![]() ![]() I recommend tracking down all these temples, because those abilities are extremely handy to have and make the late-game a little less arduous.Įach character has their own multi-chapter story to progress through, but I did like how they’re all quite different in tone and scope. Beyond the towns and cities, there are temples to visit, which bless a character with a new "EX" ability. That's not a bad thing though, and I like that a game called "Octopath Traveler" makes you literally travel via paths from location to location. It's more like traveling around in a Mana game or Chrono Trigger, versus a Final Fantasy or Dragon Warrior game. Travel between towns is done via connecting paths rather than an open overworld. Enemies are more difficult at night, which means more experience, so it can be a good idea to change to the night during your travels if you’re feeling confident. The day/night cycle is most important in towns, but it also makes a difference in the overworld. I like the system because it lets you pick and choose companions for future fights, but you can also just steal their stuff, too, and they don't even mind! Some of them are basically reskins of other characters' abilities – recruiting followers is the most common of the skills, for example, but it comes in handy when you have two or three extra sets of hands to summon in a battle. It's win-win! Other characters’ abilities include recruiting townspeople to summon during battles, fighting townspeople to learn special combat moves, and capturing monsters to call in during encounters, to name a few. The ambush skill is useful when, say, a doorway is blocked by an NPC, wgile pickpocket is a good way to load up on items without having to visit the shops. ![]() ![]() Throné, the thief I chose as my starting character, pickpockets people during the day and "ambushes" them by night, putting them to sleep. It's pretty cool, because there are some characters you need to interact with who only show up at night, so you can just swap between the different versions of the world rather than drudge across town and visit an inn or whatever. Day or night can be toggled at will, so it’s more like switching between modes than something you have to wait around for. This time around, each character has a pair of special abilities: one for the day and one for the night. You're just going to have to trust me to avoid spoilers, but it’s too bad it ends up feeling like a deceptive choice. I liked that it gives you the choice, since I prefer powering my way through games and asking questions later, but what I didn't like was discovering fairly late in the campaign how important it is to actually play through each chapter yourself. Upon meeting a new character you're given the option to play through their first chapter or just add them to your party. Once you do begin wandering in your level-appropriate areas, you’ll come across new towns with new characters. If the area says it's 16, you best have a party of characters at or above level 16. You might think to yourself "Ah, but I am a seasoned JRPG veteran, I know a thing or two about how to approach high-level zones," but I'm here to tell you you're wrong. For example, if you enter an area with a "Danger Level 16" and you're at level five, you're going to be murdered pretty much instantly upon your first encounter. You're then free to wander the beautiful tilt-shift world, but areas are more or less locked out by their difficulty level. You can choose to start with any of them, and after playing through the first hour-long chapter of their story you're stuck with that character for the rest of the campaign – meaning you can't remove them from your party. But the stories aren’t directly connected either, so if you are considering starting the journey here, you should know that once again the name ”Octopath” refers to the eight playable characters and the paths they follow through the world. Because Octopath Traveler 2 is so similar to its excellent predecessor, there’s no reason not to go back and play the original first.
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