

All this is made worse by the fact that whoever you picked as your first character is just stuck as the leader of your party forever, and some of the characters are extremely situational. This is even worse if you happen not to have leveled up (or even recruit) the characters who would be able to effectively exploit the boss’ weaknesses, since you can progress without recruiting characters and character do not gain XP while they’re back at the tavern. Oh you brought the thief with you and nothing in the boss encounter happens to be vulnerable to swords, knives, or fire? Too bad, so sad, enjoy either teleporting to town to change party members and trekking back through the whole dungeon, or having to level up enough to eke out a victory while at a major disadvantage. While you can make an effort to make sure you have variety in your party’s ability to exploit weaknesses, you won’t be able to cover everything and it’s very possible to wind up at a boss with a party member who is close to useless because she just happens not to have anything that matches up to the boss’ somewhat arbitrary set of weaknesses. You won’t know what party composition makes the most sense for a given area or its boss until you explore them. For one thing it severely damages the tactical choices aspect I just praised. You can only swap party members at a tavern in one of the towns, which is a really bad decision by the designers.

The biggest is in how your party composition is managed. Of course there are also gameplay issues with Octopath, mostly stemming from how stubbornly it sticks with outmoded conventions rather than just calling back to them. Figuring out enemies' weaknesses and exploiting them to put them in a stunned state is the core twist on combat and it works really well to force you to manage your party and your extra action points. It’s a very playable game in a polished package. They’re easy to navigate, clean and readable, and avoid burying information in hidden sub menus that way some old RPGs did.

The UI and world maps are also well-designed. Square managed to create art that both looks modern and clearly echoes the pixel art of their past 16 bit glory. I mentioned the music as a highlight and while I don’t love the graphical style I don’t dislike it either. Overall it’s a well designed RPG from a gameplay perspective with one of the best purely turn based combat systems I’ve ever used.
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Party composition also matters and there is no perfect party composition for all sections of the game, and the fact that the story is split by character means that if you want to progress all the party members’ stories you need to use them all, which means you learn how to use them effectively and are more likely to rotate them in than in games that don’t make you do that. Status effects really matter, meaning that buffs and debuffs are actually useful and not just wastes of an action. This makes fights much more engaging than in most classic RPGs. The combat is extremely tactical for a JRPG, focusing around enemy weaknesses and managing your character’s boost points to “break” enemies by damaging them with weakness sources until they get stunned and become vulnerable. It has fantastic music if you like the fantasy orchestral style, which I do. There are a lot of things to like about Octopath Traveler.
