On the road again.
There are few things that I enjoy more than well-crafted JRPGs. Octopath Traveler was allegedly one of those well-crafted JRPGs, but as I don’t own a Nintendo Switch, nor have any interest in purchasing one, it became increasingly apparent that I would never know for myself. That was until it was recently announced for release on Steam, which prompted a (somewhat rare) pre-order and research into what made the nostalgia-driven but entirely modern JRPG stand out from the crowd. There are quite a few things, in fact. Not that it does anything entirely new or unique but what it does do it does very well.
It’s a very solid experience from start to finish.
The combat has a great rhythm that never feels particularly sluggish or boring. The path actions allow you to quite literally steal everything that isn’t nailed down or to inquire about secret treasures. The character classes are quite competent individually and when paired with a secondary class can become quite devastating.
One of the best choices I made was to combine Tressa with the Scholar. With her Rest skill she’s a self-sustaining damage machine that can devastate enemy shields, break multiple enemies at once, and deal ridiculously high amounts of damage. Likewise, Olberic as an Apothecary, due to his naturally high elemental defence, makes an excellent healer. With the Cover Support Skill he’s able to soak most of the damage, protect the party, and then heal himself. Should someone die he can just resurrect them. I’ve also got the Hang Tough Support Skill on Tressa which means she’s very unlikely to die. That is unless she’s hit by AoE damage or Olberic is dead. Once you’ve mastered the various classes you gain access to ridiculously powerful Divine Skills that absolutely destroy opponents. Or provide exceptionally powerful buffs.
In many ways, the various mechanics surrounding combat and character progression are among my favourites. I love the concept of being able to boost damage (or healing) and being able to save highest damage for when enemies are already broken. Being able to boost physical attacks is quite neat, too. That allows you to chain several hits with a weapon to break enemy shields faster. Or, just as effectively, chain the strikes for higher damage. It’s very rare to have a turn where you don’t have something you’d like to (or need to) do. It’s an oddly effective fast-paced strategic combat approach that feels great.
It doesn’t feel particularly grind-y, either.
While some of the Support Skills are quite powerful they are the only things that carry over when mastering a secondary class. Some are also slightly useless when you first gain access to them, such as Surpassing Power, which allows you to break the damage limit, and is wasted unless you’re able to deal over 10k damage on the regular.
I’ve pre-ordered few titles in the last few years but Octopath Traveler was definitely worth the risk. I’ve already amassed a (quite frankly ridiculous) number of hours in exploring the various locales of Orsterra, and I’ve yet to really experience the majority of the eight simultaneous main character campaigns. Not to mention the various dungeons, shrines, towns, and general JRPG busywork. I’m also quite curious about the four character classes I’ve yet to see. I’ve only seen mention of them in the achievements list. My best guess would be that they’re advanced or exceptionally powerful classes available closer to the end of the main campaign. Or perhaps even available post-campaign as things often seem to be in JRPGs nowadays. In either case, I’m definitely looking forward to experiencing more of Octopath Traveler in coming weeks.
Have a nice week, all!