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Guess I'm cross-posting my shit from T-Bun's thread. r_hjort said:Been too busy to play it a lot, so I'm only eight or so hours in, having gathered up two characters, playing the prologue of my third. Since I'm still in the tutorial parts of the game, pretty much, I haven't gotten to dig into the meat of it yet, but I'm enjoying myself. Love the world, the ambience and the music. Still haven't heard any songs that rival my favourites from the first game, but it's still pretty friggin' amazing.
Started out with Partitio, 'cause his story has some themes that speak to me, he's a merchant just like my old main, Tressa, and also he has a cool hat.
This is basically what I wanted old school Final Fantasy to turn into. So happy to get games like this still.
Does anyone else think it's a bit of a shame that you can switch time of day at will? It's definitely very convenient, and I'd have a hard time making good arguments against it, but there's something about having to bend to the will of the game world that makes things feel more real and adventureous, I think. |
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What the heck with me forgetting about this thread and making another? Okay so until yesterday, I would've said this sequel is basically everything it needs to be. It's bigger and deeper, its stories are more varied, it's even more gorgeous, and all the good points of OT1 still apply. That said...some of these new abilities and things are letting me break the game in half! Yesterday I got a passive skill (available for all the characters at once, no less) that lets me take an extra turn at the beginning of battle! This already is a huge advantage, but it also means that on the subsequent turn (the enemies' first turn), you have one more BP on everyone that you normally wouldn't. That's a massive shift in the party's favor for just a single passive skill. The latent powers and passives give tons of options, and once you start getting sub-jobs, everyone in the cast feels like a superhero. There's really no wrong choice at the beginning of the game because these travelers all have plenty of options for Breaking enemies and keeping each other covered. I'm hoping the difficulty evens out a little more as I start to do the third chapters because I love the battling and all the games' little systems, but I crave that delicious white-knuckle strategy challenge after obsessing over Slay the Spire for a year (which I 100%ed)! @r_hjortI'm someone who hasn't enjoyed a mainline FF game since they hit double-digits, so Octopath is basically the follow-up I always wanted. I get what you're saying about the day/night switch too. It kind of reminds me of when some people complain about having to go to a church to save in Dragon Quest. On the one hand, yeah, it takes up time, it's inconvenient and the dialogue is repetitive etc. On the other, sometimes little menial tasks like that draw me into the game further and make its world and characters feel more real. The day/night switch is awfully convenient but it's also terribly "gamey" so I can see the issue. No qualms about the music so far! I'll probably need to make another Top Ten for that eventually but I'll go over some of my favorites later in this thread when I get further. |
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@Stan McStanlyThat seems like something the teams behind the Bravely series would be able to pull off. Those games seem like a natural extension of the original FF's job system, at least. @TriforceBunTotally agree about the churches in Dragon Quest. It may be a hassle to some, but I like the idea of telling your story to someone to keep track of your progress.The day-night thing isn't a big deal to me anymore, but it's one of the small things that I reacted to at first. Something (probably the only thing so far) that really bothers me, though, is that the characters don't seem to interact much more with each other in this game, compared to the first one. I thought that was one of the selling points, or was that just my wishful thinking? Whenever your character(s) meets a new companion and they invite themselves to your party, your character just stands there in silence. It can't have been too much to ask to have the writers create seven extra lines of dialogue per character, so that they at least seem to interact with the newcomer when they meet. And just now, I reached the point where I get to start Agnea's second chapter. Good shit all around, love it. But, when the chapter starts, my other three characters just disappear while she discovers the new area, as if she's all alone. Then they suddenly reappear when the cinematic is over, just like in the first game. Why couldn't Partitio have made an offhand comment about the size of the town compared to where he grew up? Couldn't Agnea have looked to Castti for some moral support or shared enthusiasm? Wouldn't Hikari have anything to say about the horse carriage passing by given his history with horses on the battlefield? One single line from any given character would have gone such a long way. I've noticed that the characters sometimes throw little comments of encouragement or gratitude towards each other in battle, but that's not the kind of interaction I was hoping for. Is this the extent of the character interactions we get? Very disappointing, if so. This isn't bloody Suikoden, we've only got eight characters for crying out loud. Other than that, the game is bloody great so far. Just like the first one. |
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You guys, I'm starting to think this might be a pretty good game. I've only played 20 hours, and I'm stilling missing two characters, but even so it feels as if I've gotten so much good RPG-ing out of this game already. A few of the single chapters of the game could have been expanded into fullblown games in their own right, storywise, but they're still just snippets of what this package offers up. So good. Also, the game is so pretty. Yesterday I played through the Resident Evil 4 Chainsaw demo on Xbox, but it was Octopath Traveler 2 that made me say "wow" in response to the visuals. Those tropics, man. @TriforceBunIt is a case of video game abstraction, but I have a harder time to come to terms with this one, since games have been able to have character interactions front and center since the 90's. |
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