Coffee Talk Duology Review

Played on Xbox Series X

Developed by Toge Productions

Started in 2009, Toge Productions was a small indie team that didn't develop much outside of flash games. Now, acting as a support pillar for other indie devs in Indonesia since 2017, the studio has grown confident in creating, from the 'Infectionator' trilogy to the 'Coffee Talk' duology. Just like 'Turnip Boy', these are quite similar, short experiences that I wanted to crunch into a single review, and like 'Turnip Boy', I genuinely do hope a third instalment would be made.

Coffee Talk (Episode 1)

Released 29th January 2020

Story and Characters

"Some few find solace in the embrace of bricks and wood and closed doors." is one of the first few things you come across when you start a new game. The narrative structure and the relaxing vibes meshed well with the unique world that it was set in. To summarise, 'Coffee Talk' takes place in a Seattle cafe that only opens at night in a world where Elves, Vampires and other mystical creatures exist and cohabit with humans. You're simply the barista who makes coffee and listens to their customers, but each character's stories were gripping. The game touches on several sensitive topics appropriately, fitting into the game's fantasy setting and making mature and concise discussions regarding the subject. Multiple storylines occur and overlap one another in an engaging and varying manner, as it's all told to you through a visual novel interface: an intergalactic alien asking for dating advice, a mermaid and orc sharing game development interests, or a simple human journalist writing stories about the cafe; all these tales were easy to follow and laid the groundwork for the characters involved in a non-imposing way. The additional newspaper articles in between days provided thematically appropriate context that seemed realistic, and thus intriguing, by woving in what would otherwise appear in the real world. For example, an antidote/relief drug for the werewolves' "Fury" being manufactured illegally and the government stepping in to create the supplies themselves or "F.I.R.E" immigration control cracking down on certain groups, but not others. There is so much substance here, all presented via the wide range of interesting characters with something to say, commonly about their struggles and how they tie into one another.

Gameplay

While the simple yet charming coffee brewing aspect of the game isn't necessarily the highlight as much as you would expect out of a game called 'Coffee Talk', it still acts as a solid pacing check as the player is required to make a drink based on a combination with 3 ingredients. Sometimes characters would ask for their "regular", other times they would give you niche suggestions as to what they want, for you then to surprise them with something new, and other times they would flat out tell you what they would like. It felt like another human way of interacting with the characters and trying to memorise combinations or drawing latte art did break up any potential monotony as you essientally read for a couple of hours. There is an endless mode where you can challenge yourself to fully remember all the drink combinations and how fast you can make them per the customers' satisfaction of "WARM, COLD, SWEET, BITTER", but the initial gameplay loop isn't anywhere near as engaging for you to enter the mode outside of some achievement hunting. Like I said earlier, you can do latte art which is quite nice and continues that relaxing flow of the game, but its achievement where you have to have an accumulative hour of drawing art is a pretty bold ask, especially if the atmosphere didn't click with you or you're not willing to sit there for an hour.

Atmosphere

The atmosphere is beautiful and soothing from stellar pixel art that breathes as much life into the world as it has details in every crack and crevice, to chill music that perfectly encapsulates that cafe vibe into a visual novel package. The pixel art really is incredible, as the attention to detail of making the characters dynamic and go on their phones whilst not part of a conversation, or reacting when overhearing someone, wasn't needed but further made the experience engaging. As for the soundtrack, the serene, lo-fi tone made the cosy interior even cosier compared to the game's outside rainy weather. It doesn't stand out on its own, but when coupled with the welcoming nature of the game's characters and the appealing art style, it makes for a great 4-hour story to watch while drinking a hot chocolate or coffee.

It is a top-tier visual novel that specialises in chill vibes and pleasant characters.

-Great-

Coffee Talk Episode 2: Hibiscus & Butterfly

Released 20th April 2023

Story and Characters

'Coffee Talk Episode 2' is as straightforward of a continuation as possible. Set 3 years after the first game, you continue to operate your nighttime cafe with the whole cast from the first game re-appearing with the addition of a couple few. The game still hones that chill, advice-giving vibe that was perfected the first time, but it does lack much of the nuance that made the 2020 title so engaging. The new characters that we get introduced to, while pleasant and interesting, don't offer much variety in their arcs from what was presented before, either being a sibling with the same communication style and goal as one of the characters from the first game, or following the same "road-to-fame-and-success" story that was also done before, but in an inferior way. Newspapers continue to provide the world-building element that I found so loveable, although with seemingly less real-world parallels. The couple of years in between games had allowed for some characters to grow into their skin to be even more interesting and expand upon their pre-existing relationships with others, but some feel like their dynamics hadn't changed since when we were introduced to them the first time around, essientally resetting and repeating their narratives from the first game. The overlap and interactions that the characters share in and out of the cafe have grown to be much better, with multiple endings for each one, but, unfortunately, these storylines don't feel as fresh to engage with as they once were.

Gameplay

The gameplay faces issues and benefits similar to those of the narrative structure. It's the same. The only difference in this sequel is that there are two new ingredients you can experiment with; the Hibiscus and the Blue Pea. There is also the option to give items to customers when serving them their drink, and while this does have influence over some characters' storyline outcomes, the feature feels quite lowkey given how B-lining the main story and not using this mechanic results in something not too different from the "best" ending. Everything else; the latte art, the "WARM, COLD, SWEET, BITTER" endless mode, the regular drink serving; it's all the same. This lack of change gives me mixed feelings as on one hand, I wanted more so that I could engage with the game to a greater degree, on the other hand, it is a visual novel.

Atmosphere

The atmosphere is still as high quality as it was previously. Amazing pixelated visuals with vibrant and detailed colour palettes, and satisfying and mellow tunes that make up the soundtrack. I could go on, but it quite literally is still the same as the first game, and I go more in-depth about it in its review section.

For better or worse, it is the same (mostly).

-GOOD-

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