
This game is a brand-new entry in the OCTOPATH TRAVELER series, the first installment of which was initially released in 2018 and sold over 3 million copies worldwide.
Most likely between $9.5M and $26.9M. On 8 games checked against developer-reported sales, our median error is 11%. How we estimate →
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $23.99 | 93% | approximately $15.8M |
| Nintendo | $59.99 | — | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Reviews
Themes across 1406 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Wanted to like this game a lot, but it just has too many design choices that I do not like as a JRPG player. Exceptionally easy game, especially random encounters where you're never at risk at all of party members being killed. Overly simplistic game systems. An extremely unbalanced economy. Worthless items in every chest you open. Repetitive dungeon design. Boring exploration. Mediocre writing. The art-style is great, but the visual design of the world isn't partucarly impressive. Some people will enjoy the game if they're just super in the mood for a JRPG and have greater tolerance for all of the above, but I cannot continue playing when there's very little challenge and tension. I also really dislike the non-linear style of the game in terms of quests. You'll have to play it to know what I mean by that.
看到很多人提到1方50太贵,我琢磨着我1方7块的应该物超所值了吧😂😂😂
Stealing by day, robbing by night. Who exactly is the bad guy in this town?
[h2]Octopath Traveler II is an almost direct upgrade over its predecessor. An improved focus in character-driven writing, more complex classes, more abilities and possible synergies, and an even larger world to explore culminate in a fantastic JRPG experience that, however, also demands an incredible amount of patience from the player to be able to appreciate.[/h2] [h3]Story and Setting[/h3] Players once again are given the option of choosing any of eight characters as their initial main story to follow, from Throné, an enigmatic thief who wants to break out from her oppressive guild, to Ochette, a Beastling Huntress trying to defend her home island from looming disaster, to Osvald, a scholar wrongfully incarcerated for supposedly murdering his own family and yearning to break free to take revenge: Octopath Traveler II’s cast is a lot more varied and a lot more interestingly written than the previous game. And, more importantly, a greater focus has been set to actually have everyone’s journey intersect more frequently and to more smoothly lead into the postgame. Narrative cohesion is the keyphrase here. Where OT I struggled due to relatively short chapters and characters having little to no reason to stick together, OT II’s attempts at fixing these criticisms have revealed that there are more fundamental issues with the story of these titles that can’t just be fixed by quality writing. Namely, that the very structure of these games just kind of starts working against it. With more chapters, and even specific intersecting chapters, characters are more elegantly developed and interesting, but it doesn’t make the journey any more believable or sensible for the group to travel together. When Osvald finds a palpable lead towards not just Harvey but also unearthing the fate of his family, it is precisely this greater quality in the writing that then hurts when the game yanks me back onto the world map to tell me that my level isn’t high enough yet and I ought to follow some other story I’m less invested in first. https://steamcommunity.com/sharedfiles/filedetails/?id=3756409346 It feels incredibly odd to complain about this, but it genuinely was such a drain on my immersion that I had not realized it was there when I was playing Octopath Traveler I, as that game never quite managed to interest me in enough characters simultaneously to feel this was an issue. This isn’t a “waiter, waiter, steak too juicy, lobster too buttery” complaint that the writing is too good, but rather that OT II is trying to follow too many stories simultaneously while the rest of the game, just like OT I, already suffers from glacial pacing due to the soft requirement of needing to keep an entire cast of eight characters reasonably equally leveled. Thankfully, OT II also prepares the player better for the overarching threat to the world that ends up appearing in the postgame, when all individual character stories have been resolved. Whereas OT I was happy to throw you into a dry set of credits, OT II presents you with a set of extra chapters to more neatly wrap up the game. Overall, the quality of this postgame can be debated a bit, and the beating heart remains with the game trying to present to you what was attempted originally with Final Fantasy VI: a full cast of playable characters where each one could be the main character and where each one has their own fully developed story, with its own tone and themes and qualities. It’s a commendable effort, but ultimately I don’t know if I would be confident to recommend Octopath Traveler on the basis of its story alone, neither I nor II. [h3]Gameplay[/h3] The core gameplay loop remains the same as OT I but has just grown more complex (positive intonation). As a turn- and job-based JRPG, OT II thrives on an insane amount of synergies and party progression. Once again, its strongest aspect is the fact that each of the eight Travelers comes with their own innate Path action, but adding to that, OT II also gives them both a unique Latent Power (a gauge that, once filled, allows for a character's unique action; very powerful!), an additional Path action (up to two from OT I), and, if that wasn’t enough, it also gives characters two unique skills for their main job that are unlocked via completing their story chapters. Quite frankly, that is everything I could have hoped for in OT II in terms of its core gameplay design and is precisely what makes job-based JRPG games so unbelievably fantastic experiences. The sheer variety in party building is enormous and is further supported by more involved secret jobs that aren’t just stronger versions of existing ones anymore but more gimmicky and unique classes that are also tied to more varied exploration on the overworld to even unlock. For example, the Inventor job can be unlocked extremely early in the game, but to completely unlock its skill set, players need to track down rare materials to literally build their abilities. Another, the Conjurer, is tied to a five-level boss rush, and yet another is tied entirely to overworld exploration via the newly introduced naval ship, also opening the map’s ocean up for players to conquer. https://steamcommunity.com/sharedfiles/filedetails/?id=3759288054 Balance is tighter than in OT I, which effectively means that while overall jobs have gotten way stronger, enemies have done a good job of keeping up with this power without feeling overbearing. I had more moments in the story where difficulty felt down due to tactics and needing to adjust my loadout more so than raw numbers and attrition. I think OT II makes for an overall better-balanced and more fun challenge than OT I but has not improved on its Achilles' heel: The sheer amount of grind the game asks of you. "Octo" means eight. I know; you are welcome. Eight characters to level is already a lot to ask from the player; adding to that not just the EXP but also the JP grind to even unlock the freedom of that aforementioned party building is even more demanding. I typically adore this. I love grinding in games, and it’s not that it isn’t possible to get by with a low-level party either, but this would also miss the point of what makes this combat system fun. This can be circumvented, of course, with mods and the like, but with the size of the map, the consistent random encounters, the far more frequent backtracking, etc., OT II exacerbates its disjointed writing with glacial gameplay pacing. [h3]Graphics and Sound[/h3] OT II remains just as fantastic looking as OT I, with even greater detail and some nicely added depth to a lot of the character models. The soundtrack is likewise once again phenomenal, but I felt that it lacked some more impactful tracks. The area it did improve upon massively is the character themes with strong contrasts, such as [i]Osvald, the Scholar[/i] and dungeon music, such as [i]Den of Darkness[/i]. https://steamcommunity.com/sharedfiles/filedetails/?id=3757053209 What is more notable than these, however, is the sheer quality of the voice acting. There is an incredible amount of emotion in each performance that I haven’t heard rivaled in any JRPG I can remember. [h3]Final Thoughts[/h3] Octopath Traveler II is an interesting example of a kind of game that improves almost every aspect of itself but by virtue of its very fundamental design ends up not that much better of a subjective play experience. By all accounts I should have enjoyed OT II a lot more than its predecessor, but I just couldn’t. For as fantastic as the combat is and for as charming as the characters are, it suffers so, so, so much from tying itself down with its pacing, and I think a lot of this is simply the formula of eight playable characters being stretched to its absolute limit. It remains a great experience, but OT has mostly shown me why smaller casts are preferable for this genre.
AAA RPG slop It's clear every dungeon, every character, every story, every EVERYTHING, follows a basic checklist devoid of passion and exist out of necessity. As linear as final fantasy 13. Maps are a stick with 1-foot branches with a chest on it. Characters have literally nothing to do with eachother except shoehorned duo chats that do nothing to flesh out relationships, dark pasts, or anything interesting. Again like the first game, the party has absolutely nothing to do with eachother and party for absolutely no reason. The story doesn't tie them together. You're walking around with a bunch of useless mimes. No grand narrative, no characters building relationships, no shared goals to aid character progression. You can also tell exactly what will happen every chapter. You know this next dungeon, you will fight x character, because of course you will. You know your characters most grand goals (their 1 single trope of a goal) the first 10 minutes of their story. It's pathetic how formulaic this entire game is. - Storytelling: garbage. A third grader could come up with these stories. Characters will do unbelievable braindead things as an excuse for the story. Yes, a reasonable person would definitely walk past a suffering slave saying "i promise to help you, later, after I go through this place, cya. Oh whoops, when I got back she has been killed or captured, derp". Otherwise, each story takes a single cliche and makes it their entire thing, making them bland as you can imagine. Storytelling hasn't been more boring since dragon quest 1. - Exploration: garbage. The game is a straight line, pretending to be open because you choose the order of characters you play. - Rewards for exploration: garbage. - Battle system: okay. It's the only decent thing about the game, yet still becomes very tedious and formulaic. No player expression, just do the exact obvious formula of buffs and debuffs, then hit the enemy hard. Repeat. - Environment: garbage. Every cave looks 90% the same, every town looks 90% the same. There are no interesting reasons for a town to exist, no awesome landmarks. - Directing: garbage. They completely refuse to make any unique animations to bring scenes to life. You are basically looking at characters standing like chess pieces, with a very rare dagger stab or something which looks like it took someone 2 minutes to animate. It looks like crap. SNES final fantasies managed to be more meaningfully animated than this, wtf? - Secrets: garbage. You can see almost all secret chests, which when you see them, just walk around the wall. This is as creative as they get. - Music: ok, sometimes good, but not memorable and works more like background noise. - RPG character customization: severely limited and boring. A couple characters have a bit more options but is a pain to keep up with, especially because when you choose their skills the game doesn't think it should tell you anything other than its name which is ludicrously stupid. It's ok at best. It's sad this is what square enix is doing these days. A group with such a legacy can do better. But they won't, because this sells. There are way more problems than this. I should have learned my lesson from the first game, as they fixed maybe literally nothing about the first. The problems were so obvious I somehow believed even this washed piece of crap company would handle them. You suck, square. How long can you live off the past's actual high quality products? You're a joke.
原本是在XGP上玩的,趁打折的时候入库弄了个白金。你要说多推荐那确实没有很推荐,但也不至于不推荐。长板就是美术很有意思,音乐很好。职业搭配很丰富,每个强敌都有不止一个解法。短板就是剧情实在是接不上,最后的反转没什么铺垫的,属于是排除法式反转。队友入队也属于纯走流程,盗贼那么应该小心谨慎的人,因为一只狗入队了。而且支线任务也是复刻一代折磨式任务。鸡毛蒜皮的小事,要昼夜不停地毯式搜索,最后获得一个白开水结局。总之,长板不错,短板看你能不能忍。
26年玩暗雷真有点给我整力竭了
内容很多 但是部分角色故事略显单薄
游戏深度不足 自由度窘迫 假光影难看 赶路没免魔喷雾拖长时间 故事流于表面 设计多有不合理 总而言之 2.5/5
剧情太逆天了。