Octopath is just so good. I’m determined not to look up anything and it’s made the journey just wonderful. I’m sure I’ve missed stuff but on the other hand I keep finding odd bits of cool loot, and stumbling into towns just when the team needs a break. Great stuff.
I'm enjoying its sandbox open world
a ton, but I'm also digging into this facet of its design way more this time around AND I believe they went harder in on it as well.
Like, I just completed a crossed path chapter (which was quite well done for how short it was), started trekking towards my next town, saw a dungeon guarded off by a thief, so I decided to knock him out through path action usage, I then explored the place and picked up its loot, stumbled upon the rest of the bandits and beat them. A fun little adventure out of nowhere right? I then exit the dungeon and go back towards my objective, hey it's a merchant with a sidequest, I talk to him and he tells me about the thiefs and goes "oh, I see you've (already) dealt with them", side quest completed!
I then move on, find a guild giving me a secondary class, its master tells me, "well if you want to know about EX skills just ask yourself why this guild was built here" (or something), and sure enough, hidden underneath a bridge in the same area, accessible thanks to the frozen waters of the lake, is the Scholar's shrine. Osvald obtains his first EX.
It's
super simple stuff, but it's such an uncommon approach to world/quest design in the JRPG mainstream. How do you solve boring fetch quests? Maybe you have good writing, or maybe (like in OT), you just give the player tons of freedom.
Honestly re-reading my post is telling me that I should try playing without the mini-map on. The scholar shrine would have been an even cooler discovery without the icon telling me of its existence.
There's more I could mention happening in the same play session by the way. Tons of sidequest, most of them, will have you use your path actions all over the continent, from town to town (just like in the first game). Moreover, the Day/Night cycle addition was the smartest thing they could have done to improve on it, having certain things like shops or npcs pop up during specific timings is wonderful.
It’s amazing so far. One interesting thing I’ve noticed (although I’m sure it will change later) is there have been little to no dungeons for me yet. Either none at all, or they’re so short and quick that I’d barely even call them a dungeon. Just different from the first game with its structure of having a dungeon every single chapter for everyone. And it’s not a bad thing! Having variety is great, although I wouldn’t mind a longer dungeon somewhere down the line.
The variety on display thanks to both the revamped chapter structure and the dungeon design is great. I'd agree that the dungeons are most definitely shorter, and more fun! The ladders+canooes go a long way in providing rewarding exploration without resorting to puzzles. Mind you I don't hate puzzles out of principle but I sure don't play RPGs for them, so I'm glad Acquire don't seem to have interest in adding them. Also yes, dungeons are more varied. A classic ship dungeon? I'm here for it.
Some chapters straight up don't have any dungeons, others no final boss fights, other mid-bosses right at the beginning of the chapter. The game's pacing is just super enjoyable.