VA-11 HALL-A Accurately Reflects the Dystopian Hell of the Service Industry
If you’ve ever worked in the service industry, but especially if you’ve been a bartender, then you’re familiar with a certain sense of feeling trapped. When your job bears even the slightest expectation of professional hospitality, you’re at the mercy of whoever walks in the door. With so many different kinds of people to serve, you become something of a chameleon, changing personalities with each new person who approaches the bar. Spend enough time in the profession, and the unpredictable becomes mundane and the mundane unpredictable, setting you adrift in a bizarre void where nothing and everything shocks you all at once. For the majority of your day, or at least your work shift, you abide in a purgatory divorced from the rules of a conventional social contract. It’s a world that exists on a plane of its own.
Lately, I’ve been playing VA-11 HALL-A, a cyberpunk bartender game that takes place in a small dive bar in the dystopian Glitch City. As Jill, you spend late nights serving drinks and holding long conversations with a gnarly assortment of customers, figuring out what they’d like to imbibe based on details from the exchange. The bartending part itself is more fiction than fact; the cocktails and ingredients have invented names, and there’s almost no penalty for mistakes. But despite the liberties it takes with the process, there’s an element of art and intuition. It accurately mirrors the delicate social dance of the profession and its fleeting moments of fulfilling creative expression. On some level, VA-11 HALL-A seems to know it’s a thankless job but one that lets you be thoughtful in a quiet, self-fulfilling way.
It’s remarkable that, despite not really being about mixing cocktails, VA-11 HALL-A recreates the feeling of being a bartender pretty well. Sometimes the best part of your shift is when the customer stops finally talking, and you get to improvise something to their tastes (even though you know they won’t appreciate it). The game also has a firm grasp on the type of customers one deals with as a server. There are the people who foist their personality on you for the duration of their drink, demanding your company but never hearing a word you say. There are the over-familiar patrons who try to establish themselves as regulars within a single visit. The ones that, no matter how perfect their drink is, can never be pleased. There’s that flinch and sense of dread as you see a new person approach, wondering what fresh hell the next twenty minutes will bring.
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