The bosses are where the impressive pixel art in the game really shows

8.5/10

Octopath Traveler is a peculiar game to say the least; much like the system it is exclusively available on, it offers a unique hybrid experience that is by in large an untapped space within gaming. It gives an experience which is heavily influenced by JRPGs of yesteryear such as Final Fantasy VI and the SaGa series, however to say this was simply a game attempting pay homage to the past hits of Square Enix (or perhaps more appropriately Squaresoft) would be doing Octopath Traveler a disservice as it marks a genuine attempt to bring the traditional JRPG formula into the modern day, while still staying true to its influences. This is no simple task, and despite a few problems which hold the game back from being truly great, it is one that is largely achieved.Your adventure begins when you pick one of the eight playable characters whom you will share your journey with through their eight tales which will clock up around 60-80 hours in total, dependant on how much you want to soak in your surroundings. From here on your tale unravels, for me personally I started with the thief Therion, and his attempted heist of a local palace. At the end of this first chapter the world opens up to you, and flexibility is abound, allowing you to choose in which order you meet your fellow companions. This is a double edged sword; on the one hand it seemed natural to roam the map and almost happen upon a new character in whichever town I found myself in, however it also meant that each character's story was introduced in what felt a very mechanical manner. Simply, you will see any given character in their town of origin and if approached they will ask you to hear their tale, which triggers the majority of their first chapter, until they ask for your help in besting whichever foe awaits them. In this way, though the journey from character to character felt more fulfilling than it would in a more linear game, as it felt more like it was my story, my choice, the first chapters started to teeter into being somewhat repetitive, albeit not enough to dissuade myself from playing multiple hours a day.The stories of the eight travellers vary widely, from tales of revenge to quests for knowledge, yet the one uniting feature of them all is the personal feeling they all convey throughout. This game does not offer a united quest to save the world, and nor should it, it is clear this is not where its strengths lie. Rather, it offers eight individual stories that often feel more grounded than what one would generally be used to in an RPG. These stories offer some strong moments but unfortunately they strike a little less often than ideal and, though it is more than serviceable, the story is not the reason to play this game, often paling in comparison to the stories of the RPGs it takes influence from as well as the stories featured in more modern counterparts from the genre such as Persona 5.Thankfully, the gameplay offers one of the many ways that Octopath shines. The battle system offers simple refinements and expansions to the tried and tested model. The system is reminiscent of the one seen in the Bravely series in that much focus is put upon storing up energy in order to unleash stronger, or multiple blows in one turn. However, unlike the 3DS series the player does not have to make a sacrifice to build up this energy, rather, for every turn one Battle Point is earned which can then be used to unleash what has the potential to be a deadly tirade of hits on one or more foes. The one proviso here is that BP isn't earned on a turn in which it is used, or the following turn.The main focus during battles will be to "Break" your foe(s) which is done by utilising weapons or elements to which they are weak, in order to chip away at their shield rating which can vary anywhere from 1 to near double digits. The weaknesses are thankfully quite intuitive, often following a basic logic. For example, an enemy that looks wooden is more than likely weak to at least one of either fire or an axe. This brings up an interesting dilemma for the player: do you use your BP to ware down the enemies shields in order to break them quicker, but then deal less damage once a break has been achieved, or do you slowly move towards breaking them in order to unleash a more powerful attack once they've been stunned? The answer lies within the context of whichever given situation you find yourself in.These battles ramp up in complexity for bosses where it is often the cases they will be accompanied by minions who will offer buffs to the boss as well as being general nuisances. While they themselves should offer little challenge if your party is correctly levelled they still act as a substantial time sink and thus it is often best to focus primarily upon the boss, disposing of their minions after the boss' demise. This being due to the annoying ability for the boss to be able to call in reinforcements if the original minions are to be beaten. It is of particular note that battles are where this game truly shines, as you will spend a sizeable amount of time in battle. This game can be a cruel mistress. It is not afraid to throw you into the deep end; grinding to level up your party is not an option, particularly when embarking upon the third chapters of each traveller's tale. Personally I would have appreciated slightly less grinding as a necessity, but whether you view this as a positive or a negative is entirely personal taste, and the stellar battle system certainly prevented any grinding from becoming tedious.Another element of the gameplay that adds extra layers to the game are the special abilities which each character possesses, from Olberic's ability to challenge townsfolk to a duel, a feature which I found offered a change of pace when grinding was required, to Primrose's ability to allure both men and women into battle with her, where they can offer both attacking and defensive support. The inclusive nature of this mechanic was something I was pleasantly surprised with; as such my plaudits go to the developers at Acquire as well as Square Enix for including this option without fanfare, a simple and correct choice that left what is already a very useful mechanic feeling even more important.When this game was originally revealed at the Switch event of January 2017 it was arguably the most exciting third party game to be announced, and that was in no small part due to the unique visual style of the game. This visual style that the trailer dubbed "HD-2D" utilises the look of a 16-bit era RPG within the space of a 3D world. This bold choice pays off tenfold as the visual style was refreshing and a joy to look at throughout. Bloom effects are also abundant in Octopath, the centre of the screen often being in focus, with the outer edges blurred. Beyond being a joy to look at, this adds further focus to your band of travellers who generally occupy the centre of the screen, which furthers an experience that already feels focused and personal. It's a good fit for the game.To accompany visuals that often stun is a soundtrack that fits so naturally that often it is hardly noticeable, in the best possible way. It blends seamlessly into the landscape that surrounds you, feeling apt and is thematically on point no matter which environment you're in, from dry dessert to snowy forest. The transition between these environments feel natural, the world feels varied but never feels fractured and disparate, and for this much credit can be put at the feet of Yasunori Nishiki and his soundtrack which is reminiscent of the ones heard from a Super Nintendo, while featuring quality that would not be possible on its soundboard. The music is symbolic of what Octopath aims to be- a traditional fantasy RPG that takes advantage of the bells and whistles modern gaming allows. Despite the fact that the soundtrack won't join the likes of Bravely Default and Persona 4 in the soundtracks I will listen to when I am not gaming, it is certainly a fitting score that adds a substantial amount to the experience.It is clear that this game was developed as a Switch exclusive from the word go. It utilises the various features that make Nintendo's newest console unique to great success, adding small benefits which feel natural rather than forced. It is a prime example of how to play to the Switch's strengths in order to further a player's experience. For example, as has already been mentioned this game expects you to grind from time to time, as such the Switch's portability meant that what could be a monotonous task felt far more comfortable. It also makes keen use of the Joy-Con. When a "Break" occurs in battle you'll feel the HD rumblecome into play, feeling somewhere close to glass smashing inside your controller, simulating that very break. While it is not one to one, it is a neat touch which adds to the experience, as does the stronger rumble triggered when one of your party is downed. Even the scalable nature of the game, meaning the ability for it to feel at home just as much on the TV as in handheld mode shows just how well suited it is to being a Switch exclusive game.Octopath Traveler tries to deliver a modern take on a traditional formula, blending the old with the new in a way that we have not seen to this point. It does this with great success, for the most part. Despite the story leaving some to be desired, and certain features needing refinement, Octopath Traveler is a stellar game which will be sure to bring joy to any fan of RPGs of yore and offers a delightful experience well suited to the Switch. Somewhat flawed but ultimately a must-have game for any Switch owner who has even the slightest interest in the genre.