Reviews from

in the past


Definitely the weakest entry in the series so far. Still in early access, and has improved quite a lot since it first released, but it deviates greatly from the other games.

Cook Serve Forever é uma comida muito bonita, mas que tá faltando sal. E todo mundo sabe que é bem mais fácil salvar uma comida sem sal do que uma que já está completamente salgada. Não sei se estou esperando um banquete quando o jogo chegar na versão 1.0, mas acho que vou provar um pouco até lá pra ver se vale a pena pagar por esse almoço.

Una absoluta pérdida de tiempo, la mécanica de los "Cook, Serve" deja de tener relevancia en este nuevo juego en el que solamente importan los aburridos 4 botones con los que se juega. Ni la historia te hace querer seguir jugando.
Absoluta decepción.

In my previous review of Cook, Serve, Delicious?! 3, I closed things out saying that "David Galindo hopefully hasn't peaked with this entry, but if he has it's a magnificent apex." Early showings of Cook Serve Forever made me incredibly anxious that the pinnacle of this microgenre had already reached its logical conclusion, but I'm starting to see that it can't be reduced to hills and valleys.

CSF is inextricable from its CSD/Ore no Ryomi lineage (and the name certainly isn't helping), but the comparison does it, and fans, no favours. We were told time and again that CSF was not a CSD sequel, that it was not following the CSD formula, that we should temper our expectations. With the initial disbelief that, oddly enough, the developers weren't kidding, now somewhat shed, it's clear that CSF has the makings of a great alternate approach to gaming cookery.

Presentation is key for CSF, and the slower, intentional mode of play emphasises that. The name of a recipe is an afterthought, the controls mnemonic-forbidding. All the player can focus on is the dish as it stands, and the two next ingredients. Galindo has spoken previously about the rapid pace and focus on mnemonics meant players didn't look at the food they were making; they simply didn't have time to. PCMRPCMRPCMR, DTCR PFS, and other reductions of recipes to their keypresses rather than their substantive elements has the player's eye locked on the recipe card itself, not its construction. The introduction of holding keypresses further reinforces the pace. Quick accuracy is still valued in CSF, but it is no longer the end all be all of before.

What confuses me most about the game in this state is the purpose of its variable elements. Without those mnemonics or particularities of specific foods, the menu options made are effectively superfluous. While leveling up a specific location will increase the difficulty therein, there is presently no reason outside of that to actually play one location over another. Presumably additional story content and gameplay elements will give these things a purpose, but for now they are an afterthought.

It's far too early to tell where CSF will reign in the pantheon of Ore no Ryouri/Ore no Ryomi/Cook, Serve, Delicious! and I will plainly need to wait for the next entry to get the CSD4 I so crave, but with so much CSD goodness already in my library I can welcome this diverging path. If nothing else, it'll increase my appetite.