This review contains spoilers

I have a lot of unkind things to say about Octopath Traveler, so let's start with the good stuff first.

The game's music is incredibly well crafted, with a lot of amazing tracks courtesy of Yasunori Nishiki, he absolutely killed it delivering some of the best battle music the genre has to offer alongside beautifully melancholic and subdued emotional tracks that resonate deeply with me. The way the music dynamically trasitions from character theme to boss battle theme never fails to pump you up for the coming fight, and traversal through towns and dungeons is always a treat with the backing tracks on offer.

The game pioneered a new visual style that's highly distinctive and evocative of retro SNES-era RPGs, and while I know HD-2D has its detractors, I'm not one of them. The spritework on the enemies and bosses is particularly impressive, with limited animation tastefully keeping the sprites' silhouettes intact while offering a degree of liveness to everything. The official artwork by Naoki Ikushima is breathtaking and I couldn't ask for a better interpretation of the sprites on screen than the gorgeous art for each of the 8 main characters.

Unfortunately that's about where the positives end in my eyes, because while I can appreciate the artistic merit of the visuals and music when divorced from the game, Octopath's game component is just about the antithesis of everything that draws me to an RPG.

So where to begin? The story and characters are a good jumping off point, because it's probably the aspect the game fumbles the hardest. Simply put, there is no meaningful interaction between the 8 heroes. They do not form a party, they do not share common goals, they are not fighting a common enemy, they are simply complete strangers to each other that for some reason still decide to tavel together despite never acknowledging their party during a single story beat in the entire game.
It's genuinely baffling that they would set up a game like this and then proceed to treat every single person as a lone wolf going through their own adventure, the dissonance between having to manage a party of 4 and having NONE of that show during a single story-important event gives me the worst ludonarrative whiplash I've ever experienced.

To the game's credit the characters DO talk to each other sometimes... in optional banter dialogue that is never important to the story. What happens when Alfyn must confront the criminal whose life he just saved out of the boundless mercy of his heart and Therion, the party's resident thief, is also there? Nothing. Therion has nothing to say. At all. No one else outside of Alfyn does.

The individual stories aren't even good. They don't come together nicely like the ones in LiveALive do, and the amount of chapters I can even remember off the top of my head can be counted on one hand. The vast majority of story events in this game are just excuses to send you to a dungeon and fight a boss. EVERY chapter is like this, formulaic to the point of absolute flatline EEG.

So by the end it really does feel like playing 8 unremarkable different stories that have ZERO crossover except for some reason the girl looking for her dad's assassins was also there when Tressa confronted an evil pirate.
If you really wanted to set the stories up like that, I don't see why you would't crib from from LiveALive and just... make 8 different stories that you can engage with separately.

But it doesn't just end at the writing and narrative structure, I also quite dislike this game's battle and job system. Octopath's main idea is that of breaking enemies by attacking them with a damage type they're weak to. The problem with this is that really, until broken, enemies don't take much damage at all, so every single battle in this game turns into a race to break stuff as fast as possible so that you can get it over with. This creates a strong imbalance since breaking an enemy only depends on the number of hits you can dish out, making moves that deal multiple hits way more valuable than anything else you could possibly use.

However, this type of move only starts popping up an ungodly amount of hours into the game, meaning that for a LONG time the battles are just exceedingly slow and boring. This also destroys the creativity in strategic play, since breaking an enemy always skips their turn there really is no better strategy than doing it ASAP and then nuking them with all the damage you have, rinse and repeat. That's the whole game. Some bosses do try to mix it up by covering some of their weaknesses, but I can't stress enough how one-dimensional this whole system is.

BP is another system that on the surface seems like it would add depth, it functions like a sort of turn storage that you can burn to either use the standard attack multiple times in a single turn, or enhance one of your command abilities. Characters gain 1 BP per turn and can choose to spend 1 to 3 points for their action. This system is not terrible, but I can't ignore Team Asano's previous effort with the Bravely games, which featured a rich, carefully considered and wonderfully executed system that's everything BP is and then some, with a great balance of risk and reward by allowing you to go into the negative and burn some turns in advance and skip them later.
Octopath's BP feels like a limp version of this that fails to bring back everything that made the Brave and Default system fun, only functioning as a battery to burn on breaks to get the maximum damage output out of every attack.
Because of the way breaking works, you really only spend BP to maximize your damage, and the system serves very little purpose otherwise, once again resulting in an extremely one-dimensional game plan.

Compounding the one-dimensional and slow combat (no, the game does NOT have a speed up function), I have more complaints about the general structure and progression of the game.

First off, your party gets a "leader" character who is the very first character you pick to start the game with. This serves zero purpose in the game, the leader does not get any special abilities nor do they get any extra dialogue, which is especially baffling because whoever you pick first is PERMANENTLY LOCKED as the only party member you can't change. They'll always be your first, and you can freely swap the other 3 at taverns.
This really does not make sense to me, if they're not gonna have ANY special reason to be locked in and every charatcer is basically equivalent and goes through their story regardless of their leader status or not, WHY is this even a thing.

I happened to get stuck with Primrose who I found out to be an especially poor choice of leader, having access to only 2 damage types for a large chunk of the game (the least of any character), and ZERO multihit moves, making her pretty much the single worst option for getting breaks.
Objectively there is really no reason not to pick Therion as your leader, he's the only character who can open blue treasure chests so you'll ALWAYS want him in your party unless you're just a fan of missing free items. No other character gets an ability like this so it's honestly a no brainer.

The level curve of this game is also all kinds of fucked up. Since your leader cannot be changed, they'll naturally sponge all the XP you can possibly get, while benched characters not actively in your party will receive NO experience, meaning that every time you need to advance one of their stories, it's time to grind them up to the game's recommended level for that chapter. This results in an ungodly amount of grinding, the likes of which even NES RPGs would blush at. I seriously cannot understand why they couldn't just let benched characters gain XP and JP with the rest of them, that would've made the game SO MUCH better paced it maybe wouldn't have to take 100 hours just to reach the ending on each of the 8 stories.
Since your leader will naturally always be your highest level character, you COULD let them take over for each story, but I had Primrose so lol, lmao. Grinding the other party members it was.

Jobs are also insanely boring. And grindy. You have 8 jobs, one per character, that you can also unlock for use as the secondary jobs of other characters. You spend JP to climb up each job's skill tree and unlock passive abilities to equip to one of your 4 slots, and active commands for that job. This is pretty much the same as Bravely, which is good, but the jobs themselves leave a lot to be desired, with all 8 of them getting essentially powercrept later in the game by the 4 secret ultimate jobs that are so much better than everything else it's not even funny. No reason to use the 8 "normal" jobs as secondaries when those ones exist.

That about sums up everything that led me to eventually detest playing this game, but the real kicker arrives at the true final boss.
Aside from being unlocked through a convoluted series of sidequests regarding the most forgettable characters ever (oh yeah this game has sidequests and they SOMEHOW have even less personality than the main stories), the final battle is incredibly disrespectful of the player's time, like all the grinding wasn't enough already.
The last save point before the true final boss is located right before a gauntlet of rematches of the 8 final chapter bosses that lead straight to the final battle split in two phases.
Not only is the final battle the only actually difficult fight of the game that requires you to think deeper than "break and nuke", if you die at ANY point of this, you need to kill the 8 assholes again before you get another crack at the final boss proper.

This is just awful, the last 8 assholes aren't hard, they're literally just wasting your time, and is yet another example of this game trying to ape LiveALive and failing miserably. I know people who installed PC mods or used collision glitches to beat the 8 assholes and then go back and save so they could ACTUALLY start experimenting and formulating a strategy against the final boss without wasting hours of their lives beforehand.

So in the end this is unfortunately one of the worst RPGs I've ever played, all the while nothing is even offensively bad, but it's such a fundamentally boring and unremarkable game on so many levels it genuinely makes me mad I decided to waste 100 hours of my life finishing the 8 main stories. It's a disappointing failure from a team whose output I previously adored, both Bravely Default and Second ranking among my absolute favorite games, and that's what stings the most.

I've been repeatedly told the second Octopath game is good actually, but I honestly do not wish to play it at any point after the dreadful experience this one was.
I'm at least glad Bravely is alive and well with Bravely Default 2, which I actually liked a fair amount, although not to the extent of the previous two. It seems the plan for Team Asano is to continue both series simultaneously, and I'm glad those who saw potential in Octopath get to enjoy a seemingly decent game. Me though, I don't think I'll lay a hand on this series ever again.

Reviewed on Jan 07, 2024


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