Marenian Tavern Story: Patty and the Hungry God

Marenian Tavern Story: Patty and the Hungry God

released on Apr 25, 2018

Marenian Tavern Story: Patty and the Hungry God

released on Apr 25, 2018

Patty's brother has been possessed by the God of Poverty and the whole family has become poor, with huge debts... This is the beginning of Patty's struggle! To pay back the debts, let's open a tavern in Marenia, gather ingredients, and start cooking!


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ok gameplay loop but not good enough to make up for the shitty story. not bothering with the postgame content.

[European Portuguese - PlayStation 4 - Dated 12/07/2021]

"No final do dia Marenian Tavern Story: Patty and the Hungry God tenta ser uma boa experiência para qualquer amante de JRPGs com um fraquito por crafting-rpgs. Meio que consegue ser bem sucedido na sua missão não fosse, na minha opinião, mais papista que o papa como se costuma dizer. O conceito de ligar tudo à comida é engraçado e com certeza faz sentido no papel, mas a sua execução deixa a desejar; a banda-sonora, tão boa que nem foi referida em análise, serve apenas de barulho de fundo. Fica por elogiar o enredo que, muito sinceramente, é do mais original que vi no género até à data. Se pelo menos tudo o resto fosse assim."

See more @ https://squared-potato.pt/marenian-tavern-story-patty-and-the-hungry-god-analise/

*Review on Reddit with Images

IMPORTANT THINGS TO NOTE:
-No voiced dialogues
-Turn-based battle combat
-Tavern Management Sim hybrid

INTRODUCTION

Published by Kemco and developed by Rideon, Marenian Tavern Story is the sequel/spinoff to the Adventure Bar Story games that takes place in the same world. Marenian even has a similar gameplay loop that involves managing a Tavern and engaging in standard JRPG exploration and combat.

For fans of the Atelier games, there are some similarities such as the slice of life story, emphasis on gathering ingredients and being able to craft/cook a large variety of items. The main character is also female.

STORY

The game begins with the main character, Patty Maggioni on a stroll with her younger brother Gino. On their way home, Gino accidentally knocks over a statue and releases Coco, a cat like creature from his seal. Coco is the God of Poverty and immediately forms a link with Gino which quickly leads to the family’s misfortune. The Maggioni family are very wealthy and owns a successful 5-Star Tavern. However, in the span of mere minutes, the family loses all of their fortune, gets their home repossessed by the bank along with their 5-Star Tavern.

With their home lost, their servants gone (except their head butler) and their father sudden escape to the unknown, the siblings were left with nothing. Fortunately for them, the mayor of nearby Cookoro Village offers them the use of an abandoned tavern where they could live. From there, the siblings start up a new tavern business hoping to someday repay their debts and get their home back with Patty serving as the cook.

The story doesn’t really see much development past this point. New gathering and dungeon locations will continue to unlock, but offer very little story relevance. There are about 2-3 crisis in the story, but for most of the game, there isn’t much story progression outside of events discussing how the tavern is getting popular. It is overall light in story presentation which have similar vibes to the Atelier games and their nice lighthearted feel to them.

CHARACTERS

Like the story, the characters here don’t have particularly amazing depth. Patty is a likable and kind protagonist with a near obsession with cooking. Her background is fully explained in the beginning and she sees no real character growth. Much of the other party members are similar as well although the latter ones do have backstories with a little more depth in comparison.

I personally enjoyed all of them and found them all likable. Their chemistry were nice and the cutscenes between each other were fun to watch. It is also amusing how the characters treat Coco like a pest to get rid of.

MUSIC

The game’s soundtrack fits the comfy laid back atmosphere and tone of the game although most are quite generic and forgettable. There were a few standout dungeon and town music that I enjoyed though.

GRAPHICS

The character and monster sprites were decent although fairly generic among some of the more well known modern games that employs retro sprites. On the other hand, the 3D backgrounds are fairly simple and don’t mesh that particularly well with the sprites.

GAMEPLAY

The gameplay loop is where Marenian Tavern Story shines. The game has a day progression system with four days in a week and four weeks in a season. Each day ends when you open the Tavern for business. Once per day, you are limited to explore only one dungeon OR visit another town. Once you exit the dungeon or town, you cannot go anywhere else other than back to Cookoro. I personally dislike how going to another town counts as an exploration.

A typical gameplay loop for me consists of going to a dungeon and reach the exit. Along the way, I would get all ingredients from the gathering spots (which won’t reset until the following day) and fight all enemies along the way. Once I return to Cookoro, I would cook some food and register them on the menu before opening the tavern for business. This process would repeat for most of the game.

TAVERN MANAGEMENT

The tavern management itself is not a particularly deep mechanic. It’s actually quite basic compared to another game that is all about the management side. Here, you just put food entries onto the menu for the day and when the tavern opens, you get a short generic cutscene with customers before you get a sales report of how many items were sold, the total amount earned on the day and whether any item’s tedium level has decreased.

While you can register only up to 10 specific items on the menu, you can set how much of each item is available. Obviously, you can’t set more than what you have in your inventory. Despite the simple process, you have to keep in mind a few things on what to put on the menu.

The first is the base price of each item since you want to make the most money you can after all. The second is the demand for each item. The more in demand the item is, the more it is expected to sell. This is indicated with the arrow notation and is based on the current season. The last is the tedium. Even if an item is high in demand, if it’s on the menu too often then people will become tired of it and sales will plummet. This is indicated by the various face symbols. Tedium can be reset by simply taking the item off the menu for about a day.

COOKING

A big portion of the game and the Tavern Management process is the cooking itself. You can cook from a recipe or freestyle it by manually selecting each ingredient and hope for the best. There’s 600+ different foods you can make and a large amount of recipes are obtained from shops, talking to NPCs or getting them from books or magazines lying around. Oftentimes, you will also get “recipe hints” based on the items you have. The hints will usually fill in part of a new recipe which may or may not include the cooking tool needed.

Speaking of cooking tools, there’s a number that you need to cook everything. All of them are fortunately obtainable in shops. Each cooking tool comes in three grades, but each subsequent upgrade are not required for any specific dish. They just increases the base price for each item.

As for the specific foods, they all varied in selling price, EXP obtained when eating (only way to obtain EXP), the hunger value, and a battle effect if applicable. The battle effect only lasts for one dungeon visit. Each character also has a hunger gauge that fills up at 100. Once they’re full, they can’t eat anything else until the next day with the exception of using stomach medicine to reduce the gauge.

Eventually, you’ll get accessed to the farm which includes a field, orchard, fish pond and pasture. You can upgrade them, plant seeds, use nets and feed for the animals to get items in return. Better quality items used will give better quality returns. It takes a week for the items to be ready.

EXPLORATION

When you’re not in the tavern making food or setting items on the menu, you’re spending most of your time in the dungeons. The dungeons themselves are fairly simple and straightforward and won’t take very long to reach the exit usually. There are a few alternative paths available and some dungeons have hidden rooms and pathways for treasures so there’s some incentive to explore.

Eventually, you’ll get the fishing rod where you can fish at certain locations. There are also a few paths blocked by large rocks that are inaccessible until the post game.

BATTLE

The battles are fought in a formation comprising of 2 rows and 3 columns. Only 3 characters maxed are usable during battle (and for dungeon exploration). Prior to battle, you can rearrange which characters to put in the front or rear. Their position offers different bonus passives.

While the battles are turn based, there is a dynamic turn order bar that shows what enemy or character’s turn is next. The dynamic part involves the character’s agility stat which determines how fast a character moves on the turn order bar. A character that might initially appear last in the bar may still get their turn first over the others if their agility is very fast. This sometimes turns into situations where a character may go twice over another character which gives more emphasis on the agility stat compared to other turn based games.

Most battles in general are on the easy side so long as you’re at or above the recommended dungeon level. Regular mobs can be defeated with the auto battle function most of the time and most battles usually don’t last longer than a minute or two. This can be a good thing considering the random encounters are (annoyingly) very high in this game. The final few dungeons however are more challenging even when you’re many levels over the recommended level.

As mentioned before, you don’t earn any EXP in battle or even money, just items and EP. EP comes in each of the different elements used to unlock characters’ skills which are surprisingly a lot in the game. They are quite varied from multiple area effects, buffs, debuffs, offensive magic and healing magic. Offensive physical skills are weapon dependent as well. Each character can equip two different weapons type, but can only access the specific weapon skill they have equipped during battle.

Overall, the battles themselves are fairly standard, but solid and still enjoyable without any complex mechanics to them. Boss fights tend to be more challenging and more drawn out as well. I just wished that we could bring more than thee characters into battle. Three just seems limited.

GAMEPLAY PROGRESSION

The goal for each story segment remains pretty much the same throughout. To advance the story, you need to meet 3 conditions. The first is to satisfy Coco’s hunger gauge which gets significantly higher as you progress further. You just simply feed him the food you make and each week, a specific food type will get an extra boost in filling the gauge. In turn, he’ll grant you various useful items, equipment and ingredients.

The second condition is to meet the sales quota. It starts out relatively low that you can reach it within a week, but the latter portion of the game will require multiple days and possibly weeks due to the significantly higher quota.

The third condition is to defeat the boss of the dungeon that’s unlocked during that story segment. Once you meet all of the conditions, the tavern level goes up (max lv10). A higher tavern level will change the interior decor a bit for the better and you’ll get more customers leading to better sales and profits.

Despite the calendar and day system, the game has no time limits and no minimum menu requirement for each day. That means that you can take things as slow as you want in feeding Coco, reaching the quota and exploring dungeons.

I don't know what it is, but I just find the gameplay loop for addicting despite being so simple.

FINAL REMARKS

What the game lacks in a strong story, characters, and graphics, it makes it up pretty well with an addicting gameplay loop and solid (though standard) JRPG battles. It’s a comfy game where you can turn off your brain and engage in repetitive gameplay. The lighthearted slice of life story, emphasis on gathering materials and tavern management mechanics do give it a niche appeal that can be hard to find outside of the Atelier games.

The localization work is not exactly great and there are many sentences that could've been reworded much better. Although it doesn't bother me too much, but it can definitely affect another person's enjoyment of the game.

Marenian Tavern Story: Patty and the Hungry God is not very good. In fact, one could easily make the argument that this game is flat-out bad in some pretty deal-breaking ways. That said, I enjoyed nearly every minute of the 40+ hours I spent with it--outside of a rough opening which almost compelled me to drop it immediately. Because of that, even if those shortcomings still need to be addressed, and I’ll certainly still be doing so throughout the review, I’d instead like to focus on giving credit to Marenian Tavern Story for the things it does shockingly well. Ultimately, because it doesn’t excel in ways that are apparent or expected just from looking at some video or screenshots, not to mention its relatively niche demographic, this game was pretty much doomed to obscurity. Because of that glaringly obvious lack of budget and its mobile game roots, it's understandable that most people who’ve come across the game would give it a short leash- or hell, even pass on it without so much as a second look. But honestly, that’s kind of a shame.

There's a ton of reasons that all contributed to why I feel this way, so hopefully I’ll be able to explain it well enough. To just give a tldr though, Marenian Tavern Story provides a very comfy experience with immaculate vibes. It’s a very solid JRPG romp with a shockingly robust cooking sim interwoven between its lighthearted narrative and engaging turn-based combat.

Personally, I was drawn in because of its phenomenal character designs and promotional art by Shoutaro. From that alone, I couldn’t shake the feeling that this game might be overlooked as a low budget equivalent to the likes of Atelier, Recettear, or Rune Factory. Well… I was kinda right? It certainly fits that mold in terms of genre and tone. But after playing, the best comparison I could think to draw for Marenian Tavern Story is Zwei: The Arges Adventure. Not in terms of gameplay or anything, but in the sense that both games are utterly fucking CARRIED by a deceptively addicting gameplay loop. In both games, it’s ultimately because of the gameplay loop, alternating between the interwoven combat and cooking (or trading food in Zwei’s case), which makes it hard for you to put it down until the credits roll. That said, I think Marenian Tavern Story is generally the stronger game of the two- even in spite of its repetitiveness, budgetary and technical restrictions, and even its outright poor quality script.

It’s worth reiterating: Marenian Tavern Story does not make a good first impression. Like, at all. Those first few hours nearly led me to dropping the game outright at several points. But again, I’m happy I stuck with it. First things first though, I should probably get my biggest complaint with Marenian Tavern Story out of the way, as it’s glaringly apparent from the second you boot it up: The game’s writing, specifically the game’s prose, is… astoundingly awful. The subtext buried under the dialogue would be charming enough to keep it afloat, but it’s painfully undercut by consistently awkward and clumsy dialogue. Oftentimes it was so bad that I literally couldn’t resist rewording the dialogue in my head outright just so it would sound better.

This issue was present in just about every character to varying degrees, but to me it was most clearly apparent in the Maggiano family butler, Romano. Despite serving the prototypical butler archetype, there was practically no effort made in Romano’s dialogue to reflect his refined and sophisticated demeanor. Aside from peppering in the occasional “Master Gino” and “Madam Patricia” honorifics, Romano talks just as informally as the energetic teenager Patty and her very young brother Gino. Don’t get me wrong, I understand that the game tries to portray Romano as dorky in a dadly kind of way, and conversely, Gino is quite mature and refined for his age (albeit under Romano’s tutelage). Romano sometimes acts chirpy and jovial, and again, the subtext beneath the dialogue itself is more than charming enough for a simple, lighthearted narrative like Marenian Tavern Story. Romano’s dorky jokes play well due to the fact that only an airhead like Patty would genuinely fall victim to that kind of lame and transparent teasing. That said, the actual prose does not reflect these characteristics at all.

Elias is another prime opportunity by which the game could’ve created contrast through its dialogue. Elias is a well-mannered foreigner and scholar at a prestigious research institute, and yet his dialogue is just as informal and loosely constructed as everyone else’s. To give a tangential suggestion at how this could’ve been more interestingly handled: Elias could’ve had a refined dialect in the same vein as Romano, but in an entirely different manner given that he’s a foreigner from overseas and Romano isn’t.

Then, over time, Gino’s vernacular could’ve gradually shifted from being similar to Romano’s (his butler growing up) to instead being similar to that of Elias’. This approach would not only help set Elias and Romano appart in terms of personality, but also reflect Elias’ growing brotherly bond with Gino. I’m glad their relationship was at least touched upon at a couple points, since it’s only natural Gino would quickly attach to the hip of Elias given their similar personalities and fascination with reading/researching. Additionally, this approach would also work well to set up comedic scenes where Romano grieves at having Gino “stolen from him” given how overprotective he is of the Maggiano children, having watched over them since the day they were born. Plus idk, Gino’s bond with Elias was just cute af and I wish we got to see more of it. But yeah, the fact that none of these characteristics or character dynamics are reflected in the dialogue in any form is hella disappointing and a huge missed opportunity.

Likewise, Bellatina is yet another prime opportunity for dialogue contrast. Elias might be a foreigner, but Bellatina is an Amiella- a completely different RACE from the other party members. Bellatina spent most of her life living separate from humans entirely, in a society with animistic cultural roots. Even still, there’s nothing about her dialogue that sets her apart whatsoever. It’s worth noting that yeah, she does spend a lot of time around Stella before the game starts. Plus, her characterization in general is admittedly at odds with my complaints here. Bellatina did spend most of her life feeling like an outcast from the other Amiella both in terms of her personality and physical makeup. So it makes sense she would embrace that rebellion which naturally developed from her background. That said, the script again makes no effort to communicate this character building within the dialogue itself.

For example, because of Bellatina’s lively demeanor, this contrast would have easily been portrayed through some sort of unique dialect. That even would’ve perfectly set up the sort of charming scenarios where, because of her rebellious nature, she tries her best to talk normally, but once she inevitably gets excited or worked up, the Amiella dialect starts to leak back out.

Keep in mind that there’s a distinction to be made here between dialogue and personality. These characters all have sufficiently well-defined and varying personalities, but the script does almost nothing to reinforce or emphasize them. It’s through the physical characteristics of the script itself-- intonation, dialects, tonalities-- where Marenian Tavern Story completely fails to communicate these characteristics in an even remotely convincing or effective way. As a result, the cutscenes, which are admittedly quite fun and charming at their core more often than not, instead leave you wrestling with sloppy and halfhearted composition- just to be able to fill in the narrative gaps it presents.

Oh, and before I wrap up my criticisms about the script, I want to make it abundantly clear that I’m aware this is asking for a lot- too much, in fact. Obviously Kemco can’t exactly justify shelling out resources for localizations of the same quality as XSeed's work on the Kiseki Series or anything even remotely like that. Nor does it need to, frankly, since the gameplay loop is the main draw for a simple and lighthearted game like this to begin with. That doesn’t mean it’s not worth pointing out that this game clearly has a lot of missed potential with the world’s setting and character writing. I’m sure this is also true with the original japanese script, but clearly it’s doubly so with this half-hearted localization. A better script COULD have made its hundreds of little skits and cutscenes an absolute blast, rather than just being kinda cute but ultimately frustrating and disappointing.

The premise of Marenian Tavern Story is admittedly pretty unique and effectively serves to get things moving quickly. Even though I did feel like the rushed premise made the game’s sloppy introduction feel even sloppier than it already did, its brevity might’ve ultimately been the saving grace which kept me from dropping it. It’s not made apparent just how great its gameplay loop is from its opening hours, so had it not gotten things moving as quickly as it did, I might’ve just given up had the opening dragged even slightly longer than it does. But anyway, the nature of the premise itself is pretty unique.



In other similar games from the genre, you’ll find yourself building up a tavern (or a farm or guild or shop or whatever) from scratch or continuing the family business. But in Marenian Tavern Story, you’re straight up forced to do so specifically in order to weaken Coco, the God of Poverty. After Patty’s younger brother Gino accidentally destroyed a monument which Coco’s spirit was bound to, the God forged a pact with the boy- essentially cursing him and everyone around him with misfortune.

By treating the God of Poverty Coco to some of your tavern’s dishes as offerings, as well as growing the tavern’s value and reputation among customers, his powers are gradually suppressed. In turn, the weakening spiritual hold of the God’s curse leads to further prosperity of the inn. This serves to fund new and improved recipes and cooking appliances, renovations to the land (via your farm/orchard/fishing hole/mistweed/etc). So yeah, the process just continues to feed into itself from there. It’s simple, but it serves as an interesting union between narrative and gameplay progression. The way the story builds from there, with the introduction of characters like Elias, Varl, Stella, and Bellatina, works well with this ever-present ludonarrative progression serving as the game’s foundation from beginning to end.

Patty is a fairly standard protagonist, but she gets the job done. She’s sweet, hardworking, and is a good leader for the group because of her tendency to draw different types of people towards her while also seeing the best in people. I particularly enjoyed the airheaded moments which stem from her moral simplicity, and the ensuing teasing from characters like Dante and Erika. Another great airheaded moment that comes to mind is when Varl opens up to Patty about his time serving in prison. He details his least favorite food, cutlet on rice, due to the negative association he developed in prison since it was the only thing they served. Meanwhile, her ditsy one-track mind couldn’t help drifting towards curiosity about the new dish, so she still begs him to teach her the recipe- as if she didn’t hear a word he said once she realized this was a chance for a brand new recipe to cook for the tavern.

The way Marenian Tavern Story uses Coco as a subversion of the mascot stereotype also deserves praise. Typically, the magic animal creature is some cute, upbeat, and well-loved member of the group. Despite how much he tries to fit this description with his constant quips, Coco is none of these things. As the God of Poverty, he’s unmistakably self-interested, gluttonous, and harbors an instinctive love for disorder and failure. Hell, the entire game’s premise is centered around getting him to go away. That’s not to say all the characters are purely cold to him or anything, since that’s not in their nature- particularly Patty’s nature.

That said, Coco often gets left out of conversations and is sometimes outright ignored because of his laziness and constant self-indulgence. It works well for comedy’s sake, yeah. But more importantly, it’s an interesting departure from the generic mascot character archetype while still allowing for a lighthearted dynamic with the party since Coco’s powers weren’t chosen and are understandably out of his control. This even serves to make him weirdly endearing in a way. He’s not acting maliciously, just… without inhibition. So yeah, he catches a deserved amount of flak, but it’s mostly all in good fun.

Moving on to another point of criticism, a much more baffling one at that, is a surprising lack of basic continuity or detail in its worldbuilding. It’s a glaring hole which plays a huge part in the fact that Marenian Tavern Story really does get off on the wrong foot. Like… you’re telling me that Romano, the butler who has served the wealthy Maggiano Family for 60 years, three generations, has never once gone into town to shop or even pass by the vacant Golden Branch Inn? Not to mention, where is the opening scene even taking place? We see Romano walking back towards the villa with Patty and Gino, assumedly from some highway between the villa and Cookoro or Casanavi, but it’s left entirely unexplained despite being the site of Coco’s monument. What about the fact that Patricia and Gino had never once met the Mayor of Cookoro? Not to mention, doesn’t the fact that Patty and Gino haven’t previously met Erika the shopkeeper suggest they’ve never even once gone to Cookoro town- despite Cookoro being situated directly between the villa to the north and Casanavi to the south where their inn is located?

Those opening cutscenes just feel… insanely slapdash. Even compared to the later cutscenes, something about those early ones feel particularly rough in terms of both dialogue and the subtext beneath. I understand that it was likely done for the sake of getting the player into the gameplay loop quickly, but MAN does it feel thrown together at the last minute. The script itself I’m more than willing to give a pass, since again… obviously Kemco can’t justify shelling out resources for any sort of outstanding localizations, much less a good scriptwriter for the original game--I can only presume. Oh, and don’t get me wrong, a quick introductory setup on this scale can be totally fine, and is honestly greatly appreciated if done correctly imo. But jeez, in these moments it really does feel like Kemco plopped a bunch of individually pre-written characters into a blank slate of a setting and THEN decided to start figuring out where things would go from there on-the-fly.

Combat is… pretty solid, actually. The biggest disappointment is easily the “positioning” system. It’s really only there to show the “rows” of allies and enemies, so you can’t actually “move” on the grid. Hell, you can’t even switch rows while engaged in battles akin to a classic ATB-era Final Fantasy game. So yeah, contrary to the first impression it gives you, the grid simply does not provide any sort of pseudo-SRPG depth, nor does it ultimately matter much at all. There’s a few attacks which have different attack ranges based on the position, but the grid ultimately feels rather half-baked. Combat also has a few other minor irritations, like the whole “recovery items are percentage-based rather than fixed amounts” thing and your exploration sprite not changing even when Patty isn’t present in the party. But those are just examples of things that bother me personally without really mattering much in the grand scheme of things.

While the combat is disappointing in some areas, it's still very much serviceable thanks to its fast pace, large skill pool, and somewhat robust weapon customization mechanic via rune orb synthesis. A surprisingly significant part of the game’s overall runtime was exploring dungeons to fight monsters and gather ingredients. But for people like me who love dungeon crawling and grinding, this was a pleasant and more than welcome surprise.. Part of this is due to a high random encounter rate admittedly, which I know turns many people off. But the dungeons are often packed with multiple paths to explore and secrets to uncover. Hell, it even dips its toes into ability gating with some paths being blocked by boulders which can’t be broken until way later.

I’ve alluded to it several times by now without going into detail, so I’ll do that now. The gameplay loop of Marenian Tavern Story is super addicting and fun- and pretty much indisputably its biggest draw. However, the odds were stacked against it for making a good impression even in this regard. It has clear mobile game roots; featuring skip tickets, a world map with reused zones via “hard mode” versions with better drops, a “premium” currency (no micro transactions in the console version tho thank god), and so on. However, once you get past the first couple dungeons, the phenomenal gameplay loop quickly begins to find its footing. It’s admittedly on the simple and repetitive side, yeah. But the gameplay’s effectiveness hinges on the great sense of progression and interwoven combat and cooking sim mechanics. The surprisingly steep difficulty curve also serves to emphasize this, as I wiped several times to a few of the bosses and had to completely rework my strategy. But like I mentioned, the success of the gameplay loop is mostly thanks to its tightly interwoven combat and cooking sim mechanics.

Combat in Marenian Tavern Story is pretty self explanatory, so I’ll be spending much more time analyzing the cooking mechanic and why it’s so well integrated. Cooking, and subsequently selling dishes in your tavern and providing Coco with offerings, is surprisingly in-depth with TONS of combinations and adjacent variables. Considering the frankly absurd number of recipes and ingredients, I was pleasantly surprised that you don’t ever end up with a million ingredients you’ll never use in lieu of spamming the few best dishes with the highest EXP/Price bonuses. This is accomplished through a joint effort between the “offering” and “customer interest” mechanics which I'll expand upon later. Additionally, the low ingredient cap (initially 99) is another key reason why you’re constantly using every ingredient and item you find despite there being so goddamn many. This low restriction encourages you to sell off more common items while actively preventing you from hoarding. You do get upgrades which raise the cap later on, but because your tavern is more popular by then (so you’re selling a ton more dishes every single day), it scales up pretty well. So even when you end up buying hundreds of things like salt, milk, and eggs, you can be damn sure that every single one of them is going to get used. But this even applies to some of the more obscure ingredients- everything gets used.

It would’ve been VERY easy for Marenian Tavern Story to devolve into “Hoarding Simulator” due to the sheer quantity of ingredients, equipment, and consumables. But the customer interest mechanic solves this issue with grace. Not only does it prevent you from spamming the most optimal dishes every single day, but it gives inherent value to EVERYTHING you gather and earn in battle.Despite the simplicity of the cooking sim, which is ultimately nothing but menuing, it is because of this customer interest system that it feels so alive, so dynamic, and so incredibly satisfying. It revolves around multiple customer-driven variables. For example, weather determines if customers will prefer cool and refreshing drinks/dishes/etc (summer) or warm, comforting ones (winter). It also takes tedium and repetition into account, meaning that if you serve the same dish over and over, it will gradually lose interest and sell less over time.

This customer interest mechanic even provides “new customer” interest bonuses. In other words, you are rewarded for offering brand new individual dishes, as well as multi-dish combinations that work well together or follow some sort of theme. By doing so, you’ll be shown an indicator that these dishes will “get more customers”. As such, this customer interest mechanic directly (and separately) measures the dynamic interest of your returning customers AND the interest generated from potential brand new customers. This also serves to give you something valuable to do after hitting your income goal to increase your tavern level. Because your tavern rank only gets reevaluated on the last day of each cycle, it would’ve been easy to tempt you into sleeping through the cycle’s remaining days after hitting your profit quota and waiting for the cycle to restart. After all, you wouldn’t want to waste your highest-priced dishes AFTER hitting the profit quota since they wouldn’t be counted towards anything. However, because you can experiment with new dishes and dish combinations to bring in brand new customers every single day, this customer interest mechanic incentivizes you to make the most of every day while also frequently mixing things up.

This depth was already way more than I expected as is. However, if I had to pick one area I wish was expanded upon, it would be the role of food specifically when used as a consumable. For example, this could’ve been expanded by giving each party member “preferred” food groups in a similar vein to Coco’s “cravings” (which i’ll discuss next). This could give extra variety and strategy through providing exp/stat boosts/hunger filling/etc. Also, it could be a clever way to integrate each character’s favorite and least favorite foods which were detailed in dialogue in order to give them actual gameplay significance. Even without this factor, the cooking/food system is still VERY impressive imo. There’s so many different variables, yet they’re all used to great effect. It encourages experimentation and iterative engagement, all the while actively discouraging you from taking a more stubborn or mindless approach if you want to grow the business efficiently. You’ll constantly find yourself tinkering with the uncovered “hint recipes” and testing out countless brand new dishes- each with their own unique properties both as a dish in the cooking sim AND as a consumable for combat.

The dynamic nature of cooking in Marenian Tavern Story extends to Coco’s aforementioned offerings as well. This is because every week, Coco has different cravings that will provide a bonus multiplier for his satiation bar. Along with the general profit quota, this satiation bar is another quota that must be met by the end of each cycle in order to weaken his powers and raise your tavern rank. Thankfully though, by focusing on the classification of dish Coco is craving, you’ll fill his satiation bar much quicker than you would otherwise. On top of being a required quota for raising your tavern rank, raising Coco’s satiation bar also gives you various rewards as you get closer to 100% satiation. Similarly, the game’s “trophy” system provides rewards through a pseudo-achievement system which also rewards experimentation and variety just as Coco’s different cravings do. The rewards from both Trophies and Coco’s offerings are surprisingly substantial. They range from ingredient and potion restocks, to rare weapons, unique armor, accessories, kitchen appliance and backpack upgrades, and even rune orbs you can’t get elsewhere.

One more point about the cooking sim- it is very well integrated into the combat portion of the game in spite of these two mechanics being quite different. The tradeoff between serving dishes at the inn or putting them aside as consumables for the exp/stat bonuses is simple but very effective. For example, you can cash in by serving the dish at the tavern in order to buy better equipment or other consumables. Or, you can level up faster by eating the dish to kill more monsters and gather more ingredients for future dishes that way. It might’ve been worth trying a Zwei-esque exchange system through tiered food upgrades, but the fact that food gives stat bonuses rather than HP like in Zwei kinda prevents that tradeoff from working as well as it does in that game. Plus, as I mentioned, the gameplay loop works in part because it specifically DISCOURAGES hoarding. Whereas in Zwei, you’re specifically incentivized to horde as much as physically possible in order to trade everything in for better dishes. These tradeoffs and the cohesive integration of distinct gameplay systems is by far the biggest reason the gameplay loop of bouncing between cooking and combat works so well. Individually, they’re nothing too noteworthy (especially combat). But because of the way they are interwoven and impact one another, it ends up being far greater than the sum of its parts.

Another strength of Marenian Tavern Story is the sheer volume of content. Sure, it’s a budget game and, again, the execution of its script… leaves much to be desired, put nicely. But I personally felt like the surprising amount of “meat” on the game’s bones more than makes up for this in the end. I’ve already mentioned the mind boggling amount of recipes, which draw from several hundred ingredients, totaling close to a thousand unique dishes. Hell, every single dish even has 3 different tiers of quality depending on your quality of tools. On top of that, many dishes even have double that amount through “deluxe” recipes which unlock as your ingredients improve to the next tier (i.e egg to garuda egg to dragon egg). Not to mention, just like the equipment and consumables, each of these dishes features a unique description. Sometimes these are just cute flavor text, but sometimes they can be very useful in solving hint recipes. On top of a unique description, every item has a unique buying and selling price, and dishes even have unique exp and/or stat bonuses. I came into the game already expecting the cooking to have some amount of depth since it’s pretty obviously the main focus. What I DIDN’T expect though was for this game to lean into it this goddamn hard.

Oh, and this level of detail doesn’t just apply to the ingredients, consumables, and equipment, either. This same level of detail and quantity is present within the game’s “event” cutscenes. The number of unique events, between main story and sub sequences, also totals over 300. It’s still not a massive script on the level of a Kiseki game or anything. This is notably in part because most of the NPCs don’t have ANY changing dialogue during town exploration throughout the entire game. But even so, there was unquestionably a serious effort put forth here to give unique scenarios between all of the different main character pairings to populate its 40 hour runtime. Even though the script holds them back, they still do serve to flesh everyone out and breathe a bit of life into them since you’ll be getting new skits (especially at the tavern) almost every single day.

These specific areas where the game excels through quantity really help dilute the game’s more neglected and/or underwhelming areas. For example, it's true that the game’s low budget is blindingly apparent even at a glance. But it trickles into smaller details as well. For example, there is a complete lack of ANY visual cues to reflect changes in weather or seasons (or hell, even a basic day-night system for that matter). However, its utilization of the “customer interest system” gives the game a way to still take these variables into consideration. But despite these visual and budgetary restrictions holding it back, Marenian Tavern Story doesn’t just make passing mention of these variables through text and leave it at that. It goes the extra step to make these details actually matter by giving each variable a degree of influence on the socioeconomic properties of the tavern’s management.

The soundtrack is pretty noteworthy too. I adore the main tavern theme in particular, and it’s still stuck in my head days after finishing the game. The mix of “swing” and “straight eights” melodies right next to one another make it super memorable and addicting, even if it does very much fit the typical “tavern music” mold otherwise. Casanavi’s melodic sea shanty is also super catchy and fitting as Marenia’s port town and trade hub. The theme of Cookoro, whose name is seemingly a pun on kokoro (heart in japanese), serves its name well. It’s a rather heartfelt and homely tune which grew on me quite a bit as the game went on and it began feeling more and more like home, fittingly enough. It’s kinda understated, yeah, but I love the backing strings especially. They reminded me of some of the midi orchestrations from Harvest Moon Back to Nature. Plus idk, it just gives the town a super cozy feel. The field/dungeon themes are fantastic too, my favorite probably being Sunny Hill. The soundtrack does have a few questionable tracks too tho. For example, the upbeat track for the Marino Strada dungeon is hella corny and off-putting with its bizarre double-time melody. Overall though, for a game whose soundtrack I couldn’t even find ripped to Youtube, it's lowkey fantastic.

Lastly, it’s very much worth noting that this game does NOT play like a mobile game despite its obvious mobile game roots. The in-game visuals, map interface, and thinly veiled microtransaction cover-ups certainly make it initially come across as some generic mobage shovelware. There’s a metric fuckton of menuing, it’s dungeon and grind heavy, and the combat very much holds its own in terms of depth and satisfaction- none of which exactly fit the typical mobile structure. I’m especially thankful for that last point, since a typical mobage autobattle system would’ve utterly ruined a combat-heavy game like this. In essence, I guess that’s what I’m ultimately trying to get at here:On the surface, Marenian Tavern Story may be very low budget and employs certain elements reminiscent of predatory mobile gaming practices. However, these factors never detract from the game’s strengths, and with this console release, those microtransactions were completely removed and integrated into simply playing the game. Moreover, once you sink your teeth into actually playing the game and engaging with its multitude of interconnected systems and mechanics, it’s easy to forget it was ever a mobile game to begin with. In practice, the game almost entirely feels like a proper console RPG built from the ground up.

Marenian Tavern Story: Patty and the Hungry God is definitely not for everyone. Even for the people it IS for, it falls short in some pretty significant ways. However, if these aforementioned strengths sound enticing, I’d say it’s worth giving a fair chance beyond its underwhelming opening hours. I personally found myself enthralled by its rock solid turn-based combat, and even more so by its shockingly deep and engaging cooking/business mechanics. But what really elevates the experience into being truly worth your time is its confident fusion of these two distinct halves into one whole. While certainly respectable on their own merits, the way these two halves are used in conjunction, in order to bring out the best in one another… that’s what sets Marenian Tavern Story apart; as a rewarding and highly addicting experience that is greater than the sum of its parts.

nette Idee, aber man merkt das fehlende Budget an jeder Stelle. Soundtrack ok, kochen macht Spaß, kostet aber viel Zeit und bringt gegen Ende nichts mehr und das Kämpfen ist nur so gut es sein muss.