HIGH A wonderful playlist with interesting remixes.
LOW The art style does nothing for me.
WTF What’s with all of these RPG elements?
HIGH A wonderful playlist with interesting remixes.
LOW The art style does nothing for me.
WTF What’s with all of these RPG elements?
HIGH Team-focused combat mechanics.
LOW Uninteresting story and characters.
WTF Give orcs a break.
HIGH Eventually (I assume?) this will be a fine release.
LOW It sure as s*** ain’t right now.
WTF Putting the level cap to 99 in this game is the definition of arbitrary and capricious.
HIGH A magnificent application of Lovecraftian themes and concepts.
LOW The hidden time limit on a handful of sidequests.
WTF Why does the scientist only provide half the required gear?
The first Coffee Talk was a game with a laid back, character-focused approach to visual novel storytelling. It reminded me of Persona’s Le Blanc or Lo Fi Beats, only instead it simulated running a niche coffee shop in a fantasy version of modern-day Seattle complete with orcs, elves, succubi, cat people, and more. When I discovered that a sequel was being produced, I was eager to pick it up — and from the 90-minute preview build this article is based on, I was not disappointed.
Today GameCritics is happy to present this video covering Loretta from guest contributor Arlyeon. For more from Arlyeon, you can check out their YouTube channel or their Discord.
HIGH Taking down the maximum number of enemies with card plays left.
LOW Redrawing an entire hand of unusable heroics… only to get new unusable heroics.
WTF Why are there so many kinds of currency you can’t buy?
HIGH High-energy, fast pace and refined systems.
LOW Making the first boss a balls-hard Sekiro homage was a huge mistake.
WTF Where is that village key? And why are arrows so expensive?!?
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