Tavern Talk Review
With such an established format as the visual novel, games now quite often look to break outside of the text-heavy storytelling with snippets of other gameplay genres that help break up the monotony of tapping endlessly through often unvoiced dialogue. Some of my favourite games of this style, VA-11 HALL-A and Coffee Talk, let you mix drinks and brew beverages between conversations, and that blend of interaction creates such a unique connection with the game and it’s characters. Tavern Talk takes that formula and steeps it in high-fantasy, but with a uniquely modern and tabletop-inspired voice that makes it one of the most unique takes on a Dungeons & Dragons style setting I’ve seen in gaming.
In Tavern Talk, your humble inn and drinkery serves as a hub for adventurers, warriors, and pretty much anyone else to gather at. Some are looking for rest after a tough battle, others are sharing quests they need party members for, and a few just need a refreshing beverage and someone to talk to.
On the surface, a lot of these characters are pretty standard fantasy stereotypes – your pale blonde elves, your stout dwarf warriors, your aloof assassins and so on – but what makes all of them so interesting is that they aren’t characterised and written like typically stoic fantasy heroes. Instead, their casual tone and quite literal adherence to things like the D&D alignment chart make them feel more like a real persons tabletop character mid-session. It helps them come to life in a much more interesting fashion, and leads to fun moments where you might see two characters with very different personalities instantly connect on a subject because of their placements on the alignment chart – you can even check this in-game through your journal.
When one of these characters visits your shop, they’ll ask you to make a drink for them. On top of general preferences for flavour or style, your patrons will also have stat-related needs that your concoction has to help with, requiring you to brew something that boosts strength, charisma, dexterity, intelligence, or defence.
The act of brewing a beverage isn’t very complicated, and I have mixed feelings about that. On one hand, the simplistic nature of the drink-mixing gameplay makes it easier to vibe with the story and follow it without interruption, but on the other hand, it gets so repetitive so quickly. Despite unlocking new recipes drink modifiers as the game goes on, your patrons will almost always stick to their same usual favourites. A more challenging version of the drink mixing would make your bond with the patrons and the info and rumors they share with you feel so much more earned and meaningful.
Once you learn enough info or rumours from various patrons, you can piece them together and post an open quest on your taverns’ quest-board to let any of your patrons tackle the adventure. This also isn’t as difficult or open-ended as I would have liked. There isn’t a lot of variety or meaningful experimentation that goes into putting these quests, or the drinks your patrons need before tackling them, together. The idea of your interactions with your shop visitors culminating in these big quests is interesting, but it already lacks some oomph since you don’t get to witness the quests at all – the lack of challenge in putting them together makes the most impactful moments of the game fall a bit flat.
Still, there’s a lot of charm and wonderful world-building to Tavern Talk that make it a worthwhile experience despite a lack of gameplay depth. The game is full of diverse, interesting, and engaging characters, and even the patrons who I despised for their rancid vibes or twisted personalities made for really interesting interactions. The world needs more drink-mixing visual novels, and Tavern Talk is a welcome, if slightly flawed, addition to that niche subgenre.