Late to the party review: Coffee Talk

Author: Shea Layton

Now, more than ever, life feels like we are all living in a fast-forward. We rush to work through our multitudinous duties, home to eat and knock out chores, and to bed to do it all again. There are pockets of time in our day where we get to sit down, relax, and enjoy the simple moments. CoffeeTalk is a game that embodies that both in narrative and in gameplay, asking the player to kick their feet up, make some coffee drinks, and enjoy the company of others.

Coffee Talk (Xbox One [reviewed], PlayStation 4, Nintendo Switch, macOS, Microsoft Windows)

Developer: Toge Productions

Publisher: Toge Productions and Chorus Worldwide

Release Date: January 29, 2020

MSRP: $12.99

Coffee Talk is a visual novel that starts with a barista who is the sole proprietor of Coffee Talk, a café that is located in Seattle, Washington, and is only open at night. It exists in a fantastical version of Earth, populated by creatures such as dwarves, elves, orcs, vampires, and more. Multiple patrons of different races pop into Coffee Talk to enjoy a cup of their non-alcoholic liquid of choice as they discuss their lives with the barista and each other. As more patrons discover the shop, they make visiting a ritual.

Toge Productions does a great job of mirroring how most of us act; when we discover a restaurant or café that feels low-key and delightful, we share it with our closest friends and visit it often.

As the individual and overall stories develop, they range from humorous to severe. At one moment, the barista can be roasting (yes, that’s intentional) his most frequent patron for not getting enough sleep and looking visibly exhausted. Next, a concerned father and retired music exec can lament how his daughter is being exploited by a new hotshot music exec with accusations of sexual assault on his record. That’s the beauty of Coffee Talk; it encapsulates all of the conversations that possibly are happening in cafes worldwide and does not shy away from bringing awareness to complex topics.

Some of the writing felt a bit on the nose. Particularly about how a character is writing their story about a single race, yet people would find ways to be cruel to each other. I found many of the topics explored well-written and captivating.

The dialog and stories are crafted with care, and each character stands out in their own special way. Coffee Talk is dialog-heavy, and I was impressed with the consistency of excellent writing. There were a few minor grammatical errors, but nothing too egregious.

The art style is pixelated, yet modern. There were moments I felt like I was playing a Sega Master System game but crafted with animation of a much younger generation. Each character stands out with their character designs. Some of the standouts for me (based on design alone) are Gala, the scarred but lovable werewolf, Freya, the manic pixie who longs to be a respected author, and Neil, the alien who guises himself as a 1960s astronaut and a universe reflected in his helmet. The art style also works wonders for many of the drinks concocted in the game, making the player want to seek out their nearest café to try some of them in their lives.

The gameplay mechanic revolves around you creating drinks for the patrons while also listening to their stories. The characters are sometimes direct with what they want you to make for them, while others are vague, leaving you to experiment in hopes of getting their order correct. This can be frustrating for some players for a couple of reasons. With a game predicated on you relaxing and enjoying the “feel-good vibes” of being a coffee shop owner, getting an order wrong can be stressful in the context of the game. There are also moments where the story can depend on you getting the drink precisely how the patron wants it, as it will influence what occurs next. There are plenty of guides out there telling you exactly what to make if that makes you nervous, but it’s okay to make mistakes and learn as well. After all, it’s just a game.

The music is the lynchpin, tying together the numerous storylines and the relaxed atmosphere. Except for one or two tracks, the soundtrack is nothing chill-hop tunes, one right after the other. It’s so good that while I was in work meetings with the Coffee Talk music playing in the background. The music never overpowers the story and dialog between characters, but it accentuates everything happening on screen.

Coffee Talk also has a free mode where you can experiment with making drinks to fill out your recipe book and an endless mode where you fulfill customers’ orders within a time limit. They are fun to play a few times each, but the real draw is the storyline. I wouldn’t classify the other modes as content that is great for replay value, but if you need to kill ten minutes in a low-stakes and chill environment, it exists as an offering.

Verdict: The superb writing and character development over the two in-game weeks entertained me from beginning to end. The second credits rolled, and I wanted more content in this simple yet beautifully crafted world. The topics explored in the game may not resonate with everyone, but it’s impressive that it even broaches some of them. The art style and music are both quite enjoyable, tying the game together in a neat little bow. You will find some value in Coffee Talk for those who aren’t usually into visual novel-style games. I can’t wait for the sequel; it should be on your radar.

Buy it

[This review is based on a retail build of the game purchased by the reviewer] 

Author’s Note: I just wanted to pay my condolences to Mohammad Fahmi, the creator of Coffee Talk, who passed away earlier this year. Though you will never read this, thank you for creating such a wonderful and arresting story. My hope is that it will be shared and loved for generations to come. Rest easy, and I hope that wherever you are, you are able to create your own coffee shop and offer advice to those in need.