Reviews from

in the past


É uma experiência similar ao primeiro jogo, e mesmo assim te encanta como se fosse a primeira vez. Se eu pudesse resumir em uma palavra Octopath 2: ENCANTADOR. Um aviso: Não é pra qualquer um, é um jogo de NICHO, você tem que gostar de um jogo mais lento, com muito texto e combate de turnos. São combates desafiadores, ótima variedade de inimigos, BOSSES incríveis, imensa variedade tática e de gameplay, exploração leve e gratificante/recompensadora, o dia/noite de forma dinâmica trouxe um grau a mais na exploração, sistema de jobs mais aprimorado, habilidades específicas de cada personagem E classe, gameplay intuitiva e incrível, adição dos poderes latentes trouxe uma variedade única, trilhas sonoras ABSURDAS, personagens carismáticos, a dublagem excelente ajuda a dar vida, as HISTÓRIAS cada uma com suas peculiaridades e com uma conexão final IMPORTANTE, está mais orgânico seguir de capítulo em capítulo sem precisar de grind. Resumindo, visualmente é deslumbrante, com uma ótima gameplay, e as histórias te prendem, a JORNADA te prende. OBS: foi removido algo frustrante no primeiro game (somente uma classe podia abrir os baús roxos que muitas vz estavam no FINAL da dungeon), agora as Path Actions são mais assertivas para dar variedade e não limitação.

Sobre pontos negativos, só consiso enxergar um: Ainda ter encontros aleatórios, isso é um baita ponto negativo para a exploração, principalmente no late game que não tem mais desafio e só atrasa a viagem, e te joga em um grind involuntário.

If there is a manual on how to make (almost) perfect sequels to games, then the devs of Octopath 2 surely read it and followed it exactly.
It is still exactly the same game at its core - meaning that if you disliked the first one, Octopath 2 won’t be a revelation to you. But for the fans - this is a treat. Addition of cross stories and changes of pacing in individual stories are great. Reworks of base jobs, “limit breaks” and license system are solid additions to gameplay, although I feel like devs dropped the ball a bit regarding advanced jobs. Day/night cycle and extra path actions also add a nice spin on exploration and side quests. And the final scenario including the last boss and the epilogue sequence was a perfect ending of this journey.
Truly, the real Octopath was the Travelers we made along the way.

octopath traveler 1 but the party members actually acknowledge eachothers' existence

Team Asano has been carrying the torch of turn based RPGs at Square Enix for some time, and with Octopath Traveler II they continue their excellence with a unique combat system that evolves what the original done and spins it in even more curious directions.

Each character has, beyond their classes, unique traits and skills that not only you can exploit in battle but are actually woven in their storylines and sometimes to great effect in their boss battles. There are some truly magical moments where gameplay and storytelling merge to deliver some unforgettable setpieces.

I still struggle with juggling all characters and classes, I wish there was an easier way to keep the party caught up on levels. The equipment already helps with stats, but you still need job points for skills and in general the "secondary" members you chose always seem to be lagging behind in some way.

Octopath Traveler II is a sequel that improves the original in every way, and while superficially it might seem similar, it manages to be unique and bring surprising ideas to change your strategies and deliver a great story.

idk what i could possibly write here to convey how much i loved octopath 2. it's everything i loved about octopath 1 but more. it's great. it's funny. it's dramatic. it's so pretty. it's great gameplay. it's loveable characters. it's super cool bosses. it's the jrpg ever. the 7th source is meat.


Octopath Traveler 2 was a nice surprise, as richly detailed diorama of a game that seeped soul. Each of the micro-stories worked in building out the tone of the world. The BP system is super fun, and breaking the battle systems was a great way to defeat some of the tougher bosses. The flow of combat is great, and the way the game forces you into making risky calls by letting you see an impending barrage from a tough enemy that will wipe your team makes those risky moves feel great when they pay off.

The character writing varies from story to story, but overall I loved the characters. In particular, Partitio, Throne, and Osvald were highlights. The day / night cycle and it's corresponding character skills is a really unique system, and I absolutely loved the soundtrack and sprite art.

Octopath Traveler 2 nails what it is going for, and feels like a perfect pastiche of SNES jrpgs. I really hope they keep the momentum going with a third entry.

I decided to let this game simmer in my mind for a bit before writing up a full review as it was quite a long one. It gives a much better final impression than games tend to, and while I do still think the game is good I think it's not quite as good overall as the last piece of it felt.

I think the short of my thoughts here is that the game has plenty of issues that could be improved in a hypothetical third entry to make for a truly awesome experience, but ultimately it does stick its landing and leave a good impression on top of just being fun to run through in chunks over time.

In this review I'll avoid mentioning many spoilers because I think pointing out the bigger holes in the narrative and such can be done fairly easily without using them much.

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I'll start with this game's presentation: while it does have a mild piss filter resembling the first game, it seems to rely on it less to the point of generally feeling more colorful which I appreciate considering its pixelated style. The game isn't pretty by any means, but its style is distinct and feels fairly fitting of what sort of game it's trying to be; I think the biggest issue with it is that there are very few animations present throughout it, and it becomes noticeable fast. Almost every action that doesn't involve raising a hand or offering a hand or falling over is covered by a heavy writing implication followed by a fade to black with the action having completed. I cannot fathom why so little effort was put into making distinct poses for sprites that could be used generically, even if only for the main eight characters. It made the experience feel weirdly cheap at times. It also doesn't help that there were occasional performance issues on the Switch version, nothing too damning but occasional bits of choppiness or the x2 battle speed being unable to be retained at times.

Further regarding presentation, I found the sound design in the game was pretty remarkable for this style of RPG: the ambient sounds throughout the game were put together pretty carefully, and the soundtrack was (as usual) enjoyable for those who are fans of Eurofantasy-oriented orchestra. I picked up a copy of the soundtrack like I did with the first game so that I could use it easily for background audio when playing TTRPGs with friends -- I'd recommend using it for anyone who, again, is playing something like Pathfinder or D&D. Hell, I even see myself using some bits of this one for Call of Cthulhu.

The voice acting in this game was... okay, bordering on a bit misdirected at times. There were a few characters, notably Ori, who seemingly peaked the mic a number of times yet still had that kept in the game. To be honest I thought that was charming in a way, but obviously it's not exactly professional or immersive like the rest of the game's sound tends to be. I sampled the Japanese voices and played most of the game with English ones so I could do other things while cutscenes autoplayed, and neither cast stuck out a whole ton to me. I will say, though, that some of the voices I disliked from the English cast tended to sound a bit better to me in Japanese. I think if you're looking to play the game with the best possible voice acting experience you'll want to run Japanese even if only for virtue of the microphones not peaking.

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The gameplay loop is probably the strongest thing about this game. I don't tend to play games this long, let alone without speedups of some kind, but I was hooked throughout the 80 hour runtime simply for how satisfying the combat was. It's more or less identical to the first game, which despite its other shortcomings was still fun enough for me to nearly 100% just cause. It helps that the game generally feels good to play, too, with its controls being so intuitive even for its genre that I felt myself using muscle memory from it in other games to my embarrassment and detriment. It mixes well with the gameplay consistently being addictive and fun to run through in long bursts, though very long sessions with lots of story chapters tended to be more fatiguing.

Anyway, to describe the loop, you begin the first chapters of the eight playable characters as a mini loop of its own, then you begin to fill out the map as you complete more chapters with your party. As you do so you have plenty of battles, each of which provides opportunities to test for and learn the weaknesses of each individual creature so that you can exploit them in further combat. Along the way you fulfill side quests that often involve using Path Actions (special overworld abilities each character has) or fetching items along the way, breaking up the monotony of straight up combat while giving more opportunities to get to know the cities and roads of the world. You face bosses at the ends of most chapters, then you rinse and repeat all I described until you've finished the eight paths. Once that's done you unlock a final story a la Sonic Adventure, and from there it's a somewhat straight shot to the final boss. The loop is fairly simple but the combat is deeply rewarding to setting up effective move and party combinations, with damage numbers soaring into the tens of thousands by lategame if you play your cards right.

Compared to the first game the level curve is also much more generous in this one; while in the first game I swept through the back half of the game with very low-level characters using upgraded gear, I found that in this one I was somehow able to get the last four party members up to the exact same levels as the first four just from engaging in the main gameplay loop. That was probably the most notable general improvement, though the inclusion of a final story to bring all your characters together for a while before facing the final boss was also something I felt was sorely needed in the first game, which treated the secret superboss as its final boss with not much else to speak of in terms of 8-person party interaction.

Speaking of final bosses and combat, the final boss was an absolute joy to fight in this game, feeling like an absolute test of everything you've learned and strategized around up until the end. It felt like the kind of boss where you could surely do much lower leveled runs if you replayed it enough to figure everything out about it, and from what I can tell people have done just that. Still, following the game's standard level curve I felt like I had just the right amount of challenge for that boss and I can't praise it enough for that. JRPG final bosses don't tend to be the most engaging in the world mechanically, at least out of the ones I've played, but this one most certainly was.

There were also a lot of small things that I think were cool to have in the world. Being able to buy your way into things like an overworld ship and a worldwide music picker/player in taverns was soooooo cool, as was getting to change the time from day to night to access completely different NPCs and quests. The day-night cycle in general felt well executed on nearly all fronts, with various random mechanics tying into it in a way that felt like the world was imposing itself onto you as something grander than just a game (which is a pretentious way of saying that it helped immerse me and reminded me of how immersive Pokémon's second generation was in a similar vein). Getting to choose verses for the Song of Hope based on your personal takeaways was great, and so was the general gameplay of using one of many different mechanics to make your way past or toward NPCs for various ends. Everywhere it can, this game gives the player ways to feel like they're making their way through a little yet strongly cohesive world.

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Now to finally talk about the narrative! Oh boy! I would consider this the most mixed thing about the game, though overall I'd consider it to be a massive overhaul over the first entry (not that that was a high bar to begin with). The amount of party banter is pretty immense and I'm glad you can check it at any time in the Journal menu, though I very much wish there were more of them that featured more than 2 characters in a scene. Still, they were nice. They also helped add to the main narratives without padding them out too much, giving the characters much more flavor and time to speak while not giving them a ton of additional chapters (though the game did do that, and I appreciate it!).

While the first game felt as if it was 3/4 fluff stories with absolutely no substance to speak of while the remaining two were a bit more spotty in quality, this game flips much of that on its head. The vast majority of the eight paths in the game feel world-changingly important in context even without having equal stakes, and all of them being tied to each other one way or another certainly helps with the sense of cohesion in the party coming together toward their common goal in the final story. The secondary side stories were also a welcome inclusion, adding quite a lot more interactions between party members than the travel banter (which is still nice, don't get me wrong!). I do believe the quality is still spotty in all but the best of the eight paths, but overall it's appreciable and creates some interesting untouched threads clearly meant for the player to imagine about themselves or to make the world feel bigger than the confines of the game.

Again, world-changing importance does not necessarily mean stakes that are individually high. I found Agnea the Dancer's path to be the absolute height of the game's writing, constantly becoming better and better until its finale hit with a force significantly more powerful than anything the rest of the paths had to offer and an awesome final boss to match. The stakes? Agnea's career as a potential star in the world of entertainment. By comparison, Hikari's kingdom-retaking anti-war quest or Partitio's plan to kill poverty are significantly more 'important', but the game does a wonderful job of making everyone's individual stories feel impactful even if only for themselves. I was just as compelled to get through Throné's quest for freedom as I was to get through Temenos' mystery of a pontiff's murder, and I found that to be remarkable when looking back on it. One connecting thread that bothered me a bit was just how much the characters' parents were intertwined with their children's stories, as in basically guiding them into their current positions; I wouldn't have minded it much if it weren't so consistent and sometimes overemphasized. It's at least well utilized for the most part wherever it comes up, but it's somewhere in the realm of heavy-handed just how much these characters were inspired by or follow in the footsteps of their parents specifically.

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Returning to the paths, I found that only Osvald and Ochette were not particularly interesting even from the get-go, each for their own reasons. Ochette's story is a mix of bog-standard "gather X elemental Ys to save Z land" and vaguely ethnically insensitive gestures via the 'noble savage' trope applied to the primary non-white non-Japanese section of the game's world. It is veiled sloppily through an anthropocentric lens of "humans vs. beasts" where the kemonomimi species of Beastlings are persecuted by humans for their land. Yet, they just forgive forgive forgive and protect the humans until those humans just up and decide "you know what? I guess it's fine, we won't threaten your lives to take your land anymore" because the humans realized that they should be respected due to what is put forward as 'uncorrupted by civilization' values of peace and oneness with nature. Wow! I would genuinely not blame anyone for wanting to skip out on finishing the game just because they find this particular part of it to be indigestible. I only didn't skip every cutscene because I make myself read through everything for the purposes of reviewing literature within games to improve my own writing -- if I didn't feel committed to that I would absolutely have held B to skip every word.

As for Osvald, it's probably the only path that both starts uninteresting and finishes uninteresting. Following the boring nothing-tier story of the Scholar from the first game, Osvald's is a tale of single-minded revenge with fluffy bits of pulpy writing all over it that felt out of an older cartoon trying to escape the animation age ghetto by being "darker" than its peers. In reality it's the path that resembles the first game the most in that it's just a few chapters long, none of those chapters amount to anything of substance, and the ending is just the conclusion of the first and only thread ever established within it at all. His main villain is hilariously tropey, though, so I'll give the game that. Almost bad fanfiction tier, but in a way that I could giggle at. All the twists and turns in it are a nothingburger that only serve to undermine what few bits of intrigue existed in his path's premise, which I find very funny. If you loved Octopath 1's writing, Osvald's path is the one for you.

I'll get through the rest of the main paths in succession in roughly ascending order of quality. Throné's path is probably the only one where the very end of it makes a joke out of the rest of it as it all led up to what could very easily be described as a retcon involving an immortal sexual assaulter vampire-style hypnotizing various people (maybe?) so he could make a million children all across the Octopath 2 world for Reasons. Throné's 'true purpose' in the final path works fine even without this, so it seems like a genuine waste of writing that throws her simple but evocative dream of being free of a bloody and dark profession into the shitter. I hate hate hate that end section, but everything leading up to it was for the most part fine. The depiction of Stockholm syndrome in a character during one of the later chapters was a little clumsy but did its job, too, surprising me with its acknowledgement even if it was shallower than it could have been.

Castti's story would be in a similar boat to the last one if not for the fact that her final villain is about as funny as Osvald's while not at all ruining her own story in general. Her story is certainly the least interesting overall, sure, but I think the general twists and turns were exciting and their individual premises were strong as vignettes of a doctor doing her duty. It's a nice example of the sort of optimism the game strives for, as it feels somewhat formulaic like Osvald's or Octopath 1's paths yet does plenty with its formula to tell short and sweet stories. I think my main problem with Castti is just her being flanderized and pigeonholed as a "mother hen" for simply doing her job, putting a vaguely sexist tint onto her character writing that was otherwise just fine.

Hikari's path was fanfictiony feeling like Osvald's but with a positive connotation. Being a prince cast out of his kingdom while having some sort of demonic half constantly tempting him into causing the bloodshed he consciously hates so much sounds like something out of Fire Emblem, honestly. I don't really mind it, though, as his quest to gather allies and return to take his home back and bring about a world without war and slaughter is a solid one to go through. It's just a simple story from start to finish but does plenty to endear the player to Hikari as a character, not to mention his allies. I find that him contradicting and criticizing the hierarchical nature of monarchy to be something that feels very TTRPG -- I'll get to that sentiment later, as it's something that connects more than a few threads in the game.

Temenos' path is like Hikari's in the sense that it's fairly straightforward and works plenty well to endear the player to him and his allies; when deaths happen in Temenos' story, the player does feel their gravity. I find that to be pretty impressive considering how short of a runtime each path's chapters ultimately have, so I applaud the writers for getting across so much appreciative character writing within such a space. I can't say much about it because it being a mystery makes just about anything a spoiler, but the short of it is that while the mystery isn't the most compelling out there, it does its job well enough to give a good impression of just who Temenos is and feels, again, very TTRPG.

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Spoilers ahead for this section! After this section's over I'm returning to no-spoiler territory, so feel free to skip past this bit!

I think the implications of Partitio's path are just as interesting as the text itself, that text being carried primarily by the character's personality and sheer charisma. Probably more likeable than any character in either game besides Agnea, Partitio's forward-thinking nature is, like Hikari's, something almost anachronistic but neat. The interesting thing is that I've seen at least a few people bring up that Partitio's beliefs and actions can be boiled down at most to "ending poverty by being a Good Capitalist", but I find that that take misrepresents what the game is going for a fair bit. I do agree that the game as a whole is hardly trying to be revolutionary; if anything, it's generally conservative such as in how it's portraying this particular slice of culture as being on some inevitable path toward where we are now even in fantasy worlds. However, I do want to bring up the pieces that are a bit more hopeful in ways that do flirt with actual change:

- Partitio sets up a seemingly worker-owned and worker-run department store by flipping a converted run-down warehouse with the help of those workers. He does it in order to earn Alrond's trust, yes, and he names it after him as a feudal lord of sorts, yes, but the actual establishment is neither land he has given Partitio nor a factory or similar place that he owns and rents out or "gifts" to the workers. This is supported by Alrond's own personality being portrayed as eccentric, hopeful, and forward thinking, as well as the narrative implication of Roque's staunchly capitalist ideals being at odds with Alrond's lack of trust for big businessmen in contrast to the developing working class.

- The Partitio & Roque company that plans to create railways across the land for the sake of transportation and cultural exchange is pretty straightforward in its ideals. Given his connections to actual governing bodies via Hikari, Alrond, and Roque, I would be most curious to see if there would one day be actual government interplay with his company and others to adopt more publicly developed and run transport, particularly once nations develop into countries resembling ours more (as the game does, again, indirectly suggest may come to be). Given Partitio's demeanor and ideals I'd not be surprised if he were more interested in working in construction and maintenance rather than privately managing major infrastructure.

- Further adding to his style and idealism, Partitio straight up distributes plans for (and possibly units/materials of -- it's implied but not stated) the steam engine while eschewing the tightly-held concept of copyright and patent that Roque had previously clung to, all for the sake of creating jobs for as many people as possible and allowing people to own their own means of producing what they will.

Are these things enough to declare Partitio some grand Marx-like figure within his world? Fuck no, and obviously we don't see the changes affect the world mechanically for the remaining brief runtime of the game either. I do think that it's disingenuous to present his story as neoliberal capitalist dickriding, though, as it does at least have some potentially post-capitalist or alt-universe post-feudal ideas to sling around within the context of its world even if it doesn't develop them past the end of Partitio's path. Like the others, I find it's almost TTRPG-esque in that way. It's because of those general merits and Partitio's own personality that I found his story to be enjoyable overall, if not one of my favorites. It illustrates a lot of what this game is both compared to the first game and on its own, that being a respectable number of steps forward yet not a whole leap.

The final path is something I'll only spoil in light bits so that it's easy for someone to skip past here without seeing much. I believe the final path is what showed the most of the game's missed potential yet also caps everything off with exactly the sort of hope the narrative is going for overall. In this path only you are able to switch between your eight characters at will on the overworld - something which absolutely should have been available since the beginning of the game - and the game does not give quest markers, instead letting the player investigate the world for themselves. I found this to be wonderful and fun (outside of the repetitive music, that is), but most of all I found it lovely that they actually had a ton of character interactions in cutscenes between the entire cast of eight. Did I dislike Ochette's story and context? Sure, but her actual personality is still fun and has plenty of chemistry with the rest of the cast. These characters are all able to interact with each other in a way that shows off just how likeable absolutely everyone is, and it all culminates in a feeling of genuine happiness when finishing the final boss and getting to see the epilogue of Agnea giving a performance for her companions and loved ones. It feels... TTRPG.

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Now I finally get to get to the strangely worded thing I've been bringing up all throughout the narrative portion of this review!

When I say this game feels very TTRPG, I mean that a lot of pieces of the game's soul and writing feel like things derived from a tabletop roleplaying game that could have conceivably been played in the setting of Octopath 2's world. At one point I even wondered if the developers did so in order to get a feel for the world and characters and narratives to implement into the final game. Despite the game not getting enough time to flesh out the characters very strongly, they retained a sense of consistent likeability (outside of Castti's odd flanderization) simply from acting in ways resembling roleplayers being given the scenarios and backstories they have.

As I've said before, Hikari and Partitio in particular act in ways that feel much less like people who would realistically be in their positions and more like players playing characters with the benefit of hindsight... and I don't mind this at all, as it simply adds to the cozy and fantastical nature of things. As awesome as it would have been for things to be more heated and forward, I don't think it's particularly apt to claim that the game is trying to be something it's not or is not doing what one would have expected out of it.

The game isn't putting forward a powerful and compelling political drama about a noble combating hierarchy or a merchant tearing down capitalism before it has even fully taken a foothold in feudal civilizations: it's putting forward people roleplaying characters with some very modern goals and very modern overall ideals into a world that's very different from the one we currently live in. It's somewhere in the space of genuine idealism yet not full on revolution, and the game puts forward what it can even without a full focused game's runtime worth of nuance. That's... fine enough, I'd say, as in general it seems the game is going for that blend of current with decades to centuries past as its presentation suggests. Again, I do think it would have been cooler if the game challenged modern systems rather than previous-system strawmen of sorts, but also again I don't think I ever expected it to do so. If I wanted that, I'd be looking elsewhere.

So again, the way everyone acts isn't quite true to life, no, as the characters feel less realistic than they do as performances: whenever there was some banter between party members or they made quips or commentary or reactions toward their circumstances, it felt like something I'd expect to hear at the table. At times it was amateurish, or edgy, or almost preachy, but it was those things in a way that gave off a sense of genuine heart and optimism, not people having no writing chops.

The very low but present amount of emergent gameplay provided by the various Path Actions also gives this sense of tabletop-esque identity: it feels like players using their abilities from their sheets in applicable situations like in a tabletop game rather than straight up mechanical abuse. Hell, those mechanics depend on your party composition to the point where sometimes you may straight up switch out party members just to get something you want from a given NPC not unlike asking someone at the table if they can do something for you to further a plan of yours.

The way the world unfolds and is presented to the players, too, feels like a tabletop game. The open-world nature of the game excels at providing this sort of experience, as it sheds some of the uglier points of that genre through its own primary genre's strengths in order to give the player a world that feels like they're exploring and learning new things all the time rather than unlocking the correct routes by passing through key item gates as other RPGs might. It resembles a CRPG more than most JRPGs in that sense, though I would say the structure of the game resembles more how a tabletop game will have a variety of random plot threads and beats for each player as well as improvised stories at just about any location rather than having a single linear (or branching) narrative with sidequests per settlement.

That the game features plenty of individual focus per character depending on who is in the party is what I would say hits that feeling the hardest, though. It reflects the exact scenario of someone giving their players some focus moments throughout a campaign, with those moments tending to be focused just on the character's personal story with the party supporting them, with the focus being on someone who is (obviously) at the table that day. From the mix of quality to the weaker ends, it feels very much like TTRPGs as they're run, and I find that fascinating.

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In general I think one of the reasons why I resonated with this game so much throughout its runtime was because of the distinct TTRPG feeling it gave. It was almost cozy in a sense, getting to play through it in bursts for a long time and chilling for the ride as if I were playing a tabletop game and watching it unfold with an unseen person or people running it. The feeling given off by the sound design alone was nothing short of magical, resembling the calm wonder I always feel when I play tabletop games with my friends and acquaintances. Altogether much of the game's runtime was good and the conclusion was strong, with the overall narrative being just good enough to keep me interested while not overpowering the fun gameplay that could be found everywhere within the living, breathing world.

It was hard to pick the rating I did for this game, as it falls somewhere between this rating and the one above it. I do think the overall vibes really did add a lot to it as a whole, and that counts for a lot, but the problems the game does have are glaring and gross to think about. Still, having a likeable cast, solid gameplay, and a unique feeling few other video games can give adds up to something that felt worthy of just about all the time I put in... even getting through the shittier parts. I think that if we were to get an Octopath Traveler III and the writing team were, uh, rearranged and expanded to prune some of the worse elements of what this team produced, it could very well be the ultimate one of these games. I'm not sure if they'd be able to put together a path better than Agnea's (seriously, my brief description did not do that one justice; it feels practically made for artists and it's lovely), but they can certainly try to nearly match it and bring up consistency beyond what this game had.

I think this game is very much what a second entry should be, and I say that with a healthy dose of realism: a follow-up doesn't have to perfect what a previous entry did, no, but it should at least do everything it can to strive for greatness. I don't know for sure if this game achieved true greatness, but I can absolutely say that the amount of improvement shows and it's got plenty going for it. It's certainly worth a prospective player's time, but there's still lots of room for growth.

Octopath Traveller is praised by many people and I wanted to see for myself. I don't play many JRPGs myself and this game showed me perfectly why. I don't think I'm the right person for this kind of game.

The gameplay feels outdated and unnecessarily tiring. If you disregard the occasional grinding, you still have to deal with constantly running into towns to change your team. Why can't you do that everywhere? Why can't I always access all character actions?

It was to be expected that the storytelling would be rather weak, if you already have to write eight stories. Some of the stories had interesting beginnings, others never got interesting, but in the end you still have to endure this really superficial writing. Most of the characters, if they are lucky, have one or two traits. The fact that some of the antagonists were simply evil and had nothing else to offer doesn't make it any better.

Exploring the world and finding new items kept me entertained, and the battle system was absolutely fine. Even if the balancing is completely destroyed by the team leader, who can't be changed.

I'm currently in the final chapters and just need a break, maybe I'll return one day. But a JRPG of this type doesn't seem to be for me.

It's my GOTY so far and jumped to top 3 in turn-based RPGs. Fell in love with the characters, presentation, combat, and music

I was torn on where to play this game - on either the PS5 or Switch. The major difference on PS5 was the addition of raytracing, a feature that was very tempting. However, I went with Switch for the portability, collector value, and the Switch’s OLED screen.

I played the demo before the release. It sold me, and I ordered the game (during February 2023’s “Week of too many games,” which included Theatrhythm Final Bar Line, Like a Dragon Inshin!, Kirby’s Return to Dream Land Deluxe, and Metroid Prime Remastered.).

At the time I’m writing this, I’m 6 hours in. I really like the graphical style and the combat. Story wise, I oscillate between being very intrigued to somewhat bored. I think once I get through all the characters' first chapters, I won’t be bored anymore, of which I’m now on my 4th character. I like how characters cross paths, and the game reminds me of Chrono Trigger. In Chrono Trigger, you’re basically always in a party member's story climax. Each segment focuses on a single character and their story, and I’m getting similar vibes here.

Now, 20 hours in, I adore this game. Combat is wonderful, the story is gripping, and exploration is never a chore. One aspect that is standing out is the music - this game has a killer soundtrack. I’m really savoring each moment, as I haven’t even met all 8 members of the game yet. I’m excited to play more.

I finished the game at 120 hours. I loved it mostly, but was frustrated by the end game.

After you finish everyone's story, the meta story comes together. It’s satisfying because the clues were laid beforehand, and everything is revealed. Then the end game starts, and where the massive flaw is exposed. Once you start the end game, you’re stuck in the night cycle. This poses a problem as the end boss is extremely challenging, and proper grinding and acquisition of end game weapons require access to the day cycle. So, if you’re like me and are somewhat underpowered, there is nothing you can do but slowly grind. After 120 hours, I would hope for a more forgiving end game. After trying and failing to beat the end boss, I threw my hands up and watched the ending on YouTube.

Overall, the game is 9/10. It’s a fantastic JRPG, standing shoulder to shoulder with the greats like Chrono Trigger. It’s not a 10/10 because it doesn’t push the genre forward, but it does refine the elements perfectly and makes it accessible to those who may be interested but have never played a JRPG before. The endgame mess doesn’t harm the game enough to knock it down a point, but it was close. Nonetheless, those 120 hours were well spent.

The closest thing we've gotten to Final Fantasy 6 since the Super Nintendo era

Played this game almost entirely on the Steam Deck and it reminded me so much of playing epic RPG games on Gameboy / Nintendo DS, it felt magical at times.

I didn’t play the first game, so I took a chance when I heard this was a great and it lived up to the mild hype it had.

The things that stood out the most to me were the soundtrack, travel banter between travelers and the break system. The soundtrack is one of the best soundtracks in an RPG game, hands down. Yasunori Nishiki knocked it out of the fucking park over and over. Entering a new area means new music, and switching between night / day to enjoy both versions of any given track is an absolute treat. The travel banter reminded me of one of my favorite RPGs, Tales of Symphonia which had a similar feature. It’s a small thing without any voiceover but it makes these characters have so much more personality than they already get from their respective stories. It hyped me up so much every time the music would transition from the pre-boss encounter to the actual fight and the battle theme started playing, it hit every time. The battle / break system here makes for some really strategic decisions. Each fight can become a puzzle and with the bosses adding their own gimmicks it all works together pretty well from start to finish. Each character feels impactful in a fight and it’s not just “do big damage with everyone every turn”.

This is the most open world turn based RPG I’ve played and I will be buying Octopath 3 on release date, no questions asked.

Also Agnea had the best story, don’t @ me.

Truthfully I’m not completely sure why this isn’t a 5 star and just short. But then it hit me, as amazing as this game already is (combat, pacing, challenge, discovery) it somehow still has room to grow. And that’s exciting.

I really disliked the first game due to the insane grind, so I was hesitant on this one. However after David's praising, I knew I had to check it out.

Glad I did, it's a fantastic game. Each character's story was interesting and there were also cross path stories involving four sets of two. This addressed another another weak spot from the first game by making the characters actually interact.

Exploration was a lot of fun as the game opens up to you almost immediately. Exploring each area was always a treat with the breathtaking HD2D visuals and music to match. I always enjoyed searching areas to the fullest to find secret chests, shrines, and jobs along the way.

The battle system is almost perfection with a number of systems feeding into each other. Jobs allow you to unlock new powers and really beef up characters, tailoring them to your likings. The game tends to spike boss difficulty compared to the rest of the battles, so I did have to grind a little at times. But nothing close to the first games level of grind.

Couldn't recommend this game enough!

octopath traveler ii feels like a copy of its predecessor but in all the right ways. the battle system is just as good, perhaps even better with the addition of latent powers. the score is a massive bonus to the gameplay (although i was an IDIOT for not saving the epilogue on a different save file while they warned me and now i'm stuck in the shadowlands with a boss I've given up on beating). the bonus chapters you get where two characters interact give off a very 'found family' vibe which i love.

the only downside i see to this game is that the character stories feel a bit lacking. they don't have as interesting goals as in octopath traveler i.

in the end, it's just as good as the first one.

Played, platinumed, and just wow what a game. Phenomenal OST, all 8 characters are enjoyable and while some chapters lack a little in comparison to others the chapters that work, WORK. A must play for any Jrpg fan.

I think the Octopath games biggest triumph that isn't talked about enough is how well they evoke a feeling of adventure. There's no RPG (not just JRPG) period in my opinion that captures the boundless optimism and intrigue of exploring a fantasy world. In that way I really think it captures the essential kind of 'escapist' root of fantasy perfectly. In particular I really love how significant gameplay progression is tied behind items rather than levelling up, it means that when you go out of your way to explore or enter an area that's perhaps to dangerous for you, you're typically rewarded with a weapon or item befitting of the risk that you took. Idk shit is honestly just gas, sound mixing a bit sloppy sometimes tho lol

Alright. So I gave up playing this game after 25 hours. Why? I do think it's really good but merely good is not enough for me to keep playing for an additional 30 hours to reach the end.

What I liked? The combat is snappy and satisfying. Breaking enemies' shields by using various attack types adds a minor layer of strategy that makes the combat feel like more than mindlessly taking turns hitting each other. I did enjoy some of the set ups for the character's stories and I liked the trajectory of those stories even if they are a little too anime.

What caused me to stop playing? Well, it's a damn long game and I'm not the type to feel necessitated to "finish what I started." Furthermore the stories, while their premises are good, are a little too anime. What do I mean? I mean the antagonists are laughably evil. Cartoonishly evil. Also, because the game has to tell 8 stories none of them feel as fleshed out as I would like. For example a minor character had a complete 180 in personality that felt incredibly underbaked. I literally laughed. At it. Not with it. And frankly I'd prefer 4 stories as opposed to 8 if it meant they could be fleshed out more. I'd choose Temenos, Throne, Hikari, and Oswald.

All that being said there is still a lot to like here and I sometimes feel the pull to see Temenos' and Throne's stories through to the end. I simply don't think it is worth the time investment to play. So maybe I'll youtube them.

ive got to finish this... for khang... and roxas....

A step above its predecessor in almost every regard. I think the only thing it doesn't do better is in its music, which is still phenomenal. Just goes to show how much I loved the first game's soundtrack. Octopath Traveler 2 has so much love and care put into it. I enjoyed every character's story, and I loved what they did to connect them all together at the very end. I wanted to cry at the end thinking about how it was all over. Took me 85 hours, and I loved it. There were a few difficulty spikes here and there, but nothing impossible, even if you don't play RPGs often.

People in my life know I adore Octopath Traveler, and I can say with all my heart that this is a sequel that improves the first game in all possible ways. The soundtrack is amazing, the characters and story arcs are so beautifully weaved that makes everything seem alive and, well, real.

This is just a masterpiece, a beautiful love letter from Team ASANO to all the fans of the first game, a way to show that they truly cared about the game and the people playing.

Sometimes, you don't need to reinvent the wheel; just make a really damn good wheel.

The original Octopath Traveler is one of my favorite games of all time. I love pretty much everything about it. The characters and their individual stories, the combat, the visuals, the music (especially the music), and yes, even the infamously brutal final boss. It's an incredible game that I feel everyone into JRPGs should play at some point.

...is what I would say, if Octopath Traveler II didn't exist.

Octopath Traveler II is unquestionably my game of the year for 2023, and is one of the very few games I've played I'd confidently consider a masterpiece. Not in the sense that it'll revolutionize the genre, like Persona 5 and Final Fantasy VII, or become a game that others will try to imitate for decades to come, like Chrono Trigger and EarthBound; but in the sense that it's the absolute pinnacle of what it set out to be: a perfect sequel. It took the original Octopath Traveler, which I think was already a fantastic game, and blew it completely out of the water in every conceivable way. It's literally that Hydrogen Bomb vs. Coughing Baby meme, it's not even funny just how much better this game is than the first one. When I say it improves upon everything, I mean it improves upon everything, to the point that the first game is pretty much completely redundant. The characters, their individual stories, the combat, the visuals, the music, and, oh my god, especially the final boss. By video game standards, it's a perfect sequel in every sense of the word.

Each of the eight main characters have their own unique stories to tell; stories that serve to enrich and connect you to Solistia and the diverse people in it. Ochette and her animal companion's quest to save her island village from devastation; Castti and her journey of self-rediscovery, uncovering the ephemeral truth of her forgotten past; Throné and her quest to free her of the literal and figurative shackles that bind her; Osvald on his path of revenge to exact retribution for the family he lost to avarice and cruelty; Partitio aiming to destroy capitalism bring joy to the hearts of all in a world filled with suffering; Agnea shooting for the stars to become a dancer her family, and the world, would be proud of; Temenos investigating a troubling murder, only to uncover a web of lies that...lies beneath; and Hikari fighting to save his kingdom from itself, before it strays down an irreversible, self-consuming path of bloodshed. These eight travelers join together out of convenience, but by the end, they stick together because they genuinely want to. The final act of the game ties every loose end, and brings all eight stories together into a dramatic, climactic finale that I don't think I'll ever forget. That moment in the final boss fight (If you've finished the game, you know what moment I'm talking about) is the absolute hardest moment in any JRPG in the past, like, 10 years. GOD I love video games.

Despite being, luckily, largely unchanged, the combat and character building were greatly improved from the original, all because of one simple addition: the Latent Power mechanic. Each character now has their own meter that fills as they engage in combat, via chipping away at Break meters and taking damage. Once filled up, a character can unleash their latent power, which differs depending on the party member, to have one superpowered turn. For example, using Throné's latent power gives her the ability to act twice in a row, one after the other; using Agnea's latent power allows her single-target skills to hit all available targets instead; and using Partitio's latent power instantly maxes out his BP. This one, simple change, completely changes how the game is played, and adds another layer of strategy to make combat that much more engaging. Building characters isn't just about finding which subclasses work best with which character's base class anymore; it's about finding how to best take advantage of the latent powers, on top of their initial class, to the best of that character's abilities. Let's go back to Agnea's latent power, for a little demonstration. Agnea's base class, Dancer, is a support class that relies on buffing allies' offensive power. Her latent power lets these buffs hit all allies instead of just one, giving the whole team a damage boost. There are also multiple subclasses that work well for her; Inventor is the obvious one, because Arkar's Coil is genuinely ridiculous, but Apothecary and Merchant are also very much worth mentioning. Apothecary turns Agnea into a support machine, providing powerful healing and more buffs to the team to protect them against anything that could come their way, and Merchant because AOE Donate BP is hysterical.

OK, so music taste, like pretty much everything ever in regards to media, is a subjective thing. That being said, Yasunori Nishiki, I KNEEL. This man is responsible for creating some of the best video game soundtracks I've heard in my entire life. He hasn't even been in the industry for that long, especially when compared to game composing legends like Yoko Shimomura, Nobuo Uematsu, and Grant Kirkhope, but my god, he's been killing it for the relatively short time he's been active. I've been in love with his music since I first learned about him through his first big project, which was, well...the original Octopath Traveler, and I gotta say, I think Octopath II is his best soundtrack yet. You know the phrase "no-skip album?" Yeah, this game's soundtrack is a no-skip for me. Literally every song is just that good. Nishiki absolutely deserves all the attention he's been getting since his work in the original Octopath Traveler shot him into stardom, and I can only hope more projects bring him on. This man will go down as one of the greatest video game composers of all time, that I'm 100% certain of.

This game is everything I ever wanted out of a game I never thought would get a sequel, and I'm beyond elated that it did. For the comparatively short time this game has been out next to other games I love from the bottom of my heart, this game means a lot to me, and I'll never forget the time I had with this game. Even if they'll probably never see this, to everyone who was involved with this game's creation, I just want to say thank you. It was wonderful traveling with you.

Me (little piggy) on my way to consume my retro slop from the Asano trough. Yum yum yum.

El primer juego no me gustó, lo dropié, pero quise darle una segundad oportunidad la franquicia y mejoró el aspecto que más me aburrió del primero: La historia y los personajes, en este caso todos me encantaron y engancharon de principio a fin, sin excepción, un cast maravilloso para un RPG con mecánicas y música increíble. Del primero, lo mejor era su OST y era casi imposible de superar, pero alguna forma, el compositor lo logró, de los mejores bangers en la historia del RPG acá

There is a lot to like about this game. The characters are interesting. Their stories are fun. But the bosses, man. The bosses like to be total BS. I'm all for having optional super bosses that you have to basically cheese (or be super OP) to beat. That's fine. It's frustrating when you just hit a boss, you're doing well, then the game decides it gets three turns in a row and just kills you. The boss designs are cool, but the fights are garbage. Just garbage.


I had a weird experience with this game. I played the original Octopath Traveler a few months before playing this, and I was really hyped after having a good time with it. Let me say right now, Octopath Traveler II is a phenomenal game, and improves on the previous game in every way. It has great stories, the game play is addicting and overall narrative is fantastic. That all being said, it didn't hook me like it did the first one, I wasn't sucked into the world and I often had to force myself to push through the game, even though I could tell it was a great video game.

This is how you do a sequel. It keeps all the charm, visuals, and base gameplay from the first game while also improving on each category in many different ways. It allows the travelers to interact with each other more than ever before which was a big complaint for me for the first game. The gameplay has been enhanced as well with new additions added to the battle system that makes the fights that much more entertaining. The characters are all lovable and each has their own compelling story to go through. The final segment of the game is what takes thecake though. Throughout each of their own individual adventures, you slowly start to piece a connection together between them all, and by doing all of the side stories, you unlock the final chapter of the game. This is by far the most thrilling part of the game, and allows for the story to reach the heights that I was looking for the entire time. Seeing it all come together was so gratifying and made everything feel that much more impactful. This is another section in which I believe they improve upon the first game. Overall, while it's not perfect in my eyes, as I wish there were more side stories or cutscenes that could've eluded to the overarching theme throughout the game, it is very close and I enjoyed every second of the adventure.

Good sequel that addressed and fixed a ton of the issues of the first game, more layers to the job system, each main character received some more depth in their main gimmicks, extra main quests dedicated to the interactions between two main characters were also added, and most importantly of all: 2x speed during combat.

Soundtrack and combat still as solid as the first game, if not improved on in a lot of aspects. Each main story is significantly better in most aspects compared to the first game, both in structure and writing, but still not super unique in most aspects.

Still suffers from a really slow start until you can play the game proper, as well as some grindiness.

this game perfected its predecessor for me but like not too much. the developer did well by making more seamless interaction between traveler and the joint plot is a nice touch. the ending and the post individual arc are a good wrap up to the main plot. i love the ship traveling mechanic too it really is a homage to retro jrpg's overworld travel. i hope they make more from this series!