You are losing the opportunity to play one of the best IPs from the last decade.I really hope this is good. I was quite interested in the first but didn't end up playing it after hearing about how the interconnectedness didn't really work very well.
Yeah, the true ending was almost to hidden i feel like.You are losing the opportunity to play one of the best IPs from the last decade.
The last (secret) boss and it’s music is as good as sephirot from FF7.
Yeah I'm thinking of going back and playing 1 tbh. 2 looks really good so I should probably give 1 a proper chance.You are losing the opportunity to play one of the best IPs from the last decade.
The last (secret) boss and it’s music is as good as sephirot from FF7.
there wasn't ever a fear of Switch not getting thisWith how SE is, we have to thank them for still releasing on switch
they already said they're adding more character interaction while maintaining the individual storiesI am in for this if they tweak some stuff from the first. Hopefully the game structure does a better job blending together the individual stories, for example.
This game looks dope. Will it have a special edition ? I need at least an amiibo for this game.
Oh if you're interested definitely do check it out. More of the same of the OG really (with all of that godawful gacha baggage unfortunately). I've been taking things super slow and it sure has been an enjoyable time. Music, visuals, and feel are all there.Also should really start the mobile game, I've heard good things
I don’t know.. primerose and oberich were awesome. The hunter too was amazing. I really liked all the stories. The scholar was the only so so, but I loved the voice from everyone.Yeah, the true ending was almost to hidden i feel like.
And the connections where nebulous at best.
I personally dont feel like it has to be a single player story with 6 side stories, the game can keep the chunky character stories.
But the central narative needs to be less hidden and better interconnected insted of being religated to sidequests,
+ the characters themselves need to have more interactions during their stories.
Octopath 1 was A+ on gameplay and music, B on presentation, C+ on story.
Presentation is obviously improved, Gameplay seems to be expanded, lets see how the story is =D
I mean, some of the stories where really good/great, no point against that. its just the aspect of connecting them somewhat more.I don’t know.. primerose and oberich were awesome. The hunter too was amazing. I really liked all the stories. The scholar was the only so so, but I loved the voice from everyone.
But man, that last boss music… fuck it.. it’s too awesome. I just can’t handle when I hear that opera rock tune.
Ehh. I feel like this would only be a problem if you played certain ways, ways which it was dissuading players from doing by having things work this way.Please, PLEASE do something about the leveling system. Benched members not getting any exp and newcomers starting at Lv 1 made the first game a very tedious grindfest.
Yeah as a habitual "gotta keep everyone at the same level" kinda guy I never had any issue with Octopath's leveling system. That being said, for convenience's sake I think it's better to let benched party members get exp, even if its reducedEhh. I feel like this would only be a problem if you played certain ways, ways which it was dissuading players from doing by having things work this way.
shorter reveal -> release for ot2 is most likely due to it doesn't really need to take into consideration of system feedback from a demo due core system not really changed much imo from first game, so they most likely used the 1st game receptions to judge what are the improvements etc.Weren't Octopath (the first) and Triangle Strategy announced like a year before release? I was pleasantly surprised when I saw that Octopath II is February.
I didn't play the first one but the second one looks really good..... we'll see if I find the time for it. I'm glad Square is pumping out these games!
Yeah I don't think the world is quite ready for this game yet..
All jokes aside, it's nice to see the team confident in what they have achieved being better than their first game, and hearing so many changes that will surely please people who didn't like the first game while still maintaining its identity.
Like with the first game, the characters have special themes that continue into the boss themes.
Like OT1, the characters' stories are divided into chapters, but unlike OT1, it will not follow the same pattern of "4 chapters per each story". While they can't go into details yet, they wanted each character's story to feel different this time, like you're playing different RPGs.
Yeah I don't think the world is quite ready for this game yet..
All jokes aside, it's nice to see the team confident in what they have achieved being better than their first game, and hearing so many changes that will surely please people who didn't like the first game while still maintaining its identity.
Nishiki wound up making 85 tracks for OT1, and as of the current updates 110 tracks for CotC. He can't give a specific number for OT2, but it's more than CotC.
Yeah I don't think the world is quite ready for this game yet..
All jokes aside, it's nice to see the team confident in what they have achieved being better than their first game, and hearing so many changes that will surely please people who didn't like the first game while still maintaining its identity.
Yeah I like that concept, intriguingDefinitely picking the scholar looking for revenge as my starting character.
This. The two secret boss tracks, intro track, and Cyrus's theme convinced me to pick up the OST. SO GOOD!The last (secret) boss and it’s music is as good as sephirot from FF7.
Thank God they are keeping the anthology feel of the first game; it makes the franchise stand out a lot more from its contemporaries. And if anything, it was quite cool to see how all the stories were both perfectly standalone during the main game and essentially (at times more, at times less) revealed their connected nature in the post-game, which I will shamefully admit I didn't finish as I was getting my ass whooped by those superbosses. (though I pretty much know everything that happens in it)probably gonna go back to OT1 to finish it up before pokemon drops. I'm really glad they're keeping the individual stories. I was worried that they'd listen to the detractors and do that "everyone teams up against a common bad guy" trope
What I'm hoping is that the innerconnected stories thing is a mix of both original stories that involve multiple characters, and logical combining of stories for small segments where it makes sense. In the original there were several times where multiple characters would need to go to the same town to continue their chapters.Thank God they are keeping the anthology feel of the first game; it makes the franchise stand out a lot more from its contemporaries. And if anything, it was quite cool to see how all the stories were both perfectly standalone during the main game and essentially (at times more, at times less) revealed their connected nature in the post-game, which I will shamefully admit I didn't finish as I was getting my ass whooped by those superbosses. (though I pretty much know everything that happens in it)
That would be cool but at the same time in the OG characters needed to go to the same towns only if you had actually recruited them and were actually doing their chapters, so, say (in OT II) you're going to do character A's chapter 2 where character B has their Ch. 3 but you don't have character B in your party what is the game supposed to do? Force you to have character B in your party and up to speed in order to tackle character A's Ch. 2? I mean I wouldn't mind it but you'd definitely loose the freedom that this aspect gave to the first game. It's just tough to do and I'd imagine that some of the core player base wouldn't like such a change.What I'm hoping is that the innerconnected stories thing is a mix of both original stories that involve multiple characters, and logical combining of stories for small segments where it makes sense. In the original there were several times where multiple characters would need to go to the same town to continue their chapters.
As a hypothetical example, if one character needs to fight in a tournament in their story to make money, and another is looking for information, the stories can interconnect where now the person with the info is in the tournament and won't share unless the party beats them.
Yeah I don't think the world is quite ready for this game yet..
I think we're basically suggesting the same thing, just in different ways. In my example if you haven't recruited one of the characters or aren't far enough in their story, then you see the stories separately like you would in OT1 whenever you progress the second character's story. The fact they said the game isn't so rigidly structured into the same 4 chapters per character is likely so that they can have a mix of smaller and bigger moments that move each characters plot along. Those smaller moments are likely easier to interconnect with other characters bigger moments (or interconnect to other small story beats).That would be cool but at the same time in the OG characters needed to go to the same towns only if you had actually recruited them and were actually doing their chapters, so, say (in OT II) you're going to do character A's chapter 2 where character B has their Ch. 3 but you don't have character B in your party what is the game supposed to do? Force you to have character B in your party and up to speed in order to tackle character A's Ch. 2? I mean I wouldn't mind it but you'd definitely loose the freedom that this aspect gave to the first game. It's just tough to do and I'd imagine that some of the core player base wouldn't like such a change.
Personally what I need is just characters feeling like they're actually there, which is easier to implement. Like I don't want a character jarringly act as if they are completely alone in a scene if they're traveling with 4/5/6 and so on more people. That's why I feel that creating a set scenerio that accounts for that with minimal reactions is needed and less convoluted. Though it is still unclear what exactly we are getting.
Yeah I do believe we essentially want the same thing at the end of the day ahah.I think we're basically suggesting the same thing, just in different ways. In my example if you haven't recruited one of the characters or aren't far enough in their story, then you see the stories separately like you would in OT1 whenever you progress the second character's story. The fact they said the game isn't so rigidly structured into the same 4 chapters per character is likely so that they can have a mix of smaller and bigger moments that move each characters plot along. Those smaller moments are likely easier to interconnect with other characters bigger moments (or interconnect to other small story beats).
I'm not expecting them to go crazy with giving the game dozens of alternate ways for scenes to play out depending upon who you have or haven't recruited and how far you are into any of their stories. I'm just hoping that when it makes sense for two stories to cross that the game will acknowledge that and perhaps tweaks some things to fit that.
The idea isn't about people seeing all intertwining stories, it's more of a flag system where people will have slightly different experiences depending upon if they've recruited everyone and how they're progressing each story. Here is my example a bit better explainedYeah I do believe we essentially want the same thing at the end of the day ahah.
I get what you are saying is just that I struggle to see what you are describing as "easy" (as in, the game's production cycle/cost will actually allow it) to implement. To me that still seems like a headache, but maybe I'm not picturing it correctly. Like in your example you still need to come up with three scenerios for two characters right? A) character a alone, B) character b alone, and C) character a and b together in their respective story chapters. And even then, who's to say that most players won't simply end up missing the intertwined version. Again, I'm probably just having a hard time seeing this concept realized.
Hopefully tomorrow's stream answers our questions, though I kind of doubt it ahah
Thank you for your thorough example. I get what you're saying and it could work just fine, but at the same time you would have to write scenerios around these things which by nature then can become troublesome, mainly if you want to have many of these intertwining stories for all 8 travelers. I don't think it's by chance that every single other JRPG series wouldn't do that but just have a central narrative and introduce/remove characters. I don't know if maybe something like SaGa does what you're describing but still, my biggest concern with that would be not cornering the writers with having to always fit chapter scenario with chapter scenario for many characters and many story beats. In the original OT as well what you described could have worked for how many of the 32 chapters? It just seems like a massive hurdle but as always, agree to disagree I guess ahahThe idea isn't about people seeing all intertwining stories, it's more of a flag system where people will have slightly different experiences depending upon if they've recruited everyone and how they're progressing each story. Here is my example a bit better explained
Character A has a major story scene involving a tournament to make money. In the second round of the tournament he fights a unique npc we'll call Ronaldo. Ronaldo is uniquely named but is overall not relevant to A's story.
Character B has a minor story scene where he meets Ronaldo at a bar because he's heard rumors Ronaldo knows about the location of a thing. B can either fight or use a path action to get the info from Ronaldo.
Those are both of their stand alone scenarios if you were to play either story straight through. However if you have both A&B then you trip the flag that combines these events.
When A signs up for the tournament, and when B sees that Ronaldo is in the tournament, B offers to join A in said tournament. During Round 2 when the Ronaldo fight happens, B confronts Ronaldo about what he knows, Ronaldo agrees to talk if the party wins. After the fight Ronaldo agrees to tell B what he knows at the bar.
It's ultimately a very minor change to how the solo scenarios play out. A still fights Ronaldo as part of the tournament, and B gets info from Ronaldo at the bar, the game just intertwines these events to have the stories feel more interconnected.
The more simple option can be if you cleared A's or B's scenario first then your action is reflected when you do the others. If you do A's tournament first then bring A to B's scene, Ronaldo will acknowledge his loss to A and "see no reason to lose twice" sharing info with B without the need to fight or path action. If you do B's bar scene first then bring B to A's tournament, then Ronaldo can comment on how you dealt with him before (I won't go as easy as I did in the bar/you can't bribe me to avoid this fight).
Any of the above interconnects the story in a way that'll feel meaningful to the player without being overly complicated. It still keeps the 8 scenarios largely stand alone, but does little things to make the party feel like they're traveling together.
And the music switches seamlessly from night theme to day theme and viceversa too! Poor Nishiki ahahFrom the stream :
- You can switch from night and day with a simple button press. Naturally there are different activities to do for each.
- If I'm not mistaken, they said there is a night theme for everything, even the game over music.
Apparently Nishiki was the one who insisted on having night versionsAnd the music switches seamlessly from night theme to day theme and viceversa too! Poor Nishiki ahah