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konnichiwa said:
IcaroRibeiro said:

I'm 15 hours into Octopath 0, and it already feels far inferior to Octopath 2

The game is less tactical. I think it's because you almost always have excess BP, so you can constantly play offensively. This removes several layers of strategy. In the first two games, buffs, BP-giving abilities, items, and healing were often prioritized because dealing higher damage required managing BP. For example, if you had 0 or 1 BP, it was usually better to support a character with more BP or debuff the enemies

Here, there's almost no situation where attacking isn't the best option especially since you recover HP and SP while in the backline. Apothecary was nerfed too hard. Without Concoctions, the class loses a lot of its identity and potential. Dancer feels nerfed as well, because attacking is simply better than buffing. Same goes to Merchant. Without debuffs Thief is just a weaker Warrior. Conversely, with the lack of part-wide damage from meele classes scholar feels even more OP now

Having 8 members increases the micromanagement burden, which I'm not very fond of. I'd much rather have a focused party of four and find ways to make them useful with secondary jobs

Exploration is weak. There are too many "you can't enter here yet" barriers, which makes the reused maps feel even more obvious and the story shoehorned into underdeveloped areas

The characters are weaker compared to the first entries. A silent protagonist + silent companions = boring party

Even the graphics and music fall short of the first two games

Octopath 2 was a solid 8/10 for me. This one so far is a 6/10 at best

It is a mobile port no that had some serious limitations?

There is no major limitations I can think of, only bad design choices. The map is mostly reused from Octopath 1, which is less detailed/produced compared to OT2

Since there is 8 playable characters, every character was perfect to account for it, but I still think the gsme is too easy