a shot. It's a good time, with some clever writing and even some interesting secrets to uncover. The soundtrack is also reaaaal good.

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IamTerics

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I need to give it another shot. I remember trying to play it and being really put off early on, basically by everyone. Not that it was badly written necessarily , but it caught me off guard at how it was written. It felt like I accidentally walked into the wrong theater. But also everyone who plays it seems to really like it. When I do go back, I might play Read Only Memories too and see how they compare.

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MindBullet

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@iamterics: I had the same first impression, honestly. If anything, I'd say the game makes the mistake of putting it's worst characters up front, but it starts introducing some of the more interesting concepts and people pretty quickly. Give it another in-game day or two.

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millionthlayla

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@iamterics: I had the same first impression, honestly. If anything, I'd say the game makes the mistake of putting it's worst characters up front, but it starts introducing some of the more interesting concepts and people pretty quickly. Give it another in-game day or two.

Indeed. I was pretty put off by the abrasive writing at first, but when characters like Sei started showing up, I enjoyed it more. First two dudes were kind of the worst, though.