TLDR: I love it. It’s a great game. Why? Find out here!
Developer: Route 59 Publisher: Route 59, Coconut Island Games Genres: Supernatural, 3D, Story Rich, Visual Novel Release Date: July 22nd, 2020 Reviewed on: PC Available on: PC - but PS4 and Switch are planned soon as well! Copy was provided by the Devs.
Necrobarista is about time. Time to move on – or time to stay. Somewhere in a backstreet of Melbourne, there’s a Café where both the alive and the healthy come to. When you pass away, you have 24 hours to stay in that Café, have a drink and then move on… and Necrobarista tells a story about the owners of that Café and the people that come there. It’s a story about the ethics of Necromancy, hipster coffee, and letting go.
Strap on for a haunting and innovative experience and a haunting, yet cosy, time!
Meet Maddy, Chay, Ashley, and Ned – as well as a bunch of other characters! Get to know them! Listen to them and have a cosy time. I really liked the characters as all of them had a certain depth to them (without spoiling too much here). There’re all kinds of characters in all kinds of shapes and colours, so there’s some degree of inclusiveness here with representation for all kinds of people, which is something that I really fancy.
Necrobarista has a certain cosy slice-of-life-ness to it that I really enjoyed while playing. On top of that, though, it also has some intense moments here and there as well as some rather emotional moments. Think about it: It’s your last day on earth. I’ll just leave that there and you can think about it all you want, get emotional or shrug it off. Whatever you feel like. The story leaves a lot of room for interpretation and analysis, which is something that I personally really enjoyed doing. At some plot points, it made me feel down a bit but other plot points felt really nice and wholesome in a way. And while overall cosy, it gets intense later on as well.
What’s interesting is that you don’t spectate the story from the lens of one character that looks at all the characters interacting with only them, like in a lot of other visual novels, but rather you get different perspectives and points of view. You get to see the characters from the POV of one character or from above or the camera moves around a bit, panning while you read the text. There are no text boxes on the bottom side of the screen. Instead, you see them floating near the characters. You always know who’s talking but they are always somewhere else, making the game feel more whole and organic. It’s lovely.
A lot of these feelings are conveyed through the colours and the soundtrack. Necrobarista’s soundtrack has been composed by Kevin Penkin who’s known for making the soundtrack of Under The Dog, Made in Abyss, and The Rising of the Shield Hero. I’d put Necrobarista’s soundtrack on the same level as Made in Abyss. I love it to bits. It’s cosy and joyful, endearing and amusing but it also can be intense and mystic, enigmatic and threatening. That – combined with the lo-fi style that uses not only gorgeous images and colours but also some slight animations here and there – makes this just a wonderful experience.
And while I would have loved this game to branch out into choices and a story with different kinds of stories that you can explore over time, it really is not that kind of game.
It’s linear but still quite rich. I love the story and the aesthetic. The characters are great. The soundtrack underlines the plot points and brings the best out of everything. Again, I can’t praise Kevin Penkin enough but after what he did in Made in Abyss, it’s no surprise that the soundtrack for this game turned out so great. It sticks to your head and you notice a “sound” that you ultimately recognize as “Necrobarista-like” – or at least that’s what I feel like when I hear those tunes somewhere else now.
The story is linear but doesn’t need the branches. Of course, there is still some degree regarding choices.
For instance, you get to pick words that you’ve heard from different people at the end of every chapter. These words get associated with different meanings and subjects or people depending on the context and the character that said them. When you pick them, you then gain memory fragments from different categories. You then can use these fragments in the Café while walking around before continuing the story. You use them to unlock side stories or “memories” (essentially extra lore) that you can read on to learn more about the characters.
You click on “Blood” and get a fragment for “Magic” as it was mentioned in that context. You click on “Weather” and get a fragment for “Melbourne” as they were talking about a storm brewing. You click on “Minor Demon” and get a fragment for “Lore” as it’s part of the world that those exist… and “bowl of peas” belongs to “Food” as Ned loves them. Use these different fragments up for some nice and short stories in between chapters and collect more to unlock more stories. At some point, you’ll get through the main story but you can always load previous chapters and load previous save states, so it shouldn’t be a problem to unlock all of them, especially as you can view what you need and what you have already in the “memories” section of the pause menu.
I liked this feature. It creates a bit of replayability which is quite nice overall.
And you also get to explore the space a bit to unlock more short stories. Visit the basement or the bar, the Café’s upper area or the outside area. Look at different objects.
Enjoy the view. Take some pretty screenshots! I did, too! A lot of them!
But seriously. It’s a great game. I guess this is not a game for you if you’re not into reading or if you don’t like Visual Novels or anime or stories revolving around life and death… or if you feel like there’s not enough action in this game… but that’s your loss then. I highly recommend this game. I didn’t find any issues with it. The story, presentation, the characters, the gameplay, and the score were just great if not even superb and I loved it.
Necrobarista just came out on Steam! Check it out or wishlist it! Highly recommend it!
I’m glad that I saw it at last year’s GamesCom. I’m glad that I did that interview. I’m glad that I started this blog. Next week, the blog turns a year old and if it wasn’t for the blog I wouldn’t have been able to write about all kinds of topics and about these kinds of games. I love it. I hope you’re enjoying the blog posts, too. Until then.