Operation Backlog Completion 2025
Jul 202018
 

If you’d asked me a few months ago, I would have said I was absolutely getting Octopath Traveler. I even planned to pre-order it.

After all, it was one of my most-anticipated games of the year.

I figured there were three possibilities:

  1. You play as each of the 8 characters, and then they team up for an overarching plot.
  2. There is no overarching plot, but all 8 characters help one another with their personal stories.
  3. All 8 stories are completely separate.

#1 was always what I wanted the most, but after they revealed that you could recruit the other characters and see all eight stories in a single playthrough, I figured #2 was the most likely option.

What I hadn’t imagined was that all 8 characters would team up and still somehow have separate stories.

Now that Octopath Traveler has been out for a bit, the mystery of its overarching story has been solved: there is lore and worldbuilding shared across the stories, and there is a post-game dungeon that brings that together.

There is not a larger plot once you complete all eight stories, like some people thought there might be.

And that’s okay. However, what really bugs me from discussions and feedback about the game is that the story cutscenes pretend your party members don’t exist – to the point where some scenes refer to the character being alone even if you have companions with you.

You can recruit Octopath Traveler characters in any order and even skip them if you want, but I’m not asking for the game to have a unique scene for every possible party combination. Even acknowledging that the character has allies with them would be good. But it’s jarring to have multiple characters for combat and banter conversations, then switch to story scenes where the party members suddenly don’t exist.

But let’s forget about that for a minute. All right, so it’s effectively 8 individual stories, but you have a party for gameplay reasons. Okay. How are the stories?

When I played the first Octopath Traveler demo, the stories for Primrose and Olberic both had me interested. Unfortunately, it seems like there’s a general consensus that the story/writing is the weakest part of Octopath Traveler. People who love it praise the gameplay, but I’ve seen enough comments about the story being weak to make me worry.

I love a good turn-based JRPG, but the story and characters are what really keep me invested. Bravely Default has been heralded was one of the greatest returns to traditional JRPG gameplay, but I was so uninterested in the story and characters that I couldn’t stick with it.

What do you think? Octopath Traveler was one of my most-anticipated games of 2018, but mainly for the story. Should I give it a chance? Or is this one I should pass on after all?

Jul 112018
 

Square Enix’s new turn-based JRPG Octopath Traveler is almost here, but there’s one important question that hasn’t quite been answered yet: does it have an overarching story?

I’ve been excited for Octopath Traveler ever since I tried the first demo and fell in love with its traditional feel and the intriguing start to the characters’ stories.

However, I did mention my hope that they’d all end up united in a single story.

This has pretty much been my biggest concern about the game. It looks great, but if the characters have eight individual stories with no justification for them traveling together, that doesn’t sound nearly as interesting to me as if their stories eventually came together.

From the early marketing, it sounded like the stories would be separate, but then comments from Nintendo representatives indicated that the character stories were part of the build-up for the main story. The demo also included hints of a connection between certain stories.

A few days ago, someone reported that they got the game early and there was no connected main story.

This was shortly followed by a different report that after the individual stories, there would be payoffs involving all the characters.

Jason Schreier from Kotaku said the stories are entirely separate and that the other person’s report was false.

After that, a new interview came out saying the stories absolutely intertwine.

And there’s even more besides these, on both sides of the argument. What makes this even weirder is that an apparent final boss theme was datamined, but it doesn’t appear to be used in the eight individual stories.

For what seemed like a simple question, there sure is a lot of conflicting information. The only thing that makes sense is that it’s one of two things:

  1. The stories come together into a single main plot, but this is some sort of secret/true ending that must be unlocked.
  2. Different people are interpreting the question in different ways.

The second option seems more likely. Some people might look at small connections between the stories and say that’s an overarching plot, while others see it as eight separate stories. Still, that doesn’t explain the final boss music…

Well, we should know soon enough. The review embargo lifts tomorrow and the game comes out on Friday. In the meantime, share your thoughts on this unexpectedly confusing situation and keep an eye on the Octopath Traveler subreddit for the latest round of confirmations on both sides.

Jan 312018
 

After I played the Project Octopath Traveler demo, it went from being a game I was skeptical about to one I can’t wait for.

Now, the team at Square Enix has responded with a video explaining the changes and improvements they’ve made based on player feedback from the demo.

Here are the main points:

Movement Speed

In the demo, your character walked by default and ran if you held the B button. Now, you’ll be able to use the analog stick to run. Holding the B button will make you run even faster, but you’ll also have more random encounters. They also mentioned a fast travel option.

Fast travel does deviate a little from the “traditional” feel the demo had, but I don’t mind. It’s a convenience that can be ignored if you dislike it.

Visibility

Next, they’ve addressed visibility concerns by adjusting the colors and adding landmarks, to make it easier to see where you can go. You’ll be able to adjust the brightness and intensity from the options, as well. They’ve also added a “radar” feature that will “point players to exists, entrances, and important destinations.”

That’s the addition I’m least enthusiastic about. It’s certainly convenient, but it moves even further away from the traditional style, and more the modern style of quest markers. (I like plenty of games with quest markers, but sometimes I prefer the old way.) But the radar looks fairly small. Maybe there will even be an option to remove it.

UI and Events

They’ve adjusted the save UI and added more save slots, made the help text larger, and increased the default message display speed. You’ll also be able to skip scenes (and re-watch scenes you’ve already encountered).

Combat

They’re balancing the battle system, although the core combat will remain the same. I enjoyed the combat in the demo, so I’m glad they won’t be changing it too much.

Conclusion

Now, some people are displeased with this update, because they think these changes would/should have been made anyway, but I think it’s great that Square Enix is listening to feedback. Fast travel, for example, is definitely something they didn’t have to include.

On a different note, a preview version of the soundtrack is available now as well. The music sounds great, and it really gives me that classic JRPG sense.

We still haven’t heard much about the story. The two demo characters were interesting, but I have my heart set on a single story that brings all 8 characters together once you’ve played their individual stories. For now, at least, Project Octopath Traveler is one of my most anticipated games.

Are you looking forward to it? What do you think about the changes they’ve announced?