Review

Octopath Traveler Review: Divide And Conquer

  • First Released Jul 12, 2018
    released
  • NS
  • PC

All for one and one for all.

Retro throwbacks rarely go for the mid-'90s mix of 2D sprites and low-res 3D models, but along comes Octopath Traveler, a game that manages to both faithfully recreate the aesthetic and add to it in subtle yet meaningful ways. It's a great look, one that draws you into the world and delights you with small artistic touches that bring something magical to otherwise simple environments. Enemies and bosses alike are lavishly drawn despite the confines of the game's intentional low-res aesthetic. It's a similar treatment that you can find in a game like Final Fantasy VI, where rough sprites in the overworld transform into big, detailed illustrations in battle.

Taking pleasure in the dreamy, diorama-esque look of Octopath will satisfy you for a while, as will the immediately likable combat system, which implements a few small innovations to revitalize the otherwise traditional turn-based mechanics. What may ultimately trip you up, however, is the narrative--a collection of eight short stories each divided up into four chapters of increasingly higher difficulty. After picking a protagonist at the start of the game, you gather allies by travelling to their icons on a map.

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This approach is viable in theory, but Octopath woefully struggles to weave interesting tales despite the wide range of personalities behind them. You get an intro, a spirited launch into a quest, a revelatory examination of people and places, and then a conclusion, each chapter lasting roughly one or two hours with a lot of drawn-out dialogue. Coupled with wildly varying English voice acting, it's all too easy to want to reach for the skip button when a story sequence slowly winds up. In these moments, everyone but the relevant character is relegated to being backseat companions, hidden away from view entirely. The only time your team acts as such outside of battle is during rare opportunities that you get a banter notification, which allows for a brief discussion between a couple of characters, dependent on who's in your party. These can be entertaining from time to time, but they are too infrequent and inconsequential to truly matter.

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It's no doubt disappointing to report that Octopath's stories are more or less a wash, but that doesn't mean the world is any less intriguing on its own. On the contrary, it's constantly refreshing to see how much care has gone into fleshing out run-of-the-mill NPCs, many of whom have peculiar backgrounds that outshine some of the more mundane major characters. Side quests allow you to explore these personalities a bit further than usual, but there's enough variety and colorful writing to make fly-by introductions worthwhile whenever you come to a new territory. Octopath's towns are brimming with excuses to look twice at the unsung heroes and villains that call your rest stops home.

NPCs feature other smart interactive touches that call upon your characters' individual strengths. Just like you'd inquire into backstories, you can steal belongings (or talk strangers into selling what you can't steal), allure them into following your crew and helping out in battle, or pick a fight with them in the middle of town--just a few of your options. Some of these actions carry a chance of success, and repeat failure in a particular town can temporarily kill your reputation, preventing further attempts until you pay the local barkeep to spread positive gossip about you to their customers. It's a punishment that's easy to overcome, and it's a little strange that you can so freely try to rob the same person ad nauseum until you succeed, but it's nonetheless great to have that added layer to exploration.

Without a broad objective steering your party across the world map, you're instead guided by icons that tell you where to pick up the next chapter for a specific character and what level your party should be to survive random encounters with beasts and brigands. The initial stops circle a sizable body of water in the middle, with each round of chapters shifting ever slightly outward towards the edge of the map. The procession of events and markers is measured in such a way to provide natural progress through each character's personal adventure. Keep up with the logical order and you may never have to grind for experience if you avoid fast traveling to previously visited locations.

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In order to activate a chapter, you need the relevant character in your party, but even if you neglect to cycle party members regularly enough to keep them on even footing by the time they're called upon, you can still carry a grossly under-leveled character into battle without too much concern. It's one of many reasons why Octopath's battle system feels so fresh: it's about what you hit the enemy with rather than how hard the hit lands.

Every enemy in Octopath is vulnerable to at least one particular element or weapon type, and most are vulnerable to three or more. A grid beneath their sprite in battle will automatically tell you how many vulnerabilities they have, but it's up to you to uncover the specifics by hitting them with everything you've got. When you successfully strike with a relevant spell or weapon, an icon fills in a space on the grid so you have a clear record of what to do throughout the battle and in future encounters. With these tactics in mind, your goal is to break your enemy's defenses by hitting them enough times with effective attacks to whittle away their shield. Once broken, an enemy will lose their next turn and remain in a highly vulnerable state where attacks hurt them a little more than usual.

Despite the lackluster stories that pull you through the world, Octopath thrives on its character progression and the temptations of high-level challenges and rewards.

The other important piece of combat is the battle point system. Battle points act as extra swings of a weapon in a turn, or as a means to power up magic attacks. Every character gets one BP added to their slate per turn so long as they don't spend BP, which will delay the accrual process by an additional turn. In most cases, saving up BP is a beneficial way to wear down an enemy's shield in one turn with a single character. But once an enemy is broken, BP is best used to fortify single attacks during that window of opportunity.

The concept of breaking enemies is paramount during boss battles (which often include a pair of sidekicks), long affairs that test your ability to remain focused on your resources, characters' turn order, and unusual dangers, like coordinated attacks against your party that can insta-kill characters when you least expect it. If you're fighting around the experience level that Octopath suggests for these fights, you may find yourself engaged in a 30-minute test of your ability to remain organized and focused. Common enemies will pose formidable challenges as well, but those fights go a lot quicker, and you're afforded more opportunities to flex your various skills for the fun of it, rather than to satisfy the punishing demands of excruciating bosses.

Your battle party is only as good as you make them, which means not only earning enough experience points to level up and learn new skills, but coordinating individual skillsets to diversify your options while also doubling down on your most effective attacks. Each of the eight characters starts with a distinct job, and as you explore the world, you uncover shrines that let you assign a secondary job as well--each secondary job is limited to one character at a time. Managing two jobs and equipping passive support abilities recalls RPG like Final Fantasy Tactics, but unlike such games that typically give you free reign to stuff your party with overpowered job configurations, Octopath smartly limits your options to prevent you from breaking the system.

You will no doubt come to prefer certain jobs over others, but some of the most valuable skills are tied to characters rather than their assignments. H'annit, the hunter, has the unique ability to capture enemies that can be summoned during future battles a limited number of times, whereas Alfyn the apothecary can make medicine mid-battle by synthesizing salves with expendable ingredients, for example. Between these unique character skills and the variety of jobs on hand, your party will transform on a regular basis to keep up with the demands of bosses and particularly finicky enemy types. This constant search for new strategies leads to a wonderful variety of experiences and accomplishments by the time you reach Octopath's end.

Despite the lackluster stories that pull you through the world, Octopath thrives on its character progression and the temptations of high-level challenges and rewards. The promise of new jobs, exciting boss fights, and powerful gear will inspire you to poke around every corner, and there are no shortage of discoveries to strive for. And all the while, you're treated to one of the most interesting and effective re-imaginings of a retro aesthetic around. Octopath will likely be a divisive game due to its fractured storytelling, but it's one worth playing despite its lesser qualities. Its high points are simply too good to ignore.

Update: Revisiting Octopath Traveler on PC has been a treat, not the least of all because of the available graphics settings that let you tweak the game's iconic hybrid visuals. This is an obvious feature in most PC games, but Octopath's mix of retro pixel art and modern post-processing effects are unlike most games. With one foot in the past and another in the present, adjusting resolution, textures, and lighting effects lets you dictate, to a point, which half of its aesthetic identity is most prominent. It's not a game changer, but it is an appreciated option that gives the PC version a slight edge over the Switch original. -- Peter Brown, June 7, 2019, 11:40 AM PT

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The Good

  • Fascinating and beautiful presentation
  • An innovative combat system that challenges you in unique ways
  • Smart character progression encourages experimentation
  • Lots of high-level challenges and rewards to strive for

The Bad

  • Eight short stories that are largely shallow and repetitive

About the Author

Peter watched the credits roll after completing his protagonist's campaign and then jumped back in to finish three more before writing his review, after 65 hours--he has reached the final chapters of the four remaining stories. Nintendo provided GameSpot with a complimentary copy of the game for review.
141 Comments  RefreshSorted By 
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ninboxstation

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Edited By ninboxstation

the stories are fine, they just start out slowly... and the 8 main-character stories are NOT repetitive

the characters and other NPCs are aborable! (start with Cyrus then get Tressa (!), after those 2, get Ophillia then either Haant the hunter or the thief futher down the road; . but recomend to get Cyrus and especially Tressa early)..

the grafix and soundtrack are among the greatest (rivaling Xeno2 and Persona 5 in its own "artistic" way!)

and the best part is its complex and satisfying action (!) and exloring the towns and villiages for the Npc interactions/ experimenting

this is a solid 9/10 (as a fan of oldschool JRpgs, even more like a 9.5/10)

OP is better than both Nino Kunis and (way) better than both Braverlt Defaults .. and probably better than Xeno 2 too (since Xeno 2 has too many small issues)

here is a review from a JRpg pro:

https://youtu.be/qFXhgCYAfik

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Gelugon_baat

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Edited By Gelugon_baat

@lostn: There are not a lot of video game developers that can do both good gameplay and good story. (I suppose examples of these include the people who made the Persona games.)

Even these can only be played so many times before they start to become stale. When that happens, one would have to either stop playing games for a while until the next smashing game, or look at the halfway-there ones who just couldn't do both good gameplay and good story.

In the latter case, if there are video game developers who can only do one or the other, I would rather pick those who can do good gameplay. Gameplay's more important to me, and I am always looking for games that do gameplay that I have yet to experience.

That said, I don't agree with dzimm's statement that storytelling should be pared down just to buffer up efforts at designing gameplay. Game-makers should do both.

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dzimm

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Edited By dzimm

So I bought the full game after being intrigued by the demo, and I have to say, this is perhaps the first RPG I've played where the side missions actually make sense. Usually it's "We must quickly stop this great evil that's about to destroy the world! But first, let me help this poor farmer track down the mischievous urchin who stole his beloved axe," and I'm thinking, "But why would the hero even bother with such trivialities when there's much more pressing business to attend to?"

Dispensing with the usual cliché RPG narrative and simply focusing on eight characters with their own stories to tell instead is a refreshing departure for the genre.

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DEVILTAZ35

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I can't wait for hexakaidecagon edition sequel

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gamingdevil800

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So no romance in this game then?

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DEVILTAZ35

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@gamingdevil800: I hope not or it's going back to the store lol

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dzimm

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"...a lot of drawn-out dialogue [...] wildly varying English voice acting..."

Sounds pretty typical for a JRPG.

You can change the spoken language in the demo, and I assume this is true of the full game. I always choose the native language with English subtitles whenever I'm given the choice. It somehow makes games seem more "magical".

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DEVILTAZ35

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@dzimm: I chose foreign for my car, was fun not understanding a word it said for a trip :)

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NaturallyEvil

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@kimberly12345: Wow, I know they had to write sub-plots for 8 main characters, but they really must have been reaching for ideas with this one!

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Johnny_Rock

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Edited By Johnny_Rock

6 hours in and I can confirm that the stories are fairly uneventful and bland. But that's not what I bought the game for. The combat is amazing and is what has me hooked.

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lostn

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@Johnny_Rock: For me, combat without a story is pointless. MAy as well play an MMO.

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dajupe

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@lostn:The stories in this game even though simple are quite endearing. I think the creators of the game find a nice balance between game play, lore and narrative to produce an engaging and at times dark world which I am finding myself going back into again and again.

I'm fussy when it comes to RPG's and will often find myself leaving the world presented never to return. The last RPG I attempted to play was Ni No Kuni 2 (because of the art style) however I never finished it because I found it's story uninspired and combat became a chore.

Not so with Octopath Traveller. I've been avoiding grinding (as much as possible) in lieu of more thought out battle strategies which makes for some awesome fights especially as the games upgrade system opens up and invites the player to experiment with different styles of combat.

Each of the characters story's evolve and can be quite quirky at times. All though there are some rpg tropes present I wouldn't say the game as a whole suffers from them.

All in all the game's world and story really remind me of a magical pop up story book or a stage performance and I am enjoying it a lot more than I thought I would!

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dzimm

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@lostn: video game stories are rarely worth the bother anyway. I actually think it's refreshing to see a modern developer reduce the story to a bare minimum. We play games for the gameplay. The story doesn't matter as long as the gameplay is engaging.

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lostn

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@dzimm: That's a defeatist attitude to take, and a willingness to accept mediocrity. I for one have played my share of video games with great stories rivalling and surpassing stories told in other mediums. Many of these came from Square Enix themselves.

I play games not for the gameplay but for the entire experience, which includes but is not limited to gameplay. So if there was a game with great gameplay but no story, and a game with the same great gameplay and a great story to go with it, the latter is always going to be the better game.

There are too many games out there for me to keep up with. I don't need to compromise. If it doesn't push all my buttons I look elsewhere.

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dzimm

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Edited By dzimm

@lostn: I'm an avid reader. so I have pretty high standards when it comes to stories, and even the very best video game story is vastly inferior to a good book; for that matter, most video game stories rarely rise to the level of a Hollywood B-movie. I've played my share of Square Enix games, and their stories are, at best, shallow, predictable, and cliché. The problem is that they always have to set up the gameplay, so you generally know where a cut scene or interminable dialog sequence is going before it even starts. It's like "Will you just let us play the damn game?"

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lostn

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Edited By lostn

@dzimm: You've only played recent Square Enix games which I agree have been poor.

I'm an avid reader too but please don't imply that every book has a good story, good writing, or its story is automatically better because it's a book. Every medium of story telling is going to have its stinkers. The truly good stuff is always going to be in the minority no matter what the medium. And don't overstate the quality of a Hollywood B movie. They are garbage.

But anyway, if you're willing to accept mediocrity, you do you.

*and even the very best video game story is vastly inferior to a good book*

I'm now curious. What would you say is the very best video game story? This should tell us everything about the standards you judge story on.

The very best video game story is still not as good as a good book, therefore I will accept no story at all or a total garbage video game story and it's all fine because I wasn't expecting much anyway. That's a very defeatist attitude to take. If something isn't as good as something else, doesn't mean you can't want it to be close to it, and should instead be happy with total garbage or a non-existent story.

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dzimm

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@lostn: "You've only played recent Square Enix games..."

Wrong. I've played a number of the "classics", too, and even their stories are average at best, even when compared to Hollywood movies, which is a pretty low bar. But that's OK because stories are, frankly, the least important part of a video game, and any time a game tries to bring its story to the forefront (such as the recent Tomb Raider games) then the experience is all the worse for it.

And, no, I'm not suggesting that every book has a good story, but I find the depth and narrative structure of even an average book to be magnitudes better than the best video game, and when it comes to a good book, there's no contest. You ask me for an example of a video game story I consider "the best", but to be honest, despite the fact that I've played more games than I could possibly count (I've been playing video games in one form or another since the late-70s), I remember games more for their gameplay than for their narrative. Examples of games with above average stories? That is to say above average for a video game? Hmmm... Maybe Chrono Trigger? Dragon Age: Origins? Half-Life 2? Planescape Torment? Max Payne 2? I don't know. I'm just picking games that I recall actually having a narrative. Let me put it this way: I've never seen a video game story I would have any interest in if it weren't presented in the context of a video game.

The biggest problem with video games is that they never found their own storytelling voice. Like when we made the transition from radio to television, early television shows were just radio with pictures until people figured out how to use the medium to its best advantage. Video games, unfortunately, have been stuck for years in the "interactive movie" rut. There are few if any games that seamlessly meld the gameplay with the narrative. They almost always stop the gameplay to shove the story in our face before letting us get back to playing, which I find jarring and unsatisfying. The Portal games are perhaps the best in this regard since the story never interrupts the game.

But I'm curious, what games do you consider to have especially good stories?

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lostn

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Edited By lostn

@dzimm:

Wrong. I've played a number of the "classics", too

Name a few please. And summarize their endings just so I can confirm you actually played them.

You ask me for an example of a video game story I consider "the best", but to be honest, I remember games more for their gameplay than for their narrative.

Then don't use sentences like "even the very best" video game stories if you can't think of any you would use as your point of comparison.

and even their stories are average at best, even when compared to Hollywood movies, which is a pretty low bar.

That's a matter of opinion and one I don't agree with. Hollywood movies are mostly terrible.

I've never seen a video game story I would have any interest in if it weren't presented in the context of a video game.

I agree with you there. There are no video game stories I would want adapted either. But that isn't because they weren't good stories. It's because those stories would not work in any other medium due to constraints those mediums have that video games do not. They were good stories that would only work in video games. It works the other way too. There are no books or films or TV shows that I would want adapted into video game format, or any other format. What works in one medium does not work as well in another.

A book or film has a time and length constraints. You can't make a book too long or your publisher won't publish it. And a film is obviously going to be a couple of hours long. So if you adapted some 60 hour RPG, you can't do a 60 hour movie, and it's going to suck if truncated down to 2 hours.

What books don't have is visuals or audio. What films don't have is freedom of length. Video games have the best of both. What neither film, books or TV have is the ability to influence the story through player interaction, delivering different outcomes and endings. The potential is there to do things those mediums can't do.

There are few if any games that seamlessly meld the gameplay with the narrative.

I don't see that as a problem at all. I don't need this for a good story. I actually think gameplay is a poor way to tell a story. When you try that, you get QTE games where you're watching cutscenes but have to press buttons during it.

If your point is that you can't tell a good story in a video game during gameplay segments, then I don't disagree. But that's not the only way to tell a story. For me there's nothing wrong with cutscenes in between gameplay. That would make it like a movie, but with no length constraints. You could have long conversations like in a book, which a movie would have to chop to a few minutes per scene. And no one can tell you your tale is too long.

They almost always stop the gameplay to shove the story in our face before letting us get back to playing, which I find jarring and unsatisfying.

I don't play a game purely for gameplay, or else I'd be sticking to sports games, puzzle games, racing games and online multiplayer. I play to experience a story in the process. If all I wanted was a good combat RPG with no story, I'll play an MMO.

What you want is an experience where gameplay and interactivity are never interrupted. That's where we'll have to differ. You just can't tell a good story through gameplay alone. But you don't have to. If it's ok to watch a movie, it's ok to watch a game.

But I'm curious, what games do you consider to have especially good stories?

Too many to name, but some off the top of my head are MGS1, Xenogears, FFT, FF6+7, Vagrant Story, Zero Escape series, To the Moon, Finding Paradise, Max Payne 1+2, Shadow of Destiny, Eternal Darkness. The Walking Dead season 1 was pretty good. I know I'm missing a lot of them, but I don't want to spend too long going over every game I've played.

However, if you define a good story as one that is told through gameplay only and no periods of non-interactivity, you're not going to like any of these.

What I will grant is that the total number of games I've played where I thought the story was great is a small percentage of the total games I've played. But that's no different than for the films I've watched. I don't make a habit of reading books that are known to be bad, but the percentage is going to be very consistent there also if someone has read every book ever written.

So back to Octopath. If it can't tell a good story, rather than accept it as mediocre and that's the best you can expect, I'll play one that can.

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dzimm

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@lostn: "Name a few please. And summarize their endings just so I can confirm you actually played them."

LOL ... you're starting to sound like one of those "hardcore gamer" clichés who insists that anybody who doesn't like what he likes isn't a real gamer.

Anyway, you missed a couple of key points. A good story is a good story regardless of the medium, and the fact that you can't think of any video game stories that you would find worthwhile outside of the context of a game is almost a concession on your part. Think about it: Every video game story invariably exists in service of the gameplay which necessarily limits the type of stories and how they can be told. This is why video games typically have such shallow and predictable narratives, even those games that are regarded as having "good" stories.

Also, the fact that you can't think of any better way to merge gameplay and narrative than through a button-mashing "quick time event" proves another point I made that many game developers (and apparently some gamers) are stuck in the rut of trying to make games "cinematic" rather than finding a storytelling "voice" that is unique to video games. I think the Portal games come the closest by presenting the gameplay and narrative as a continuous whole. They may not necessarily tell the best story, but the whole is greater than the sum of its parts. As the late Roger Ebert used to say, "It's not what a movie is about, it's how it is about it," and I think that's true for video games.

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brunorr

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@lostn: Right? People dismissing story in RPGs... what has the world gone to?

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Gelugon_baat

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@brunorr: The world has gone past the Drakengard series for one. Remember Drakengard? So much on storytelling yet so little on gameplay that is actually fun.

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Renunciation

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@Gelugon_baat: Ah yes, Drakengard... a hybrid of PS2 Dynasty Warriors and the old Dragon Spirit arcade game. Your take on its storytelling and gameplay is quite apt.

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dzimm

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@brunorr: First world problems. lol

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gorlem2341

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@dzimm: Indie games and the Metroid franchise are often great examples of narrative communicated through gameplay. The whole schtick of Undertale is using classic JRPG elements as a story device.

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whatsazerg

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So what did y'all start with... I started with H'aanit (The Hunter) and then went and got Therion (The Thief).

So far, 3 hours in, I'm loving it.

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deactivated-5bd1e31726b43

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@whatsazerg: I started with Cryus... he is awesome

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deactivated-5bd1e31726b43

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@whatsazerg: ZandeusPrime????

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whatsazerg

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@Legend_of_Link: Maybe.... :D

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deactivated-6085a0bd46474

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Really on the fence with this one.

Seems like a love it or hate it game.

Will be waiting for a price drop.

Will be waiting a long time.

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Doctor_MG

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@Keaze_:

I don't think it's a love it or hate it type of game. The lowest review out there is a 7, but most reviewers gave it an 8-9. If it was a love it or hate it type game I'd expect the reviews to be a bit more divisive.

Pricing is an issue, however. People aren't used to paying top dollar for a game that doesn't look graphically demanding.

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mari3k

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Edited By mari3k

Well its the devs from Bravely default. And to be fair, that games story was pretty bad for a JRPG and terrible compared to what we were used from Squere in "old times".

Bravely second, was a bit better (also couse they did go for a comedy).

However, the combat system and character progression in both games was very good. So when you are fine with the mediocre story, I think you should buy this. Mine game is on its way, hey we have to support companys that make games like this, or we will play fortnite like games for the next 20 years....

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controvi

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Edited By controvi

I was pretty excited for this game but after reviews and stories from people who played it I am not going to buy it.

Graphics and gameplay are all nice and good but no overarching story will make me quit the game really fast.
I played the demo and the characters are interesting and could make for a great main story with characters having good convo's with eachother and helping to progres the story.
But it seems the lack of story and a good reason for the characters to stay together..... it's a let down for me.

The battle system to me doesn't really seem anything special.
Looking at games form the gba time like Golden Sun have a far deeper and more influential battle system that really made planning and strategy a big part of it.

So no matter how hyped I was at when the game was revealed I lost all interest after reading the final reviews :(

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Gelugon_baat

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This might not seem related, but I recall that there was an RPG in the 16-bit era where the player can start with different people in different places but the overarching story is the same. Was it Chrono Cross or Chrono Trigger?

P.S. Yes, I am aware of more recent examples of RPGs that do almost something similar. Dragon Age: Origins, for example, but the different Origin stories converge too quickly.

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Renunciation

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Edited By Renunciation

@Gelugon_baat: Are you thinking of "7th Saga"?

I recall that game as one of the few JRPGs I gave up on because it was too difficult.

There were 7 characters to choose from. After choosing your character, you could ally with the other characters you didn't choose -- but you also had to fight some of them, and they were very tough.

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Gelugon_baat

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@Renunciation: Whoa man... that's hella far back! I wonder if such a gameplay design could predate even the SNES.

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Renunciation

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@Gelugon_baat: Yeah, it was hella far back. I was either 19 or 20 years old when I played it... and I'm in my mid-40s now.

I played quite a few NES and SNES RPGs from the mid-80s through the mid-90s , but 7th Saga was the first game I can recall with a "select-a-protagonist" feature where you were eventually given the option to recruit the other protagonist candidates.

So the Octopath Traveler gameplay design could have existed before 7th Saga (released 25 years ago!), but I'd be unaware of it.

It's surprising to be discussing 7th Saga at any length today; it never gained much popularity back then, and generally isn't found on anyone's "classic SNES RPG" lists.

In the end, I suppose the game's rather extreme difficulty overshadowed its handful of innovations. Whereas Final Fantasy IV was "dumbed down" in its North American release, The 7th Saga was apparently made much more difficult.

As noted on wikipedia, "The game is particularly known for its unforgiving difficulty due to balance changes made in its localization. Enemies were given much higher stats, and the player character's stat increases were reduced (the other playable characters retain the original stat increases, so they will always surpass the player character's level)."

Brutal.

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Gelugon_baat

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@Renunciation: Brutal only if the player doesn't cheese the gameplay and exploit the stupid CPU opponent. ;)

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Doctor_MG

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@Gelugon_baat:

There was a game called Saga Frontier for the Playstation where you started with one of 7 characters, but they were all their own individual story lines if I remember correctly.

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aross2004

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Edited By aross2004

@Gelugon_baat: Romancing Saga? The Saga games had this mechanic if I remember correctly.

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Gelugon_baat

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@aross2004: *Hmm*. It does seem like Square Enix decided to make another Romancing Saga under a different title.

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Jibroni

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Edited By Jibroni

This game is 100% not for me but looks neat.

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saltymemesoup

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@Jibroni: Ha idk why but I loved this comment.

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so_hai

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Looks good, but it seems instead of an octopath, there's merely eight monopaths....

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Lembu90

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I'm glad that Square-Enix still making turn-based JRPGs even though most SE fans prefer them not to. This game and the upcoming Dragon Quest XI are the last turn-based JRPGs they ever made except perhaps those were developed by Tokyo RPG Factory.

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