This is going to be long, and I'm sorry.
Played through my demo time with the merchant and the hunter, and I got to say, I'm a little worried about this game.
I feel like people are going to fall into a bit of an I Am Setsuna/Lost Sphear trap with this game. Even more so than those because this game has a nice visual style (aside from the pretty ugly UI) and people are really chomping at the bit for a Switch game to buy. Even if you liked Setsuna and Sphear, I think we can all agree expectations are higher for Octopath.
As far as positives, I do think the game has a fairly solid battle system so far. The break system seems smart in the way it allows you to manipulate the turn order in battle. Combine that with defending letting you go first and the ability to boost your damage, and this game gives you fairly strong tactical control over the flow of battle... IF you have a damage type the enemy is weak to. If not, prepare for a fairly standard slog.
When I saw JP points, I got excited (as I love FFT so much), but was seriously disappointed in how much the cost of skills jumped after each purchase. It just seems like I'm not going to be getting many skills very often. Better make a good choice! The skills themselves seem pretty cool tho.
I think my major issues with Octopath come down to iffy story/writing/characterization, little to zero character interaction, and potentially poor pacing due to the structure. And I'm worried that this game is more of a budget project than something like a Bravely Default. The presentation just doesn't seem up to snuff.
Sooo if I'm understanding the demo correctly, Chapter 1 = going around and collecting all 8 characters and doing their origin stories?
The game is slow, and the two characters (merchant/hunter) I chose have had stories that have not been anything particularly interesting. I'm not saying this needs to be Suikoden 2, but this seems like NES RPG level storytelling. Maybe I made bad choices for my first characters, but I'm worried about the writing a little.
But the biggest issue I have is how my first character had ZERO to do in my second characters story. I get it's an origin, but she wasn't even on screen during story events. I imagine this will be the case for all 8 characters? That's a pretty goddamn slow (and sorta boring) start for this game.
NOW, my hope is that chapter 2 isn't like this, but I was HORRIFIED to see chapter 2 missions for my two characters on the map with single character portraits. If chapter 2 is like chapter 1 (for eight characters), we have a fucking problem. Even if the story does finally converge and the character finally start I N T E R A C T I N G with each other, it's taken way too long to get there.
I feel like good character/party interaction is core to good stories in this genre, and this game might really be dropping the ball.
There are sidequests, and it does seem like they use character abilities; but they seem really simple and one note. These need to get more complex and use multiple character abilities in interesting ways together for me to really care much.
Presentation is suffering a little too with the whole "run to waypoint and enjoy the fade in/out for scenes". The entire world map appears to be repetitive dungeon like pathways, complete with chests at the end of branching paths. Is really the only difference in the world design going to be visual differences based on the region? Sorta boring/budget.
Ultimately...
I think this could be a really good game, but for it to suceed, I think it NEEDS to not drag its feet getting to a main story thread that brings the characters together and gets them talking. And when it does, it needs to do it well.
Secondly, the use of character abilities in the world needs to become more complex and almost puzzle like (and again: get there quickly). This is one of the unique aspects of Octopath, and they need to nail this.
If this game can do the above, I'll be happy. But I'm very surprised there is so much positivity based on what has been available to PLAY so far.