VA-11 HALL-A Playthrough | Part 13

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What is VA-11 HALL-A?

VA-11 HALL-A: Cyberpunk Bartender Action is an indie bartender simulation video game with visual novel elements as well as cyberpunk, PC-98 and anime-inspired visuals, developed by Venezuelan studio Sukeban Games and published by Ysbryd Games for Microsoft Windows, OS X, and Linux on June 21, 2016.

The game puts the player in the role of a bartender at the eponymous VA-11 HALL-A, a small bar in a dystopian downtown which is said to attract the "most fascinating" of people. The gameplay consists of players making and serving drinks to bar attendees whilst listening to the stories and experiences of these said characters.

VA-11 HALL-A contains nonlinear gameplay, with the game's plotline being influenced by the drinks the player makes and how the customers react to them. There are no dialogue options within the game, with making different drinks being the sole way to influence the direction of the story.

VA-11 HALL-A features a diverse range of characters that have been described as "average non-heroes", with developers noting how they were based on side characters that were never truly fleshed out in movies. Over time, the player begins to know the characters well enough to infer what drinks they want, resulting in an intimate experience.

VA-11 HALL-A has been described by its developer, Sukeban Games, as a "cyberpunk bartender action" game, and has been described as a "bartending simulator meets a visual novel somewhere in a cyberpunk dystopia" by TouchArcade. In the game, the player assumes the role of a bartender at "VA-11 HALL-A" (pronounced Valhalla), a small dive bar in a dystopian downtown said to attract the "most fascinating" of clientele.

Set in the year 207X, according to the game's official website, VA-11 HALL-A is described as a "a booze em' up about waifus, technology, and post-dystopia life", in a world where "corporations reign supreme, all human life is infected with nanomachines designed to oppress them, and the terrifying White Knights ensure that everyone obeys the laws." Corruption and food shortages "run rampant" in Glitch City, the city where the eponymous bar is located.

At the bar, the player's interaction with the game is focused on preparing drinks based on the given instructions and then serving them to characters. However, the game's experience is primarily storytelling and dialogue-driven, since as the player serves the characters they also listen to their stories and experiences. The game also includes scenes outside the bar, such as at Jill's home where players are able to have text conversations and use apps on her phone.

Players can also visit shops and buy items using money they earn while working at the bar to decorate Jill's home, as well as to pay the rent. Keeping Jill happy at home helps her stay more focused at work as well as making her more attuned to cocktail suggestions.

Players find out about VA-11 HALL-A's world through the patrons of the bar and a selection of news reports on their in-game tablet computer at the outset of each day. At the start of each work day, the player creates their own music playlist for the game in the bar's jukebox.

There is no time limit for creating drinks. If a player makes a mistake whilst creating a drink, they can just reset the order and start again; thus, there is no real tension in the gameplay. Making flawless drinks gives the player more money through tips.

To create a drink, there are five different ingredients that the player can mix together:

Adelhyde (a sweet flavour)
Bronson Extract (a bold taste)
Powdered Delta (a former rat poison)
Flanergide (a spicy kick)
Karmotrine (makes a drink alcoholic)

Although the ingredients are fictional, mixing them together creates nonfictional cocktails as well, such as the Piledriver or Blue Fairy. To add additional variety, patrons at the bar may ask for single, multiple, or one large drink; these drinks can be served either aged or with ice.

Players must also pay attention to infer what patrons actually want, which may be different from what they order. For example, a character might be feeling depressed and ask for a sweet drink, though the player instead giving them a shot of alcohol to help them forget their troubles would have a better effect.

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