
This game is a brand-new entry in the OCTOPATH TRAVELER series, the first installment of which was initially released in 2018 and sold over 3 million copies worldwide.
Most likely between $9.5M and $26.9M. How we estimate →
Checked against 8 developer-reported games
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $23.99 | 93% | approximately $15.8M |
| Nintendo | $59.99 | — | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Reviews
Themes across 1414 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Stealing by day, robbing by night. Who exactly is the bad guy in this town?
Wanted to like this game a lot, but it just has too many design choices that I do not like as a JRPG player. Exceptionally easy game, especially random encounters where you're never at risk at all of party members being killed. Overly simplistic game systems. An extremely unbalanced economy. Worthless items in every chest you open. Repetitive dungeon design. Boring exploration. Mediocre writing. The art-style is great, but the visual design of the world isn't partucarly impressive. Some people will enjoy the game if they're just super in the mood for a JRPG and have greater tolerance for all of the above, but I cannot continue playing when there's very little challenge and tension. I also really dislike the non-linear style of the game in terms of quests. You'll have to play it to know what I mean by that.
看到很多人提到1方50太贵,我琢磨着我1方7块的应该物超所值了吧😂😂😂
这种游戏应该让育碧来做,每年都可以出个64方旅人加16方的dlc
AAA RPG slop It's clear every dungeon, every character, every story, every EVERYTHING, follows a basic checklist devoid of passion and exist out of necessity. As linear as final fantasy 13. Maps are a stick with 1-foot branches with a chest on it. Characters have literally nothing to do with eachother except shoehorned duo chats that do nothing to flesh out relationships, dark pasts, or anything interesting. Again like the first game, the party has absolutely nothing to do with eachother and party for absolutely no reason. The story doesn't tie them together. You're walking around with a bunch of useless mimes. No grand narrative, no characters building relationships, no shared goals to aid character progression. You can also tell exactly what will happen every chapter. You know this next dungeon, you will fight x character, because of course you will. You know your characters most grand goals (their 1 single trope of a goal) the first 10 minutes of their story. It's pathetic how formulaic this entire game is. - Storytelling: garbage. A third grader could come up with these stories. Characters will do unbelievable braindead things as an excuse for the story. Yes, a reasonable person would definitely walk past a suffering slave saying "i promise to help you, later, after I go through this place, cya. Oh whoops, when I got back she has been killed or captured, derp". Otherwise, each story takes a single cliche and makes it their entire thing, making them bland as you can imagine. Storytelling hasn't been more boring since dragon quest 1. - Exploration: garbage. The game is a straight line, pretending to be open because you choose the order of characters you play. - Rewards for exploration: garbage. - Battle system: okay. It's the only decent thing about the game, yet still becomes very tedious and formulaic. No player expression, just do the exact obvious formula of buffs and debuffs, then hit the enemy hard. Repeat. - Environment: garbage. Every cave looks 90% the same, every town looks 90% the same. There are no interesting reasons for a town to exist, no awesome landmarks. - Directing: garbage. They completely refuse to make any unique animations to bring scenes to life. You are basically looking at characters standing like chess pieces, with a very rare dagger stab or something which looks like it took someone 2 minutes to animate. It looks like crap. SNES final fantasies managed to be more meaningfully animated than this, wtf? - Secrets: garbage. You can see almost all secret chests, which when you see them, just walk around the wall. This is as creative as they get. - Music: ok, sometimes good, but not memorable and works more like background noise. - RPG character customization: severely limited and boring. A couple characters have a bit more options but is a pain to keep up with, especially because when you choose their skills the game doesn't think it should tell you anything other than its name which is ludicrously stupid. It's ok at best. It's sad this is what square enix is doing these days. A group with such a legacy can do better. But they won't, because this sells. There are way more problems than this. I should have learned my lesson from the first game, as they fixed maybe literally nothing about the first. The problems were so obvious I somehow believed even this washed piece of crap company would handle them. You suck, square. How long can you live off the past's actual high quality products? You're a joke.
原本是在XGP上玩的,趁打折的时候入库弄了个白金。你要说多推荐那确实没有很推荐,但也不至于不推荐。长板就是美术很有意思,音乐很好。职业搭配很丰富,每个强敌都有不止一个解法。短板就是剧情实在是接不上,最后的反转没什么铺垫的,属于是排除法式反转。队友入队也属于纯走流程,盗贼那么应该小心谨慎的人,因为一只狗入队了。而且支线任务也是复刻一代折磨式任务。鸡毛蒜皮的小事,要昼夜不停地毯式搜索,最后获得一个白开水结局。总之,长板不错,短板看你能不能忍。
26年玩暗雷真有点给我整力竭了
内容很多 但是部分角色故事略显单薄
现在七十左右的价格符合游戏质量了,游戏特色在于精美的像素风格,宏大的音乐,还有大世界探索收集玩法,很多偷鸡门路爽过发育期,八个人物各有与NPC互动的方式,NPC也非常多让世界比较生动。 但是剧情非常一般甚至狗血,主题都是光明战胜黑暗,可能比较适合小孩子看,我最反感的是番外篇几个人物莫名其妙的黑化送死,很有小日子心理扭曲的风格。 回合制玩法方面自由度挺高的,八主职业+八副职业+几个隐藏副职业,搭配思路是3辅助1输出,然后补充破防。除了一场隐藏BOSS战都是几回合结束战斗。 游戏暗雷可以打mod解决
剧情太逆天了。