Octopath
Traveler is Square-Enix's latest
RPG, and was recently released for the Nintendo switch, and actually
had quiet a bit of hype behind it, at least amongst RPG enthusiasts.
So the question is, does it live up to that hype? Well, read on to
find out...
One thing note before we begin properly, is that I haven't actually
completed the game yet; however, I have sank more than a few hours
into it, so feel that I am able to give an opinion. I might do a
follow up post if my opinion changes once I reach the endgame, but at
the moment I really don't foresee that happening. So for now, I
guess you could consider this a provisional review if you wanted.
The
short answer to the question above, is yes. In my personal opinion,
Octopath Traveler is
one of the best JRPGs that we have seen in years.
The
general aesthetic of the game harkens back to the SNES-era Final
Fantasy games, with the
characters being made of sprites, and pre-rendered backgrounds.
They've even gone to the trouble of making them seem pixelated, which
adds to the charm. Yet, despite the seemingly simply graphics, there
is still a level of stylisation, and detail that even a lot of modern
games with their high-fidelity graphics lack.
The
soundtrack is good too, not outstanding, but good. Whilst none of
the tracks I've heard so far would would stand on their own, they
meld well with everything else about the game, to create an effective
atmosphere.
The
story is pretty solid, and way above the level of story that would
have been present in a JRPG during the nineties; or even in the
modern day really. Each character's has there own personal story,
and each story thread weaves together into the greater narrative, as
the central story of the game slowly reveals itself.
On
top of this each is of the characters is compelling in their own way,
and it is a treat to see their individual stories play out. Each
character has a deep personality, with facets to their character that
you wouldn't expect.
The
can be quite dark most of the time, but it never becomes
unrelentingly grim. The narrative keeps a thread of light running
through it, maintaining a sense of hope that things can get better,
and giving the player a reason to keep going. The character, for all
their grim circumstances, do have moments of levity; it's not a joke
a minute, but it does help to give the characters fully rounded
personalities, and keep them likeable.
My
only complaint is that I don't feel like the characters interact with
each other enough. The only time they really talk to each other is
during optional party banter skits; the actually narrative segments
tend to focus solely on one character, and the others become almost
non-existent. Whilst it does allow the game to go in-depth on that
character's story, it does sometimes make it feel almost like none of
these characters exist in the same world.
The
gameplay is split into two sections, combat, and exploration.
Exploration is obviously the part where the player wanders around a
town or dungeon, talking to people, and looking for treasure.
However, there is a new twist on this part of the game.
Each
character has a path action, like a Primose being able to “allure”
NPCs into joining the party, or Therion being able to steal from
almost NPC. This means that which characters are in your party can
be important outside of combat, and some can be essential for
side-quests, or at least make them easier. This works because it
feels like you have an actual reason for having the character in your
party, rather than the game mandating that you must do this part with
a certain character for no other reason than it says so.
Naturally,
each character has their own class, which comes with its own set of
spells and abilities for combat. However, several secondary job
classes can be discovered, and you are free to switch between these
at will. Meaning you can switch Primrose from being a dancer, to a
merchant, to a hunter pretty much at will. This makes each character
pretty versatile, and allowing you to stick with your favourite party
members much of the time.
However,
to gain abilities in a job requires you to accumulate job points in
combat, and then spend those points to buy abilities. This means
that the more jobs you have a character take on, the longer it will
take for them to become proficient in them, so it is possible a
better idea to have each character stick to one or two jobs. Not to
mention you can have merchant character learn an ability that lets
them just randomly find money on the floor.
Combat
is your standard turn-based affair, although you can use certain
abilities to et your turn quicker. There are also a couple of other
twists on the formula:
Enemies
have an armour stat, and whilst their armour is intact the damage
they receive will be mitigated. However, hitting the enemy with its
weakness (and most have more than one weakness) will lower its armour
by one, reduce it to zero and it will be broken. During this period
they will receive much more damage from attacks, and be unable to
take any action on their turn.
However,
armour only stays broken for a single turn, before it repairs and
have to break it again, so use it wisely.
The
player party also has boost points, which either allow characters to
attack multiple times in a single turn (up to four times), or
increase the power of a spell. It's a mechanic that players of the
Bravely Default series
might recognise. So you can use this system to hit enemies with
their weakness multiple times in a single turn, thus breaking them
faster; or use it after they've been broken, and really pile on the
damage.
Overall
I like this system, as it adds an extra layer of depth to a tried and
true system, without overly complicating it.
So
with an engaging plot, likeable characters, and fun gameplay,
Octopath Traveler is
one of the most entertaining RPGs to be releases in a while. I'd
almost go as far as to call it a masterpiece.
Until
next time,
PhoenixAct.
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