Heart-to-hearts in XB2 were bad. I was talking about XB1 lolI mean... the banter conversation we saw seemed like significant characterization, to me. Gave really nice backstory information. More than most heart-to-hearts in XB2 I can think of.
Heart-to-hearts in XB2 were bad. I was talking about XB1 lolI mean... the banter conversation we saw seemed like significant characterization, to me. Gave really nice backstory information. More than most heart-to-hearts in XB2 I can think of.
Thank you! That does actually clear up some of my issues. I might actually be inclined to go back to the game now, lol. Now I'm just slightly upset that the writers let me think they hadn't thought it through when they actually had.
It's that way because the game isn't about the blades at first. It starts to put a major focus on them later on as Rex starts to learn more about the way the world works.Thank you! That does actually clear up some of my issues. I might actually be inclined to go back to the game now, lol. Now I'm just slightly upset that the writers let me think they hadn't thought it through when they actually had.
Xenoblade 2's writing is perfectly fine. Characters feel very alive and likeable, dialogues between heroes and villains are chillimg (Malos is one of the best jrpg villains in years).
The writing in Octopath simply feels a bit too artificial, the subpar voice-acting doesn't help. Characters sound like they're narrating the story to the player rather than leading real conversations. That was especially obvious when I played Ophilia's story.
Btw I wanna say something positive, too :p
I really like the combat system and how fast-paced it is. The best part, however, is going Super Saiyajin Blue! It feels SO satisfying hitting the shoulder button and activating the power boosts. It never gets old. I even started delaying boosts because I was shit-talking to the enemy, pretending to be some Dragom Ball-hero This mechanic, with the same effects and HD rumble-feedback needs to be in more games. Put it in Smash Bros!
The more I play, the more I like the battle system. Very rewarding feeling when you beat bosses because they can be so tough.
Nice, this is what I want, so many rpgs recently have been so easyThe more I play, the more I like the battle system. Very rewarding feeling when you beat bosses because they can be so tough.
Great to hear, I'm loving the combat in the demo and my only worry was that the late game wouldn't be challenging enough to take advantage of it.The more I play, the more I like the battle system. Very rewarding feeling when you beat bosses because they can be so tough.
Go figure...Wait... nobody actually knows? Why are there pages of post in this thread saying it doesn't connect like it's a sure thing then lol
Someone said the dungeons get better later on are you starting to notice that yet?The more I play, the more I like the battle system. Very rewarding feeling when you beat bosses because they can be so tough.
Jason you are speaking my language.The more I play, the more I like the battle system. Very rewarding feeling when you beat bosses because they can be so tough.
You'll get more complaints actually since none of us have played it yet to experience how jarring the no party interaction is.I'm glad we are all aware of it now so we don't have to read people complaining about it in the OT.
I hope you've played Cosmic Star HeroineI'm loving the sound of Octopath's later combat. So refreshing to have a turn-based JRPG whose encounters are challenging by design, rather than because of dungeon attrition or gimmicks—or worse, not at all.
If you play as H'aanit in the demo you will see that every beast have a limited number of uses, the same as human followers.I'm not worried that much about it, it's just weird being able wipe the entire screen with 1 move, it seems to be a limited use thankfully according to you.
In "previews from a reviewer" ? With 50+ hours ?There have been reports of it not occuring in previews where the reviewer has put over 50 hours in so... if that works for you that's great, play for 60+ hours then get a few hours of party acknowledgement / main plot. But for many people, it's too little too late at that point.
Very good news. Thanks.The more I play, the more I like the battle system. Very rewarding feeling when you beat bosses because they can be so tough.
Is there ressource managing here or do MP/SP or whatever it's called replenish after battles? I love battle-sytems where each battle is like its own puzzle and you can go all out with using skills that aren't tied to a finite ressource that you have to conserve throughout dungeons.I'm loving the sound of Octopath's later combat. So refreshing to have a turn-based JRPG whose encounters are challenging by design, rather than because of dungeon attrition or gimmicks—or worse, not at all.
Is there ressource managing here or do MP/SP or whatever it's called replenish after battles? I love battle-sytems where each battle is like its own puzzle and you can go all out with using skills that aren't tied to a finite ressource that you have to conserve throughout dungeons.
You'll get more complaints actually since none of us have played it yet to experience how jarring the no party interaction is.
Is there ressource managing here or do MP/SP or whatever it's called replenish after battles? I love battle-sytems where each battle is like its own puzzle and you can go all out with using skills that aren't tied to a finite ressource that you have to conserve throughout dungeons.
In "previews from a reviewer" ? With 50+ hours ?
What are talking about here ?
At the time of writing, I've just hit the 50-hour mark in Octopath Traveler, and I can safely say that no other turn-based RPG in recent memory has challenged me quite like this one.
As for the eight main characters, I've developed a very keen sense of attachment to each of them. While their stories haven't been as interconnected as I'd hoped (though this might still change later on), they all come with their own endearing quirks that really make them stand out, and I'm thoroughly excited to see their arcs through to the end.
Is there ressource managing here or do MP/SP or whatever it's called replenish after battles? I love battle-sytems where each battle is like its own puzzle and you can go all out with using skills that aren't tied to a finite ressource that you have to conserve throughout dungeons.
Unlike most traditional JRPGs, I found the resource management aspect to be pretty lenient in this one. Perhaps because battles can go on for so long, Square Enix opted to keep the dungeons short and make it easier for players to replenish health and SP in between encounters.
Neither replenish after battle, but on the plus side restoration items are so cheap that you're able to get hundreds of them very easily, especially if you go with a character like Tressa who can earn extra money. There are also a bunch of NPCs and Monsters that certain characters can recruit that potentially give you some pretty OP in-battle MP restoring abilities. I allured some merchant as Primrose and in battle he would pretty much refill my entire mana bar when summoned; it got to the point where I couldn't use my MP in time.
SP doesn't replenish after combat, but it replenishes after leveling up, and there are an abundance of abilities, passives, and items to actively restore SP, or even more interesting concepts such as transferring it to other members.
Each battle very much is its own puzzle where you can go all out, and the typical resource attrition we think of in RPGs really isn't very applicable here.
Mh, I see - sounds good. Thanks!Here.
Guy from Gamefaqs who had posted videos showing a lot of the map said the same thing and he played 60 hours.
Same article says...
https://twinfinite.net/2018/07/octopath-traveler-preview/
Some previews already talked about it.Sorry, how can you know it is that jarring since you didn't play the game ?
I've seen previews talk about the lack of party interactions but haven't seen it called jarring. Sounds like you're injecting your own opinion there
Read the Kotaku one then.I've seen previews talk about the lack of party interactions but haven't seen it called jarring. Sounds like you're injecting your own opinion there
The more I play, the more I like the battle system. Very rewarding feeling when you beat bosses because they can be so tough.
I've readed today one Spanish preview that says that you can't have more than one party member with the same subclass.
Is this confirmed by the serious media?
Mostly very good news.Here.
Guy from Gamefaqs who had posted videos showing a lot of the map said the same thing and he played 60 hours.
Same article says...
https://twinfinite.net/2018/07/octopath-traveler-preview/
Just did. It was pretty short. No mention of it being jarring. Again, think you may be injecting your opinion here, maybe unintentionally
Ok it's interesting but that makes sense for balance.
How much harder are the chapter 2 and on bosses compared to chapter 1? The chapter 1 bosses were all pretty easy to me.
It might not be for everyone, but I found it much more satisfying to be challenged by the game's combat itself rather than the impending stress of running out of healing items in a dungeon. I'm not ashamed to say that I've suffered a handful of party wipes in regular battles – something which rarely ever happens to me in games like these.
It's a good thing, too, especially considering how brutal Octopath Traveler's bosses can be. While the chapter 1 bosses did require some level of strategy, they never made me feel like my party was in any real danger of getting wiped out. That all changes once you start tackling the chapter 2 content. I can't reveal any details here, but I will say that almost every single boss encounter has been extremely close. There's a level recommendation for each quest, and even with a couple of slightly over-leveled characters and two other allies that were at the recommended level, I was never overpowered. On the contrary, I felt like I only ever got through those battles by the skin of my teeth.
What should have been done, however, is to make it so your 3 "non-MC" party members still show up in cutscenes. That's a genuinely large oversight considering how it would only improve the game.
Just did. It was pretty short. No mention of it being jarring. Again, think you may be injecting your opinion here, maybe unintentionally
I'm not sure what you are trying to do, how did you miss that if you read it? How is party members not interacting with each other isn't jarring anyways?
I don't understand what this would accomplish. Can you elaborate please?
Specifically, if thw story is e tirely unchanged, and your other party members just kinda show up with no dialogue or actions, or anything of the sort.
I'm not sure what you are trying to do, how did you miss that if you read it? How is party members not interacting with each other's isn't jarring anyways?
I read that part. Disorienting is not jarring. Disorienting would be more confusing. Jarring is shocking. Words matterI'm not sure what you are trying to do, how did you miss that if you read it? How is party members not interacting with each other isn't jarring anyways?
It would, at the very least, show that your party members don't just disappear into the shadow realm whenever a story beat happens.
That's what I'm hoping.It might be jarring—their recruitments were certainly half-baked—but if their stories are dramatically satisfying on their own merits, and their banter interactions tell a believable relationship, it won't matter to me in the slightest.
Fucking hell, you're arguing just for the sake of it at this point.I read that part. Disorienting is not jarring. Disorienting would be more confusing. Jarring is shocking. Words matter
So again, I think jarring is your personal opinion, and I've not seen anyone else mention this