Go to the game's main page

Review

2 of 2 people found the following review helpful:
Bartending for profit and dream-chasing, with nice atmosphere, December 31, 2022
by Andrew Schultz (Chicago)
Related reviews: IFComp 2022

I'm not big on alcohol, in general. I was fortunate to learn quickly that it doesn't work for me, and there were other ways to loosen inhibitions that did more harm than good. Yet as a kid I remember looking at all the drinks in bars and how people might mix them and it seemed like magic or artistry, perhaps even more fun than mixing a root beer float. The reality of bars was drearier, though. I still loved Cheers growing up, but that was much more for the characters. They all had their flaws, especially Sam, the bartender. But it was must-see TV, and my later (slight) experience in bars never came close to that. There were other TV bars, too, such as Phil's in Murphy Brown or McLaren's Pub in How I Met Your Mother or even (if for all the wrong reasons) Paddy's Pub. Again, they seemed more fun than the real thing. Also, there was the occasional illicit game of Tapper, or even Root Beer Tapper, at the arcade, with an amusingly violent end when you failed to schlep brews in time. Then later there were bars in RPG where you found information or new recruits or, perhaps, found experience-gaining fights. That seemed to cover it all. But T3 provides a new perspective: you're an employee who likes where they are, but you want to do better.

The production values for T3 are established early: the "wait, loading" graphic is a neat green snowflakey tesselation on a tan background. There's been a lot of thought put into the design, and it's not just about looking pretty. The whole experience is very smooth, and at the core, it is about mixing drinks, though there's a neat subplot as to why you want the money at your tavern job. And of course the title is very cool. It suggests some rough clientele who dig their knives into the table, just because.

So where does your bartending pay go? What are you saving for? Well, you've got a leaflet about joining an adventure academy, with a 300 coin fee for a course that starts in one week. This all feels a bit fourth-wall. In fact, the scenes at the beginning and end drive this home a bit too much for me, but on the other hand, that's probably my major complaint, and I'm not sure what I'd had the heart to cut out. Overall, T3 fell into the "I was just having fun and really paying attention, so I feel half bad for noticing this missing detail" camp. I recommend you do the same. I enjoyed many moments throughout the game, even ones the author probably did not angle for–for instance, I had a slow internet connection, and so the graphics of the various drink ingredients that appeared behind the bar popped up in amusing fashion. It almost gave the feeling the drinks were about to fall off the shelf, and I think it fit in well with the general lack of organization the author established was endemic to the tavern itself.

The mechanics are simple enough. You're the barmaid, and you mix drinks. Get them right, and you get tipped well. Miss, and you don't. You can decide whether to knock the tavern sign for luck (Roscoe, the owner, gives you a trivial fine) or to leave your tip box out, too. It might get stolen. I made sure to save before making the decision for the first few days, but I got absorbed enough that I forgot later, which is a good sign. (This almost bit me later, but the details are a spoiler.) You have a frenemy relationship with Brom, the cook, and Ez, who serves the food. Roscoe isn't very reliable, but it'd be boring if he was. People play stupid pranks on each other during slow times. Coffee isn't just for the customers.

I played on easy mode, so I was under no time pressure, and I assume the recipes were there for me to take my time with, so I did not miss out. It wasn't just easy mode that made T3 feel welcoming. I particularly enjoyed how certain syrups or fruits would be lumped together. Perhaps this is done behind the bar regularly, but in this case, I think the author nicely avoided clutter. You want it to be busy, but not too busy. The pull-outs for applying garnish were very charming, too, and I liked that I had to use some minimal reasoning to get some drinks working. For instance, there's only a specific section for citrus fruits, but if you're asked for oranges or lemons or limes, you just have to click there. So there's no need for additional futzing! You don't want everything done for you, but it's nice when a game trusts that you do, indeed, get it.

With all this, the first two days, with generic customers, were more than enough to help me adjust to the curve. I was ready for more challenge, and this came (one of those neat moments I don't want to spoil,) and it was pretty clear how this would fit very well into the timed/arcade version of the story. Then there were two special customers. Contrasting their goals with yours worked very well, I thought.

This special encounter helped me scrape by after just five days of the seven allotted. I tallied up my tips, and yes! I had just hit the mark! There were good-byes, and they felt appropriate, as I felt enough of a kinship with my coworkers. But once I'd moved on, I wanted to go back and mess up a bit to see how long things would last and whom else I could meet in those remaining two days, or even how my coworkers would react if I did not meet my goals.

It wasn't until the end of the story that I realized I hadn't used the cognac to mix anything, and I was never called on to use the paper umbrella! As a fan of The Jerk, this made me sad, but now I wonder if adding them willy-nilly might have gotten me bonus coins. The cognac felt like a sort of Chekhov's gun, along with the rattling tip box, and it's moments like this, where something you looked forward to didn't materialize and you still had fun, that make you realize what a smooth, enjoyable ride you had.

T3 established high standards quickly and gave my mind time to wander free. I've often thought of the good-citizen concept of IFComp entry, and sometimes it feels like "you didn't have anything profound to say, and you didn't pretend to! Yay, you!" In a way, yes, but in another way, this is something to enjoy and see things from a different perspective, and you don't need anything profound, and the game never taps its foot and expects you to find profound stuff. You know you don't need tense life-or-death situations to have revelations, or to remember something cool, or to say your own experiences are worth sharing. Plus it reminded me of those baffling bartender books I remembered seeing, and I never actually wanted to mix drinks, but I wondered what was in there. I did find trivia I might like to correct for a post-comp release, but in this case it would be an excuse to generate more deserved publicity. I think it's definitely one of the cheeriest and best-produced IFComp games, and it clearly doesn't rely on its production values only. It's a game about friendship and goals that doesn't get mushy. Part of me wants to try the arcade mode to challenge myself on replay, but the other part is worried I might miss a part of the story I meant to revisit.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment