|
|
|
A Nintendo community by the fans!
|
|
|
∧ |
Forum main |
|
|
Octopath Traveler Discussion (Nintendo Switch) [game]
|
|
|
|
|
|
|
03/31/18, 00:37 Edited: 03/31/18, 00:37
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Right, so I got started with Tressa today. Played through her prologue, which was enjoyable, and then went and picked up Primrose because her story is amazing. Seeing Yusufa die is quite emotional despite not having gotten to know her at all, and killing Helgenich is such a great moment. Both Tressa's and Olberic's (the two other characters I've got so far) stories are far from that engaging or interesting as far as I'm concerned. But they're still good, and I'm hoping they'll grow in complexity and get better pacing as the game goes on.
One thing I have to say I find extremely disappointing about this game so far is how there aren't any true meetings between the characters. I have three characters in my party, but they're just characters standing beside each other in battle, they're not traveling companions or friends or...anything. I assume they'll interact more farther into the game, but not getting to see as much as one measly unique line from, say, Tressa when she hears of Primrose's situation is such a missed opportunity, and borderline lazy. |
|
|
|
|
|
|
|
|
|
|
|
|
@TriforceBunDidn't dare check the spoiler yet, but I have some character motivation trouble with Tressa as well, or at least the way the game rushes through the events. Starting out she's got that desire to go out adventuring, but she's also thinking about her parents and what would become of them and the family business should she leave. But as soon as she goes on her little initial adventure it's as if she doesn't give a damn about any of that anymore and just up and leaves. I get a feeling that these types of quests, the characters' motivations and the general pacing of the storytelling would make much more sense in a more traditional RPG, like FFVI or something, where you get to know characters extensively before all the dramatic backstory stuff is introduced. EDIT: But, just so I won't whine and complain too much, I will say that the game does a lot of neat things that I like, and has a lot of awesome little touches. I think I've praised this before, but I love how the boss characters are these huge pixel art paintings of characters that tower over your chibi style protagonists, just like in the Final Fantasies of old. Characters in general look really cool, both enemies and allies. |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
@TriforceBunSure, that's what makes her leave, and I'm sure her parents will be fine, but her initial worries about them are unresolved. Nothing really changes when it comes to their situation, only hers, which is why I think it feels rushed. She either worried for no reason or for a reason never introduced to us, never actually worried at all but told herself she did for reasons never explained, or she just decides not to care as much anymore. There's a piece missing there, IMO. But even though I think the game is a bit hit-and-miss with its plot pacing, worldbuilding and immersion in general, it's got some kickass tunes. |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Started playing chapter 2's yesterday, beat Primrose's second, which was pretty good. Interesting story, atmospheric environments, sweet boss fight and Primrose's a fucking badass in general. I'm glad the environments are a bit less confined and linear as you get farther away from the bay or lake or wherever it is all the characters happen to start out in close proximity to, and the individual character chapters are pretty interesting, but I'll never for the life of me be able to understand why they chose to have all character interaction limited to Tales type skits. That is some truly shit design as far as I'm concerned.
The way some of the NPCs are only window dressing is starting to annoy me a bit as well. Given how much thought the devs have seemed to put into the game world, and how much work they seem to have put in towards making the characters have their own respective destinies intertwined with various locations and characters it baffles me how reluctant they've been to throw in some extra friggin' flavour text here and there. Maybe the Xenoblade games have spoiled me, but goddamn. (EDIT: Yeah yeah, not all NPCs in the Xenoblade games offer up any dialogue, but those that do help bring the game world to life in a much better way as far as I'm concerned.)
I don't want to come across as if I'm not enjoying the game, though. I like it a lot. When the actual plot is developing, when the characters actually are interacting and when I get to enjoy the battle system in lengthier battles it's friggin' great. My biggest problem right now is deciding whose chapter 2 I want to see the most.
EDIT: Amazing track.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
@r_hjortI don't mind the non-interactive NPCs for a few reasons. The biggest one is that every interact-able NPC in the game has 1) dialogue (that sometimes evolves with progress), 2) their own stats as an "enemy," 3) their own stats/abilities as an "ally," 4) a bio, age, and sometimes a bonus goodie for inquiring/scrutinizing, and 5) an inventory you can steal and/or purchase. That's a lot of stuff, and it makes combing towns take 2-3 times longer than in your average RPG. Plus, there are a huge number of towns and a lot of NPCs you can talk to within those towns already. So more NPCs, if they wanted to be consistent, couldn't just give you a line of dialogue, they'd need to be interact-able in those other ways too. I'm actually pretty impressed with how much content seems to be crammed into this game. |
|
|
|
|
|
|
|
|
|
∧ |
Forum main |
|
|