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Not Recommended
0.0 hrs last two weeks / 83.0 hrs on record
Posted: Mar 3, 2021 @ 8:28pm
Updated: Mar 3, 2021 @ 8:29pm

Octopath Traveler does an amazing job of modernizing the old school JRPG, but has a number of flaws that ultimately prevent me from recommending it to anyone but diehard JRPG fanatics. It's a valiant effort, and I expect their next game (whatever Triangle Strategy winds up being called) will improve on some of these issues and be a game I can whole-heartedly recommend. If you really enjoy JRPGs, you might want to pick this up on a sale.

Pros:
* The game isn't save-anywhere, but save points are exceedingly frequent through the main game, effectively giving you "save-anywhere" without the ability to abuse by saving after every battle.
* The graphics are absolutely gorgeous.
* The character designs are unique and the class support abilities give lots of customization possibilities. They also aren't all carbon copies of FF classes, but have their own flair.
* Some of the characters' stories were quite good. However, note that due to the way the story is structured, it acts as more of a "short story collection" rather than the "novel" that a JRPG usually is. This imposes a relative lack of intricacy to the plots, if you prefer highly detailed complex web-weaving plots, you won't find them here.

Cons:
* The progression is rather formulaic. Go to town, talk to people, use that character's plot ability a couple times, do dungeon, defeat boss, talk to people in town again, move on to the next story beat. It's literally 4 story beats times 8 characters for the main progression. None of these segments really stand out as unique or interesting.
* Due to the nonlinear nature of the game there's no serious interaction between the characters outside of a handful of bonus scenes. In addition, whichever members you don't have in your party at the time, you'll miss their bonus scenes, even if you've already unlocked all 8 characters.
* The extreme depth-of-field blur effect on the graphics caused some eyestrain for me in some areas. Would have appreciated the ability to turn that off. (It was the extreme foreground blur that bugged me, not the background blur.)
* The "protagonist" you select is locked in the party, despite there being no real reason for that to be the case, so he or she winds up being grossly overleveled relative to everyone else no matter what you do. If it's a damage output character, that damage output character will wind up dominating battles. In my case, Therion was doing so much more damage than everyone else that I quickly realized I could just set my party up to have a Merchant donating BP to him so I could just use Aeber's Reckoning every two turns. At that point, there was no reason to have anyone else doing anything other than just buffing Therion's speed, debuffing/breaking the enemy, or healing. This became dull and repetitive very fast. Why do anything else when Therion can just alternate between Steal SP and Aeber's Reckoning and steamroll the enemies?
* The final dungeon doesn't have any saving, forcing you to oneshot it all. The boss rush doesn't offer any real strategic value - you already beat the bosses, the boss rush versions aren't that much more difficult to make them more interesting, so why bother? Either they're absolute pushovers in which case they're a boring waste of time, or they're still a challenge, in which case the final boss is going to be downright murderous and the experience of repeatedly fighting the boss rush before you get to re-try the final boss is going to be miserable.
* There is a serious difficulty spike on the final boss, forcing some very tedious grinding, and there aren't any great grind spots that make it less miserable. I spent nearly 10 hours taking my party from level ~50 to level ~70... when Therion was already level 65. Given the lack of saving in the final dungeon, you either have to go after the boss and waste an hour or more, or just grind levels. This is certainly reminiscent of older JRPGs, but this really didn't need to be brought back. At the very least, an area with scaling enemies that pay out more and more XP/JP to lessen the tedium would have been helpful.
* The high damage output of the final boss virtually forces you to do certain things strategically. I won't go into detail, but I felt as though I was forced into using 1 of 4 of my support abilities to a particular thing on everyone. It's not customization if you're forced into having a certain setup!
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14 Comments
GideonKain May 19, 2021 @ 2:49pm 
You need to be constantly micromanaging every aspect of how a battle plays out or your party will wipe. This sounds like a positive until you realize that a single battle can take upwards of five minutes, and it takes 20 battles to go up one level, and you need at least 5 levels before you can stand a chance against the next time sink, I mean, Boss Battle.
Bongoboy Mar 29, 2021 @ 10:25am 
Yeah, incredibly well done Save Points. With the exception of the Last Boss. Which I find is still a shame.
But that said, the main reason I not get it is because I am not that much into the Story. The missing Save Point between the Boss Rush and the Last Boss has nothing to do with it.
Justice Mar 29, 2021 @ 6:13am 
Lithariel: The game has PLENTY of save points throughout the game... except at the boss rush at the very end. I actually consider the save point system of the game to be incredibly well done.
Bongoboy Mar 28, 2021 @ 5:54pm 
This review is indeed spot on. I was interested in this game when it was released on the Switch, but since I didn't own one I didn't buy it at release. When it was released on Steam I seen allot about the game, for one that it mainly is 8 Character having it's own Story and not really a big overarching story you can dig in with your group.

The takeaway for me here is the fact that you seemingly not have enough Saving Spots. I played ALLOT JRPGs over my lifetime ...and usually if they have a "Bossrush" of kinds they provide you with a Savespot before it ... and right after it is done, so that you can do exactly what you could not do here: Experiment at the last Boss Battle.
If you have a Boss that might require the Player to experiment around and that might take some time to grasp the abilities of the Boss fully ... you should put a Save Spot right there. Almost every JRPG I played does that.
If this doesn't do it ... shame.
GideonKain Mar 24, 2021 @ 6:30am 
This review is spot on. I wanted this game so bad when I first saw the screenshots. The actual game is just 8 people who never interact with each other. No camaraderie, no hi-jinks, no quarrels, no interpersonal communication between your party members at all. Really quite eerie and disconcerting to travel in a group of four people who don't even acknowledge each other exist.
Justice Mar 22, 2021 @ 6:03am 
(Note: read comments from the bottom up)
Justice Mar 22, 2021 @ 5:52am 
The long and short of it is: the bulk of the game is just so formulaic and tedious that it felt like a slog to advance through it. There's enough interesting stuff going on in here that if you care about game design that you can definitely try to pick it apart and figure out what works and what doesn't, and maybe those things could go in a different game. It's a game that is worth playing and analyzing if you're trying to make your own RPG, especially if you're trying to do a similar multi-path story thing; because there are definitely lessons to be learned from this game (both good and bad). But for someone who just wants to play an RPG and have some fun? You'll have more fun elsewhere.
Justice Mar 22, 2021 @ 5:51am 
There's a lot of promise in the game, and if you like it, I'm not going to tell you that you're wrong for liking it. Let's remember that Octopath is effectively the first game from this team, and was experimental in many ways. I'm certainly hoping that they fix the problems because they could make a truly GREAT game if they did - so I'm definitely excited for Triangle Strategy. My criticisms of the final boss/boss rush approach aren't the main reason I have to conclude "don't recommend." If it was an amazing game marred by a bad ending, well, that's true of a lot of good games. (Dark Souls, anyone?), but that's not the case here.
Justice Mar 22, 2021 @ 5:51am 
It's not so much that I want everything to be "viable" - of course waltzing into the final battle with 8 offense classes and no heals (or no spellcasting for the first form) - but nothing should be outright useless (Octopath's Hunter class is quite bad) or obscenely dominant (FFT's Math Skill being a pretty well known blatant example).

The protagonist being freed up after their chapter 4 is only of marginal usefulness to fixing the problem - even by the chapter 3s you're already at the point where the protagonist is way overpowered relative to everyone else. There are things they could have done to avoid this - XP share to inactive party members, swap out the "protagonist" when you begin a chapter, etc. (Swapping out the "protagonist" for the duration of the chapter would actually probably be the best solution, to be blunt. Not sure why they even felt the need to lock one person into the party in the first place.)
Justice Mar 22, 2021 @ 5:51am 
I agree with you that Octopath does in fact provide a great deal of variety for damage *output*, with various cadences (max BP, alternating turns, steady output, mana-driven, single-target, AoE, etc). However, damage *mitigation* is very limited - you have the "shell/protect" formula carried over from Final Fantasy (actually somewhat effective), you have HP buffs, you can interrupt the boss with the break system - but the turn the boss emerges from being "broken" it unleashes a barrage of attacks and you can't stop that from happening.