
Eight travelers. Eight adventures. Eight roles to play. Embark on an epic journey across the vast and wondrous world of Orsterra and discover the captivating stories of each of the eight travelers.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese*, Simplified Chinese, Traditional Chinese, Korean*languages with full audio support
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Hours played at review time, across 608 reviews with recorded playtime.
Reviews
Themes across 604 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
[i]Land of the Bland[/i] Octopath Traveler starts with a very ambitious premise. We have eight characters and unlike other RPGs where the members of your party can have their own substories but do share the main one, here we're really talking about a story for each of them. These all occurs in the same world and yes, these members do form a party of eight along the way. This "party building" is done rather unnaturally, each member gets added just because of "You look strong" and "I could use an hand" reasons, although it's literally the first time they meet each other. Each character doesn't play a part in other characters stories, they will comment on the situation from time to time with some small event talk but that's it, they only participate in the battles. Setting this forced party thing aside, the main problem resides more in the quality of the stories. I noticed players having a very divisive opinion about this, because usually they argue that some of the stories are actually salvageable, but to me they all were incredibly [i]bland[/i]. The themes are rather common but the real culprit of this blandness is the execution. Most of the chapters go like this: reach new town → go to the tavern for info → find a lead → use the special ability of your character to progress → mini-dungeon until you meet the boss. The content of the stories themselves did have potential in some cases but the dialogues are not developed nearly enough to start feeling emotionally invested or even just slightly interesting in them. I'm not a player who drops games midway but I was really tempted to after the first batch of chapters, it was just incredibly tedious to go through and the combat and exploration as well were also rather... well, [i]bland[/i]. When this game came out I believe it was praised a lot for its new HD-2D graphics. These can be good at times but honestly I don't think they were for some small models, which felt like lacking detail and almost blurred. Maps in general felt really unoriginal and not fun to explore at all because they feel like a messy copy-pasted environment. Finding chests around wasn't fun either, most of the time it was a matter of sticking to a wall until you go through a passage you can't even see because the game doesn't even hint at it except for its position. The cherry on top, and I'm being sarcastic here, is the tremendous enemy encounter rate (which you can lower thanks to a passive skill, but then it's too low), which stops you every 6-7 seconds. Octopath Traveler is not all bad things. My playthrough was in fact kept alive by a couple of neat elements. First the subclass system, which adds a nice layer of depth to the character builds enabling for lot of synergies. Second, the game being actually challenging without grinding, which kept me going during a story chapter or dull dungeon because at least I knew a boss/challenge was waiting for me. Third, the special abilities each character can use on NPCs. These made going around towns fun. You can [i]Inquire[/i] them for info (you'll get lore, location for hidden items, quest hints, etc.), [i]Challenge[/i] them for drops and exp (and for getting into their houses while they're knocked out cold), [i]Steal[/i] tons and tons of items and equipment (there's a set % for successful stealing, don't savescum this because it makes the game easy) and lastly [i]Guide[/i] them with you in battle or to other places. These abilities are more often that not the solution to many mini-quests and are used in a quite clever way for that (although get ready to write down some NPCs info because you're never going to remember that one old man who lost his memory and which needs to be guided to the other part of the continent much later in the game). A bit of a spoiler-ish (not going to say what or who it is) info now to close out the review and if you want you can skip it, but the final boss of the game needs to be talked about. It feels more like a secret boss at first but then you find out [spoiler]it basically ties together all of the travelers stories and adds tons of lore info on each character story.[/spoiler] It's probably the best battle in the game and something I'd imagine the devs would want the player to find out at all costs but it's incredibly easy to miss. Luckily (or not) we live in the internet era so you'll probably forcibly hear about it even after putting the game down. Overall I don't feel like recommending this game but I'm not regretting my 90 or so hours on it either. I regret not skipping the story dialogues a bit though.
如果是八方旅人的玩法系统设计加上LIVE A LIVE的剧情就好了!
The art style is really nice, but the plot and characters are nothing worth investing in. Which makes every single interaction with the game feel like a grind to me.
HD2D这种风格挺不错的,但是剧情能不能稍微有一点深度,而不是这种3岁小孩睡前小故事的级别
md怎么这么无聊,这游戏全身上下都透露了一股90年代末20年代初的味,很难想象2019年还能用暗雷(点名批评宝可梦)不过人宝可梦的战斗逻辑和你也不一样,你游战斗逻辑和探索就是左右脑互搏,围绕着bd强调破防,实际体验是就是打个小怪要非常浪费时间,在加上这阴间的全图暗雷,你就探图吧,一探一个不吱声,这剧情也是非常的雷霆,什么叫你突然顿悟了,要找几位大哥一起,剧情上只有一个人,完事突然冒出3个人,打完boss后又变一个人了,量子力学大哥是吧?剧情白开水就白开水吧,jrpg剧情也都大差不差,问题是这割裂感你有独一份啊
画面,氛围都OK的。。味对了。。。 就是这剧情。。我丢AI写出来的应该都比它要有点曲折。。。
不要被评论区那些像某点评网站似的一溜排好评骗了 这是我买过最亏的游戏没有之一 当然你要是情怀补课当我没说 全成就玩家我建议你赶紧回头 音乐好听是好听但是你可以去别的地方听,再好听的音乐配上这个游戏内容也不好听了,这就像一首好的曲子被设置成了你的起床铃声 剧情的话我建议你直接看成就列表,好心的se怕你跳过剧情直接写成就里了,一个能全部写进成就列表里的剧情能多有深度多坎坷曲折? 为什么都建议学者开局?因为学者开局不仅能让你完全的体验到这个游戏从开始到结束的所有战斗体验,还能让被剧情恶心到的玩家及时退款! 如果你是一个打工牛马,那这款游戏对你来说可能像在看小丑2,里面充斥着你在职场可能碰见的任何恶心的人或事。 该评测仅劝诫任何一个没有受虐倾向的准备入手玩家回头是岸
无聊到爆的游戏 最过誉的电子垃圾 遇敌纯暗雷触发 跑个野图打你妈十来场战斗
The final super boss is a piece of ♥♥♥♥♥♥♥. You spend an hour fighting a set of eight fodder garbage bosses before you even get the chance to attempt the real fight, start the first phase which takes forever to kill, and then get instawiped in the second phase before you get the chance to attack. It wouldn't be so bad, but they decided not to put a save before the fight so you get to redo all the boring trash again. Square Enix, don't do more super bosses. They ♥♥♥♥♥♥♥ suck. 3/10 Game gets one point for the music and one point for the artstyle.
到底什么人再给好评啊?都没玩过好游戏吗 游戏内容和这个价格完全不匹配!!!!8个故事完全无交集 只是重复利用地图而已!
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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