By using this site, you agree to our Privacy Policy and our Terms of Use. Close

Forums - Nintendo Discussion - Project Octopath Demo, meh

Before I get into the stuff I didn't like, the stuff I did like.

THE GOOD

1. The idea of selecting different characters with different gameplay features and skills.
2. The art style is factastic, reminiscent of late SNES and early Playstation style RPGs with up to date detail.
3. The use of HD rumble feels really great, the feedback is welcomed.
4. The interaction with towns people, using different character abilities.

WHAT I HATE!

The goddam battle system is about the most ridiculously gimmicky battle system I can ever remember coming across in an RPG.

In most RPGs the command to attack is simple, you make sure the cursor is on the Attack command, then you hit A. In this game: First you hit R to charge up your attack (if you don't, you're just wasting attack potential), then you select your proper weapon to make sure to hit the enemy's weakness, and then you hit attack. A little complexity never hurt, right?

WRONG, in this game, you are constantly in battles. Regular battles are long and drawn out, and you'll find yourself doing those same set of commands over and over again, hundreds and hundreds of times during the course of the demo, which is only 2-3 hours. It gets EXTREMELY tiring for anyone who realizes the BS they're going through. It doesn't accomplish anything more than other RPGs, it's a tacked on gimmick to make the attack command take more work top execute than it should need.

"But you can stock attacks for strategically timed bursts" - that is how it is marketed. The reality is in ever single case with the demo, this offered no significant benefit. Essentially, if you hit an enemy once and store the attack to hit him 3 times the next turn, it accomplishes no extra damage than just hitting the enemy twice, and then twice again after. The only time where I saw a benefit is when using a special move, and then following up with a triple hit - but even then, it is a rather trivial addition, and it doesn't improve the gameplay experience.

The battle system was tiring after only one character's demo (I played the Knight), I can only imagine how horrendous it will be throughout the entirety of a (presumably) 40-90 hour game that seems to be heavily focused on having lots of long drawn-out random battles.

Never have I been sold and unsold so fast on a game. But I thank Square for putting out the demo so I could find this out now.

 

EDIT - moving this bit up here because people are responding saying "you probably didn't understand the tactics." - and then writing a list of tactics out to use - that's not the point of the argument. So here:

There are two situations you'll come across in approximately 99% of battles in the demo 3 enemies or 1 or 2 enemies. The first two strategies kill them most efficiently. The third is for the boss battle.

1. 3 enemies? Use a slash spell/ability, until they die. These are the least painful battles as they require a more simplistic set of commands to action.
2. 1 or 2 enemies? Just charge, select the appropriate weapon, attack, and keep doing that. In many cases the enemy will be constantly broken and unable to attack. When you have two characters working on two enemies, it makes it even easier. This is the set of commands you will be doing hundreds and hundreds of times in the demo. Assuming about 70-120 battles, depending on how much you explore.
3. Main Boss battle - hit until broken, then use your most powerful spell/ability- repeat until dead.

The UX problem is that it is a complex set of commands to perform simple actions, rather simple commands to perform complex sets of actions. Even games like Pokemon utilize a much more tactical approach, it's just a lot faster to do what you need to do because you're just hitting one command from a menu, instead of three, to execute an attack. 100 hours of a game like Pokemon is infinitely more tolerable than a game like Project Octopath.

In short:

The extra complication in commands is not brilliance, it's bloat.



I describe myself as a little dose of toxic masculinity.

Around the Network

This will definitely be a big issue for me. I'm disappointed, because the trailer looked great.



Sounds to me you don't fully get how to utilise the system and how it works because I've not had the same issue with battles they're quite tactical, break forces an enemy to lose their turns in order to recover, using burst as soon as you break is actually not an efficient way to play, sounds to me you're just using burst as soon as you break. Burst is also not just for attacks it powers up specials and defence as it's essentially a revamped version of the default system from BD, it's not meant to be an op mechanic it's a tactical one, for example I used level strike to hit entire parties to break them to force them to miss turns but store the burst until it's at max then break them to deal out high damage.



The game doesn't even have a name yet. I think the demo is a great opportunity to send them feedback.



Sounds good to me.



My bet with The_Liquid_Laser: I think the Switch won't surpass the PS2 as the best selling system of all time. If it does, I'll play a game of a list that The_Liquid_Laser will provide, I will have to play it for 50 hours or complete it, whatever comes first. 

Around the Network
Metallox said:
Sounds good to me.

Yeah, I'm excited to try out the demo myself, I'm going to go in without getting swayed.



This and Persona 5 make me think I'm in JRPG heaven this year. And XBC2 is not even out yet. I think I may faint xD



It's a Switch exclusive. So you have to like it even if you don't want to.



HintHRO said:
It's a Switch exclusive. So you have to like it even if you don't want to.

*cringe*



I agree, from what I played it was definitely kind of dull and boring, and the Battle system could use some work. It was too easy in 2 v 1 encounters to just use burst on one guy, then charge burst for the other, so that you never take damage. It was long and drawn out too..