Reviews

Octopath Traveler II Review – An Iterative Improvement

I adored Octopath Traveler but I feel like the concept has already been beginning to wear a little thin. So much of Octopath Traveler II feels lifted from the predecessor to the point that it may seem like a retread sometimes. In which the original game lacked meaningful interactions between the party, Octopath Traveler II attempts to remedy this by incorporating new stories that always intertwine two characters, filled with sub-chapters. While I seem like this is the right direction to maneuver in, there have been still moments overall where my main character would just stand there alone while cutscenes centering on other characters played out.

It will be a logistical nightmare to accurately predict the order players obtain their party members and adjust dialogue and interactions accordingly. But I can't help but believe that, with a little little more linearity, a celebration with synergy at both a tale and gameplay level could be easily developed. I admire the tries to bring things closer together, even when that wasn't the intention of the original game, but overall it seems like more of a half step towards that goal more than anything else.

But underneath the plot, there's a fantastic game here too. Like the original, it is a turn-based RPG that feels busy but nonetheless has enough depth to it which makes it fun to master. As stated previously, you'll explore Solistia while following a individual stories of eight characters. The planet itself is beautiful – presented in a unique 2D-HD style that the original game pioneered. But is Octopath Traveler II only a typical RPG with a nostalgic look art direction? It's honestly a lot more.

The battle product is just like strong as in the original game. An average turn-based system with the Break and Boost mechanics returning. Each turn, each character gains a BP, which could then be used to improve your attacks or power in the same turn. By using this system to focus on an enemy's weakness can “break” them, stunning them and, if planned correctly, prevent them from attacking and open them up to more damage. It's hard to describe – and that i implore you to try the demo – but it is a gratifying combat system that rewards those who consider each turn and how they'll flow into each other.

Octopath Traveler II does introduce a few new aspects to the combat. Latent powers are the most apparent. They are open to each character and therefore are usable after filling a gauge that fills from either taking damage or breaking an enemy. Each power has a different effect, enabling you to focus a group-targeting spell onto a single enemy for extra damage or even buffing your party depending on the time of day. They're a nice touch that contributes an extra layer of strategizing to battle, however they are also not essential enough which i found myself using them a great deal.

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A little bit more essential may be the robust jobs system that underpins the combat. Each of the playable characters has a main work that denotes what abilities and weapons they can wield. Secondary jobs could be assigned to fill gaps for the reason that character's loadout. I am a huge fan of the good job system in RPGs, and Octopath Traveler II has what I consider to be some genre-best execution from the concept. It's so enjoyable to experiment with different combinations to build your perfect party, and almost mandatory to overcome the games later trickier chapters.

Outside of battles, the alterations tend to be more obvious. Path actions return, which let you communicate with NPCs in different ways. You can rob them, convince these to follow you into battle or even bribe them for secrets. It certainly is been a cool idea. Octopath Traveler II gives each character two path actions, determined by time of day. But in the original game, these actions often came in pairs, with one being better than another. One character can steal, for example, while another can continue to steal but only after battling the person. It felt a little padded out in the initial game, and by almost doubling the path actions within this game, it feels especially so.

I've talked a great deal about who time of day affects a lot in Octopath Traveler II, and that is among the cooler new aspects of the sport. With the press of a button, the setting you are in can change from day to nighttime. Some path actions only work depending on the time of day and stronger enemies emerge during the night to do battle. You'll even encounter different NPCs at night. It is a bit gimmicky, but visually impressive to see the world change instantly before you. The background music changes too – from flourishing orchestral tracks throughout the day to more subdued and relaxed pieces of the same music during the night.

Other aspects are introduced that weren't in the original, though aren't as game changing as I'd have hoped. The party eventually gains use of a spead boat that enables them to travel between the two halves of Solistia. The “open sea” aspect of Octopath Traveler II is actually just like a glorified world map. I understand the variety on offer here, however it feels like it's being touted like a feature when it is really something most older RPGs have had in the past.

But talking about yesteryear, there are times where I felt that Octopath Traveler II was perhaps living too much into it. Using the advent of a lot of other RPGs incorporating time saving measures, there were too manty times where I'd spend a lot amount of time in Octopath Traveler II just grinding. Not really grinding to gain levels, actually, just running between areas to heal in an inn and so i might make progress within the story. So much of Octopath Traveler II feels old-fashioned your characters who are benched are still must be levelled up, particularly if you want to tackle the not compulsory final chapters.

It might sound asinine to complain a good RPG having a long runtime. But given what other games within the genre have included time saving elements like quick battles or go forward it feels especially egregious. Octopath Traveler II does let you double the amount battle speed and advance its cutscenes quickly, but these are surface level. The look fundamentals underpinning it, like the aforementioned levelling of benched characters and constant have to heal do not respect players time.

Without any doubt, though, Octopath Traveler II may be the best-looking rendition of 2D-HD yet. Not only does the sport leverage the unique style to create a world a lot more modern compared to previous game, but stunning camera work and frame composition leads to some pretty epic moments through the story. Everything feels higher budget than ever before. Other small touches, like adding animations for attacking enemies, makes a great case for 2D-HD as an art direction not losing any of its lustre.

And the music. Oh, the background music! Yasunori Nishiki returns to compose for Octopath Traveler II and it's one of the most beautiful soundtracks That i have ever borne witness (or listened) to. The soundtrack doesn't disappoint in any aspect. The voice work is similarly pretty strong, with both English and Japanese voice tracks being selectable. Some of the deliveries are still a little bit melodramatic, but otherwise the whole experience feels well produced and presented.

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