
Eight travelers. Eight adventures. Eight roles to play. Embark on an epic journey across the vast and wondrous world of Orsterra and discover the captivating stories of each of the eight travelers.
Most likely between $3.1M and $8.9M. On 8 games checked against developer-reported sales, our median error is 11%. How we estimate →
Reviews
Themes across 1108 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
很好
[h2]An incredible JRPG that excels through flexible progression, a masterful iteration of a Final Fantasy-esque job system, and fantastic combat mechanics. While its story and writing can be a bit lukewarm at times, it offers an amazing adventure and thoroughly challenging bosses.[/h2] [h3]Story and Setting[/h3] Octopath Traveler features a very unique story structure. Unlike most JRPGs, players choose one of eight titular Travelers to begin their adventure and can recruit the others in any order that they wish (or not at all). Each of the characters features four unique chapters to their own unique story before all culminate in a single postgame finale. This story structure is a bit reminiscent of SaGa games and supports the general open structure of being able to tackle any story in the order that they wish, be that focusing on a single character to their conclusion or each simultaneously, though a byproduct is that each chapter feels a bit formulaic in the sense that they are all following the same build-up: Gathering information about the character’s current goal in a town, entering a dungeon, and defeating the chapter boss. This can be a bit tiresome, and each is short enough that it can be difficult at times to stay immersed in that specific story. https://steamcommunity.com/sharedfiles/filedetails/?id=3755099931 Another aspect is that, of course, each character can be a bit hit or miss depending on whether the player is specifically interested in that story arc, as there are only hints of the overarching threat to the world until the very end of the game. For instance, I strongly enjoyed Primrose’s story, whom I happened to choose as my starting character but who has comparatively little involvement within the greater scheme than, for example, Cyrus. Primrose’s story is personal: it is one of personal growth through a thoroughly miserable life culminating in a question of whether revenge is truly worth it, whereas Cyrus’ story leads him into uncovering extremely strong hints and connections to the true final boss of the game. This can make OT a bit of a slog for long stretches at a time and invites some story skipping of segments the player may not be interested in to the detriment of story cohesion. The overall quality of each character’s writing is also hampered by the comparatively short chapters, which simply do not allow any single one to develop in a way that other JRPGs would allow. Another venue of character development is party banter, occasional prompts for very brief conversations between characters that are currently in your party. Regrettably, mechanics like these are either very involved and typically tie into deeper systems, for example, Fire Emblem’s Support systems, or are woefully undercooked with only barely offering some flavorful dialogue during otherwise dry gameplay sections, and OT firmly falls into the latter category. Overall what remains is a somewhat formulaic JRPG story, tackling interesting themes with solid character concepts but also stumbling constantly along the way. My enjoyment of the story stood and fell solely on whether I felt invested in the core themes of each character, but I ended up missing a feeling of party cohesion and didn’t feel invested in the True Ending story once I unlocked it because of a lack of proper build-up. This fundamentally means that OT is a game with very high highs superceded by equally low lows, with its story strongly tied to whether you are also invested in its gameplay systems to actively want to challenge yourself after the conclusion of each character arc. [h3]Gameplay[/h3] OT is a job- and turn-based JRPG, meaning that each character comes with a base “class” they are locked into. For example, Primrose is locked to the Dancer, a support role, as per her backstory, and then unlocks the ability to choose a secondary job as the game progresses, which you can freely assign. This is a system that is directly tied to Final Fantasy, from which Octopath Traveler takes a lot of inspiration, and which I am a great fan of, as it allows for incredibly in-depth character and team-building. This also ties into character progression. You do not only earn EXP per battle but also JP (“Job Points”), which allow you to unlock active and passive abilities that can then be freely slotted per character. The fact that characters are locked to a main job felt actually very beneficial to the overall feeling of party progression, as it made me think more deeply as to which job synergizes best with the character I had in mind: do I move Primrose deeper into her support role by giving her another buff/debuff job, or maybe use her as a primary healer, for instance? On top of the job system, there are also both Path actions and Boost Mode to consider. Path actions are social abilities unique to each character. Taking Primrose as another example, she comes with the ability "Allure", which lets her attempt to recruit NPCs in town. Either to solve quests or to use them as Summons during combat. Tressa, your Merchant, comes with the ability to access any NPC’s inventory to buy personalized items from them. And Olberic, your Warrior, can challenge NPCs to combat to unlock guarded houses. This means that you want to also diversify your active party for exploratory gameplay rather than just combat effectiveness. https://steamcommunity.com/sharedfiles/filedetails/?id=3753947343 Boost Mode, on the other hand, felt similar to Bravely Default’s titular Brave and Default mechanics, wherein each character has an extra resource available to them that they gain once per turn and which allows them to buff their abilities to a maximum of +4 for strong effects and which can turn the tide of the battle immediately. This is all incredibly well-designed and is near the top of my favorite combat systems in this sphere of Final Fantasy-adjacent titles. However, OT also struggles a bit with balancing itself decently well. The game is insanely grindy and has some notorious difficulty spikes that will inevitably feel a bit frustrating as you progress. In addition to this, the game’s True Ending is, as mentioned, locked to a notoriously difficult postgame boss, which is also a choice that can lead to a bit of a sour experience, both in terms of gameplay due to the rather high difficulty and narratively, as the game’s ending is very abrupt and disappointing if you don’t pursue the True Ending. [h3]Graphics and Sound[/h3] OT kickstarted the trend of HD-2D Square Enix games, attempting to emulate retro graphics of the early Final Fantasy era (specifically I through VI) while evolving its graphical presentation through incredible spritework and graphical depth. I am personally a huge fan of this style, and it absolutely does manage to capture this very nostalgic feeling while also impressing with detail, especially when it comes to environments and boss designs. https://steamcommunity.com/sharedfiles/filedetails/?id=3754414049 The soundtrack is also among the best I have heard from Square Enix, as should be expected. From combat tracks like [i]They Who Govern Reason[/i] to environmental music such as [i]Victors Hollow, Jewel of the Forest[/i], OT is consistently a joy to listen to. [h3]Final Thoughts[/h3] Octopath Traveler is a fantastic experience. While its story cannot keep up with most other contemporary Square Enix RPGs, it is nevertheless a refreshing way to present a more traditional JRPG adventure. And even if the overall title may not wow you in the same way that XVI or Bravely Default may, OT will still feature stories that resonate with you and that manage to keep you engaged throughout its runtime. The selling point, however, is the combat, is the depth of its progression systems, and is the challenge even if you are already familiar with other titles in the genre.
这b游戏当初怎么敢卖四百多的?真是无无又聊聊
Good game even if I was trolled by the secret boss. Remember you need ALL your party members to be decently leveled before doing the last boss. Got lazy since I lost so much progress. Main issue is the lack of QOL. Quests/PurpleChests/Scrutinize a lot of small, but really annoying things. I wanted to go for 100%, but it was just annoying. Definitely still worth playing despite all that.
The final super boss is a piece of ♥♥♥♥♥♥♥. You spend an hour fighting a set of eight fodder garbage bosses before you even get the chance to attempt the real fight, start the first phase which takes forever to kill, and then get instawiped in the second phase before you get the chance to attack. It wouldn't be so bad, but they decided not to put a save before the fight so you get to redo all the boring trash again. Square Enix, don't do more super bosses. They ♥♥♥♥♥♥♥ suck. 3/10 Game gets one point for the music and one point for the artstyle.
这根本就是好评诈骗吧,这鬼游戏把我玩出工伤了 这真的是一部典到不能再典的日式rpg了,剧情包含大伙所熟知的冒险,友情,背叛,复仇,谅解那一整套的标准流程,不知道的还以为在玩上个世纪的游戏,整体清汤寡水到我不坐着玩直接睡着的程度。写作八方旅人读作四人成行,八个人之间除了简短的对话之外完全没有互动,也就最终boss才终于把所有人都联系在了一起。除了经典的回合制就是最古早的暗雷模式。但是玩过明雷之后这该死的暗雷玩起来真的太痛苦了太痛苦了!官中还非要音译,最简单的比方“Sun Land”翻译成“阳光大陆”不好非要弄成“桑兰多地区”,我的妈呀我们中文也是有自己的片假名了。唯一可圈可点的也就所谓的美术风格和音乐了[spoiler]但我说真的比他优秀的美术音乐多了去了这完全算是遮羞布了[/spoiler],真的SE你干脆把价格改回去吧这样我也不会眼馋上当了。 最受不了的还是这个该死的全成就。限制时长就不说啥了到底是哪个天才设计的全收集全探查会错过的??这游戏根本就没有二周目的玩法但是为了补成就只能强开新周目[spoiler]个人真的很不喜欢为了全成就一周目直接对着攻略走仿佛在裹挟自己[/spoiler]。而且游戏局内根本没有图鉴,只能梦回小学对着攻略文档边玩边做笔记,结果搞了半天根本不知道自己在哪里漏掉了什么就是完不成,真的气得我直接借别人的完美存档了。真心佩服你们手打全收集的有这种毅力做什么都会成功的。 这么烂为啥还要玩?我爱吃屎
老實說不是那麼推薦的JRPG遊戲 前中期差點退坑 但所謂成熟的果子才甜 耐著性子把全角色劇情推完 再加上看完真結局劇情 雖然有把全主角跟相關NPC線全收起來 但還是很難把前面無聊的事實改變 首先大部分劇情都沒有什麼高潮起伏 轉折又老套 差點睡著 又把最大伏筆解釋藏在一個隱藏支線 感覺就像說嘿篇幅太多了我塞這裡 隱藏王也設計成沒打過就要8王重打 本身難度又不低 第二階段王1刀4.5千 根本扛不住傷害又要全部重打 直接傻眼 打不過又要回冰龍口跳舞 抱歉我對這遊戲已經沒耐心了 迷宮本身也沒什麼探索慾望 更何況有些寶箱還是"盜賊"綁定 每個人的獨特技能也沒感受到獨特性 重複高後期也沒多好用 8人主角之間只有在小劇場才有交集 其他表現就像路人一樣 比如剛劍歐爾貝克 在主線一直糾結自己的劍是為誰守護 那請問你後面7位同伴是小丑嗎 藥師一直叫你大哥 你卻只掛念著村裡的正太 為啥角色之間不能做個聯動技或好感增加劇情提升機體之類的呢 夥伴之間像工具人一樣 塑造太割裂不是很喜歡 地圖名字難記 解支線也是要看攻略才有方向 支線本身也滿無聊的 清一色就是A到B回A 感覺像是在湊數顯得自己豐富 沒有怪物圖鑑又有相關成就 學學軌跡好嗎 人家空軌時期就有了 唯一表現亮點的就是戰鬥和音樂 音樂有記憶點 有想讓人收藏原聲帶慾望 戰鬥前期是真的挺無聊的 但解鎖雙職業和古代職業有些可玩之處 打怪變多元又輪椅 爽感十足 搭配音樂真的只能說是這遊戲最優秀地方 主角群和NPC其實也有少數讓人喜歡的 對話使人會心一笑 主線個人最喜歡藥師和舞者 角色本身商人 最後面也有各NPC的後日談 也是算有誠意的滿足了好奇心 如果還在考慮要入手的 喜歡慢節奏的RPG是可以考慮 但只能說有著豐富的世界觀 內容卻平凡空洞 說直話不像有JRPG應該要有的精采冒險 價格方面也不親民 建議還是打到骨折再買 自己體驗下來 歧路真的是不是過譽了 也許還要玩2代才知道
One of the best looking games I've ever seen, absolute props to the art direction 10/10 Surprisingly shallow combat and character building hitting maybe 6/10 at best Terrible story and plot hardly reaching 2/10 The name works if you think of it as 8 individual paths with little to no crossover. So we've got 8 individual characters with their own individual stories, a 4 person party for some reason... and no reason for any of them to be together... yup this all makes perfect sense. I thought I could have fun with it by ignoring the story, unfortunately it's such a story heavy game that you just can't put it aside enough to have fun with the mediocre gameplay. Skip it unless it's on massive discount or you have exceptionally low standards.
♥♥♥♥ purple chests and the talent to pick locks not being tied to the thief job.
日式RPG那一套,我很难受得了