Coffee Talk

Coffee Talk is a visual novel about an all-night coffee shop in Seattle. You play as the barista, and your job is to connect your customers to one another while improving their moods by serving warm drinks. Although the game tackles serious issues softened through the lens of fantasy, its tone is relatively lighthearted and gentle, and the pixel graphics are cute and cozy.  

The game has three screens: your view of the shop from behind the counter as you chat with your customers, an ingredient selection screen for the drinks you make, and your cellphone, which contains an incomplete list of recipes, a music playlist, and an in-game social media app. The story takes place over fourteen nights, and there’s only one ending. There are no dialog choices, but some of your customers will open up to you more (and allow you greater access to their social media profiles) if you serve them drinks to match their moods. In other words, there isn’t much gameplay. Aside from brewing different types of coffee and tea, the player is mainly along for the ride.

Every review I’ve read of Coffee Talk complains about the drink brewing system, and rightly so. It’s counterintuitive and needlessly complicated. Each drink has a base – coffee, tea, green tea, chocolate, or milk – and you can add two additional ingredients, such as mint or cinnamon. The order in which you add the ingredients matters, meaning that tea with lemon and honey is a different recipe than tea with honey and lemon. On top of that, each drink has several different meters measuring qualities such as “sweet” or “cool,” and there’s no way to predict what combination of ingredients will result in the requested combination of qualities. Your customers will sometimes tell you how to brew a drink, but you mostly have to complete the recipe app on your phone yourself.

I can’t imagine that there’s any way to get everyone’s drink orders correct without either using a walkthrough or exploiting the save feature as you employ trial and error to go through a list of possible permutations. Thankfully, it doesn’t really matter, and most players will probably do just fine by paying attention to the dialog.

The main draw of Coffee Talk is its setting, a fantasy AU version of Seattle. The year is 2020, and everything is more or less the same except that fantasy races are real – elves, orcs, vampires, fish people, you name it. As far as I can tell, there’s no magic aside from the general characteristics associated with various fantasy races, meaning that elves have long lifespans, werewolves transform once a month, and so on. Each night at the coffee shop is prefaced by the front page of that day’s newspaper, and the fantasy world’s concerns seem to mirror those of our own: Orcs demand an end to workplace discrimination, the U.S. and Atlantis negotiate immigration reforms, Seattle plans to host this year’s Coachella music festival.  

The eleven characters who visit the coffee shop come from all walks of life. One of my favorites is the werewolf war veteran Gala, who works in medical administration. He seems to have a complicated past, but this is nowhere near as important as the mundane conversations he has with other characters, often contributing a sense of perspective to their problems. It’s refreshing that none of the characters care about the details of what it’s like to be a werewolf but are much more interested in what it means to work in medical admin. Gala is friends with a supermodel vampire named Hyde, who is characterized not as a “supermodel” or “vampire,” but rather someone who means well but is brutally honest – and perhaps romantically interested in Gala.

The setting of Coffee Talk has a lot of narrative potential, but I feel the worldbuilding is somewhat shallow. In addition, the lighthearted tone of the writing doesn’t match the complications of the issues under discussion. To give an example, one of the coffee shop’s patrons is an eighteen-year-old aspiring pop star whose manager seems to be setting her up to be sexually assaulted at a Coachella afterparty. Thankfully, the character is able to avoid this situation by not attending the party. How simple is that! When you’re confronted with sexual menace, you can just… walk away! It’s not like careers in the entertainment industry are based on the connections formed at these parties or anything.

Although this isn’t anywhere near as heavy as some of the other character arcs, I felt personally attacked by Freya, a green-haired human woman who works as a staff writer at a local Seattle newspaper. Freya receives a chance opportunity to submit a novel to a head editor at her newspaper’s parent company, with the caveat that she has to complete a draft in two weeks. Which she is 100% able to do, because she believes in herself. Writing a presentation-ready draft of a novel in two weeks is all about self-confidence, right? And of course her novel is accepted for publication, and it becomes a best seller right away, and all of this happens in less than a year. Because that’s all it takes to publish the first novel you’ve ever written: believing in yourself – and a lot of caffeine!!

Obviously I’m being ironic. Writing and publishing a novel in a few short months is just as much of a fantasy as the story arc of a game developer who solves the issue of crunch culture by… just taking a weekend vacation! Putting aside the work cultures of people in creative industries, I’m frustrated by the suggestion that a pleasant conversation all it takes to solve heavier problems ranging from systemic racism to needlessly high barriers to legal immigration, and that if your own life isn’t working out then you just aren’t drinking enough fancy coffee.

It should go without saying that this is nothing more than my personal response to the game. My frustration with Coffee Talk is my frustration with YA fiction in general, by which I mean that I find it difficult to become emotionally invested in characters who face genuine challenges but aren’t allowed to say “fuck.” Still, I understand that not everything has to be realistic and gritty, and that there’s value in seeing a happy ending for a character whose experience mirrors your own.   

On the whole, Coffee Talk is enjoyable and well-written, and it’s a nice lo-fi game to chill to. It takes about three to four hours to finish, and it has a fun postgame secret ending that adds a bit of replay value. A sequel is planned for release later this year, and I’m looking forward to reading more interactive stories set in this universe.

The Magic of Fiction

I thought long and hard (so to speak) about the title of the book the Demon King is reading, but everything I came up with was awful. I decided to give up after “Dragon with a Hard-on” and just leave it up to the reader’s imagination.

This comic is written by me and drawn by Frankiesbugs, whose art is sometimes cute, sometimes creepy, and always stylish. You can follow them on Instagram, on Twitter, and on Tumblr for more comics, demons, and attractive people in fancy dress behaving badly.

The Legend We Create

The courageous hero loves the wise princess, but they are bound by their fate and must put their feelings aside for the sake of a world floating above the ruins of an ancient kingdom.

…or so the legend goes, but some storytellers have a slightly different interpretation.

The Legend We Create is a tale of mutual pining and second-chance romance on the Great Sea, as well as a meditation on how each new generation heals the wounds of history by telling their own narratives about the past. You can read this short story on AO3 (here).

This story was published in Fated: A Zelink Zine. You check out the work of the other contributors on the zine’s Twitter account (here).

The Shadows of Hyrule

Honey, everyone has a murder dungeon in Kakariko Village.

The joke is that, while the “evil” Yiga Clan is characterized as violent and bloodthirsty in Breath of the Wild, the “good” Sheikah Clan is canonically just as disturbing. They’re all magical ninja assassins. What do you expect?

These two characters are Sooga and Impa from the Breath of the Wild AU melee fighting game Age of Calamity, and this is fan art of the four-part Sooga/Impa fancomic Shadow Folk by Frankiesbugs on Tumblr. You can read Shadow Folk on Tumblr starting (here), or you can donate 1€ to download a PDF version (here). I have to admit that I never considered any sort of relationship between Impa and Sooga until I read this comic, but the art is stylish and beautiful and the story is a lot of fun.

An Unfound Door

The sacrificial princess Agnes spares the life of a demon from the blade of the hero who rescued her from certain demise, but was this the wisest decision? Upon returning to her decaying kingdom, she finds the beast waiting for her, now in the form of a man. He is determined to restore the ruins of his homeland to their former glory, but his ambition presages calamity. As Agnes follows her enemy through the shadows, she must shine light onto the mysteries of the past if she wishes to restore hope for the future.

This is my working description for An Unfound Door, the dark fantasy mystery novel that I’m currently writing. I borrowed the title from this passage in Thomas Wolfe’s Look Homeward, Angel, a coming-of-age story primarily set in an old and decrepit town: “Remembering speechlessly we seek the great forgotten language, the dark lane into heaven. A stone, a key, an unfound door. O lost and by the wind grieved ghost, come back again.”

The character illustrations are by Marianne Lalou, who is on Tumblr, on Twitter, and on Instagram. Lalou was able to take my amateur designs (that I posted here) and polish them into something magical. They’re one of my favorite fantasy illustrators and character designers, and it was an amazing experience to work with them!

Agnes and Zidan from An Unfound Door

An Unfound Door is a Gothic mystery set in a decaying castle. Agnes, the princess of Faloren, hopes to save her crumbling kingdom by recovering a long-lost relic, but she must find it before it’s discovered by Zidan, a foreign prince with mysterious motives. As their paths repeatedly cross in the twisting corridors and hidden passages, Agnes and Zidan realize that they must descend into the shadows of the past together if they hope to bring light to the future.

While I’ve been planning this story, I’ve also been working on character designs. This is what I’ve come up with…

Agnes is in her early twenties. Her palette is fairly monochromatic, making her look somewhat ghostly. She’s not used to interacting with people, and she’s aloof and serious to a fault. Her floral motif is the moonflower. I was aiming for something like a “dark academia” aesthetic.

Zidan is also in his early twenties. His palette is warm with accents in brighter colors. He’s charming and polite, but he’s too proud to conceal the sharp edges under his smooth exterior. His floral motif is the Chinese lantern flower. I was inspired by the work of the artist Emily Cheeseman in creating his design.

Carpe Noctem

Carpe Noctem: Vampires Through the Ages is an anthology of original art, comics, and historical fiction about vampires around the world. The backer campaign lasts until Saturday, December 11, and you can read about the project and order a copy of the book on Kickstarter (here). Carpe Noctem was fully funded in three days, and four stretch goals have been unlocked since then. You can check out contributor bios, merch illustrations, and previews of art and writing on the project’s Twitter account (here).

I’m contributing a short story about a Heian-period vampire titled “The Kumo Diary,” which follows a Meiji-era scholar’s assistant who discovers an old manuscript that she initially mistakes as a lost chapter from The Tale of Genji. Along with The Tale of Genji, I’ve drawn inspiration from Ryunosuke Akutagawa’s short story “Rashomon” and Fumiko Enchi’s eerie postwar novel Masks. In the excerpt above, you can see my homage to a fictional essay in Masks called “An Account of the Shrine in the Fields.” It was a lot of fun to write about Heian-period demonic women, and I also enjoyed doing research in order to put together the Meiji-period frame story. I’m very proud of the ending, and I hope readers will get a pleasant chill from the gradual transformation of the two narrators’ distinctive voices.

Carpe Noctem is scheduled to be published in August 2022. You can back the Kickstarter campaign to pre-order a copy of the anthology along with a collection of the dark and stylish merch created as a promotion. There’s a special NSFW zine and a bonus story told through a collection of physical documents that are exclusive to the Kickstarer campaign, so please check it out if you’re interested!

Free Real Estate

Just another day in the life of a powerful but clueless wizard and the princess who (barely) tolerates him.

This scene takes place at the end of the second arc of my original fantasy novel, The Demon King. In this segment of the story, Balthazar attempts to learn how to control the weather and ends up harnessing ancient forces at the limits of human comprehension. He uses his newfound power for silly nonsense that does not benefit him or anyone else, but you have to admit that floating islands are cool. And, as Ceres says, it’s free real estate.

This comic was written by me and illustrated by Mjoyart on Twitter (and elsewhere). I wrote the script and sketched a set of rough thumbnails, and Meghan was able to turn my stupid joke into something truly magical. Meghan posts Pokémon and Legend of Zelda comics and fan art on Twitter, and I highly recommend checking out her online portfolio (here) to see her original storyboards and animation projects. Her art is fantastic and never ceases to amaze me, and I’m very lucky to have been able to work with her!

Greenpath

Hollow Knight is a Metroidvania-style adventure game set in the forgotten underground kingdom of Hallownest. The kingdom fell to ruin after a viral blight infected its citizens, transforming them into mindless husks. As a knight in the form of a small beetle wielding a nail, you venture below the surface through a secret entrance in an old well to challenge the mysteries of Hallownest.

The old underground roads are long abandoned, and there are no helpful signs to guide the player through the maze of passages. The necessity of careful exploration as you find your own path forward is one of the primary appeals of Hollow Knight, but it’s easy to lose your way and fall victim to the undead husks or become trapped in the dilapidated infrastructure.

The tiny protagonist’s journey through Hallownest is lonely, but the ruins of the old kingdom are far from empty. Where there were once cities and markets and train stations, dense vegetation now breaks through the paving stones and covers crumbling structures in blankets of flowering plants. Nowhere is this postapocalyptic explosion of nature more apparent than an area called Greenpath, where small birdlike creatures flutter through the underbrush while giant dragonflies glide in lazy circles above bubbling pools of acid water.

Hollow Knight’s soundtrack, written and digitally performed by the Australian composer Christopher Larkin, captures both the loneliness and wonder of the kingdom of Hallownest. I find the background music for Greenpath especially atmospheric and evocative. It begins with bright and gentle strings that suggest the twinkling of fresh dew and the whisper of wind over moss. Soft and airy notes from a flute and xylophone join the song to create a melody reminiscent of the rustling of leaves as you scuttle through the bushes. 

The environmental music in Hollow Knight is adaptive, meaning that it changes according to gameplay. Some of the more challenging sections of Greenpath necessitate precisely timed jumps over deadly beds of tangled thorns, and the song crescendos into string chords as staccato as your character’s footsteps as you rush through the beautiful yet menacing jungle. You feel as though you’re truly exploring overgrown ruins, brushing aside vines as you navigate the twisting stone corridors.

The quietly elegiac environmental songs of the Hollow Knight soundtrack are oddly relaxing and make excellent ambient background music. If you’re in the mood for something more upbeat, the boss fight battle songs are fantastic as well. You can listen to the complete album on Spotify and YouTube, and (this link) will take you directly to the song “Greenpath” on Bandcamp. 

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This essay was published in the “Playlist” issue of the West Philly Dog Bowl Zine, which debuted at the Philly Comics Expo this past weekend. You can download a free digital version of the zine via their Linktree site (here).

Wanderers

This comic was written by me and drawn by LunaArtGallery, whose work can be found on Tumblr, on Instagram, and on Twitter. You can read their commentary on the piece on their Tumblr post (here).

Given that the universe of the Legend of Zelda games is characterized by its disparate timelines, I’d like to think that there’s at least one timeline in which Zelda and Ganondorf work out their differences peacefully instead of enacting the cycle of destruction brought about by a war between two ancient gods. Every game in the series is filled with abandoned ruins that Link explores but never questions, so it might be interesting for Zelda and Ganondorf to seek out the truth underlying the legends that have shaped their lives. This idea was inspired by the game Journey, which is about bearing witness to the mistakes of the past in a quest for atonement and enlightenment. If we ever get to play as Zelda, it would be lovely for her adventure to take her in a similarly compelling direction.