Such is the the tragedy of the blighted hellscape known as Youtube.
I understand this but i personally would rather have interaction intertwined with the main story than having to get it from optional side methods. I also understand that the point of the game is mainly the 8 individual storys so what i wanted was never really the focus of this game. But Im also not writing the game off, I very much plan on getting the game just not at the moment.
Hot Take: dunky's only good videos are the ones of him dicking around in a game, everything in review form just isn't that entertaining.
That's fair. He's not intelligent enough to make anything in review form worth watching. I love seeing him fool around in indie games though.Hot Take: dunky's only good videos are the ones of him dicking around in a game, everything in review form just isn't that entertaining.
You have to grind depending on which patch / which traveler you have in your party. I have started the second chapter of the thief and without grinding it's impossible to steal around in order to progress. This is just an exampleYep.
Still don't know where you need to grind in the game to complete the chapters... like at all?
And the part with the "Level 1 Snail" was even harder. It had one shield point and he used the wrong weapon on purpose.
He should've played the game with Japanese dialog audio. So much better that way. Cheesy English voice acting is so distracting in JRPG's.
Unless you speak Japanese. I personally never would do that. Same with anime. I would always prefer having the language I speak. Same reason why I've never played Yakuza.
They do, just not in their own unique story cutscenes. Guess dunk didn't get that far.The MAIN CHARACTERS don't interact with each other? Seriously? Who thought this was a good idea?
Eh, I don't really trust ERA's opinion on grinding after seeing multiple people say that Persona doesn't have any.
Unless you speak Japanese. I personally never would do that. Same with anime. I would always prefer having the language I speak. Same reason why I've never played Yakuza.
That's a hell of a lot more characterizing conversations than most classic JRPGs with large casts, many of whom has zero interactions.
This I can't agree with at all, and sounds a bit elitist to be honest. Dunkey is of course at his peak when it comes to comedy, but he often has very thoughtful reviews laced with juvenile humour, which is not the same thing as lacking intelligence.That's fair. He's not intelligent enough to make anything in review form worth watching. I love seeing him fool around in indie games though.
This is correct. They are hardly a replacement for actual, plot-centric character interaction.You almost make it sound as if there's some deep writing hidden there when it's like four windows of text about random things.
These fleeting instances don't do much to alleviate the lack of connective tissue between the characters or the lack of a central thread in the game, which the poster you responded to had issues with.
The battle system feels like a step back from a concept Bravely Default developed really well.
The battle system feels like a big improvement from Bravely Default. The main differences are:
1 - You don't need to default - you automatically get a point most turns.
2 - Brave now boosts a single move instead of letting you use multiple moves.
Those 2 changes speed battles up a lot compared to the Bravely Default games.
3 - You can equip multiple weapons and swap between them mid-battle freely & easily (left/right on the menu). Besides targeting weaknesses, this gives more versatility if you use weapons with secondary effects.
4 - The break system means that speed matters despite being turn-based (breaking an enemy before their move disables both the current turn AND the next turn), hit count matters (more hits equals faster breaks), and by combining both crowd-control & defense dropping in a single system, the player is greatly encouraged to use it.
These 2 changes add depth to the combat compared to the Bravely Default games.
1 - Sure you have to Default to get extra actions, but those same restrictions also applied to enemies, unlike this game where over time enemies get more and more attacks to the point where I think one of the bosses gets up to 5 attacks per turn, which has always been a peeve of mine.
edit: Thinking on it I'm sure they could make a free-ratio system where you can choose to have multiple actions boosts to one specific action, for example; attack twice with melee but then use a 2x boosted skill.
You almost make it sound as if there's some deep writing hidden there when it's like four windows of text about random things.
These fleeting instances don't do much to alleviate the lack of connective tissue between the characters or the lack of a central thread in the game, which the poster you responded to had issues with.
This I can't agree with at all, and sounds a bit elitist to be honest. Dunkey is of course at his peak when it comes to comedy, but he often has very thoughtful reviews laced with juvenile humour, which is not the same thing as lacking intelligence.
His Sonic Mania, Mario Odyssey and God of War reviews are particularly excellent, and he has a pretty good way with words about describing a game's good and bad qualities.
I can't agree with that at all, lol.he has a pretty good way with words about describing a game's good and bad qualities.
There is definitely repetition in terms of how the chapters work.He seems to be mirroring what Jason Schreier has been saying from the beginning about the repetitive nature of the game, so seems it's an actual problem.
As someone who makes RPGs where enemies getting more powerful over time is a core element, it makes a lot of sense why they would do that with Octopath Traveler. In OT, resource management is trivial - SP-restoring items are plentiful and cheap and there are numerous ways to regain SP freely (equipment, passives, skills). Because resource management is a non-issue, the best way to make combat have any threat is by making enemies become more difficult as time goes on (essentially making the resource management factor = time & efficiency).
Richard Garfield (MTG) brought up the idea of a complexity budget in game design. Basically, each rule or system you add to a game costs 1 or more points of complexity budget. If you exceed your complexity budget (which would vary depending on genre & target audience), then people will find your game overly complex (high learning curve) and many people will bounce off it. What this all means is that when debating on whether or not to add a new system or rule to your game, you need to decide if the benefit it gives is worth the added complexity. Basically, you want the most bang for your buck.
Octopath Traveler has a lot of added complexity in various ways compared to Bravely Default - the non-linear world, the path actions, the sidequest system, the break system - so it makes sense that they simplified the bravely/default system to help make up for the added complexity elsewhere. If they had changed boost to be able to both boost a single move or perform multiple moves that would have been even more complexity compared to Bravely Default while not adding a whole lot other than letting player micro-manage more (which could be seen as detrimental).
I was expecting the stories to pick up, and the amount of fights early were there to prepare and teach you things I thought..I mean we had too lengthy demos and a bunch of reviews prior to its release.
So yeah...no idea what you were expecting.
Good video, and finally a good negative review about the game that do not try way to hard to discredit the game with stupid bullshit. Looking right now at Jason Schreier who really tries way too hard even one week after release... Stop it man. We KNOW you don't like the game, jeez, don't act like everybody dislike it as much as you.
I love Octopath Traveler, like really.
But this is a sincere review, with good points coming from Dunkey. His points just makes sense when you know his tastes.
Good video, and finally a good negative review about the game that do not try way to hard to discredit the game with stupid bullshit. Looking right now at Jason Schreier who really tries way too hard even one week after release... Stop it man. We KNOW you don't like the game, jeez, don't act like everybody dislike it as much as you.
I love Octopath Traveler, like really.
But this is a sincere review, with good points coming from Dunkey. His points just makes sense when you know his tastes.
Good video, and finally a good negative review about the game that do not try way to hard to discredit the game with stupid bullshit. Looking right now at Jason Schreier who really tries way too hard even one week after release... Stop it man. We KNOW you don't like the game, jeez, don't act like everybody dislike it as much as you.
Yeah don't ever read any of Jason's review tbh. It's just bad. Like he is just crying and hating like a baby. Wish he would stop making reviews and stick to his books.
Nope. The contrast is just too much with other reviewers. Also I just don't like him going on and on about his hate for the next few years. He just hates a lot of games because it doesn't have the story he was expecting it to have. Never found his reviews to be fair, more of defaming JRPG in general.If all you're looking for in reviews is a confirmation of your own views or preferences, perhaps you shouldn't be reading reviews at all.
If all you're looking for in reviews is a confirmation of your own views or preferences, perhaps you shouldn't be reading reviews at all.
Conversely, there's nothing wrong with ignoring someone's reviews after you discover that what they value in games is very different than what you value. Whether Jason Schreier likes or dislikes an RPG has no relevance to whether I will like or dislike that same RPG because we're using different rubric on what makes a good game.