
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.
Most likely between $2.5M and $7.2M. How we estimate →
Checked against 8 developer-reported games
Cheapest copy: ≈ $8.87 on Steam · China (−51%). Compare 14 prices in 14 markets →
Reviews
Themes across 1118 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
经典永不过时
挺好玩的,上头,唯一不喜欢的职业就是猎人。。。
剧情没有2代优秀,但也值得一玩
好评 7 / 10 分 主要理由:这游戏卖一方50的时候是马尿,捆绑包折下来只要60就非常国窖了。 主要游戏体验:主线8个人物的短篇小故事,一场浅显易懂的8人旅途。轻松简单愉快,养成也不费劲。可能唯一的违和点在于各个故事的主人公以外,应该在身边的其他7个人,在剧情里基本就没什么存在感。 隐藏线,唯一的差评点,这里直接扣3分,隐藏结局是串起整个8个故事的重要故事情节,结果被做成隐藏线,最终要重打8个BOSS和最终BOSS,打怪途中不允许存档,打输就得全部重来,给人感觉好像就不情愿让你看似的,之前整个游戏体验都挺好,到这里打输了挫败感拉满。好心情归零。 过来人的建议:主线自己慢慢玩,隐藏线真结局别好奇别去试,网上云了就很好了 ——来自半夜两点半被打输了必须重来被迫弃坑云完真结局的玩家评价 结语:个人以为把整部游戏理解异世界氛围的主题乐园定位作品,和一众RPGMAKER游戏类似,这样是比较合适的;而单论剧情表达上实际上是略有生硬的,这里再DISS一下隐藏线的设定,从相对轻松愉快合家欢的明线结局一下子转折到沉重的暗线故事发展,且不论难度设定有多不合理(至少给我个存档点啊),隐藏线这里各个人物在了解真相后实际没有任何戏份,好像只是为了告诉玩家有这么个背景资料,你自己知道这8个人的故事是有联系的就行了的感觉,转折生硬,几乎也没有演出,实际观赏体验就不那么好的。
Brings me back to the SNES rpg days.
开始总是分分钟都妙不可言,后面的据说很重复
7.5/10,地毯式搜图的噩梦、稀缺化培养的经验、催眠式对话的文本、两极化呈现的剧情、多样化交战的策略; 游戏在野外每走几步就有遭遇战,还喜欢在地图上搞视觉差把宝箱藏住,只想安心探图的时候又被莫名奇妙的遭遇战整的心烦意乱,展开地图又不能放大,明明画得很有风格,却还是要瞪大眼睛去探查哪个地方没有去过,最后还是得地毯式排雷摸索过去,并且地图上的紫宝箱还只能盗贼开启,在不选择盗贼作为第一主角的情况下,就会占两个参战位置,不仅增加地图探索的局限性,还削弱了对战策略的丰富性。这种机制只有在刷级的时候非常效率,但是在深度探索地图和完成支线任务的时候就是妥妥的副作用,出现这种机制的原因就是地图设计缺陷,预算太过紧缺,地图过道太过狭窄,放不进比主角更加精美的怪物模型,而一旦做大地图,又会丧失现在小巧精妙的画风设计,为了留住这种风味于是选择了早已被淘汰的上古遭遇战机制。这种情况应该在野外规划出一些路段作为对战专区,要么就只在阴暗的森林和洞窟以及boss门前设置这种机制专供刷级,而不是怪物活在规定步数里; 说到刷级就不得不提该游戏的人物等级养成机制,每个主角相遇都必须从一级开始刷起,并且所获得的经验不与其余未参战的共享,哪怕连获得参战人员一半经验的机制也没有,游戏唯一获取经验的途径就是遭遇战,哪怕完成主线和支线任务,也都只会给你后期能无限刷取的资源,唯独不给经验。虽然等级并不是唯一攻略游戏的途径,但却是从零开荒必不可少的最基本理念,而由于等级机制分配的不均匀,以及地图路线规划的不合理,就会导致想要完成某个20多级的主线需要先跨过一片30、40多级的雷区,实在无法理解; 人物对话和一些剧情看得我昏昏欲睡,游玩的过程几度恍惚,游戏每个对话和语气词不给你做成自动播放就是为了让你意识到你还是在玩游戏而不是听老师上课。游戏看似八人同游,实际每个剧情演绎依旧是各自章节的主角一人承担,主角间互动只是声演念名字,字幕报对白,且并未实际加入剧情中,有些对白和吐槽确实有些意思,而本人正是被故事里两个小女孩的对白所感动才对该游戏做出了较好的评价,但对白的精彩却无法代入主角间的友谊,八人终似一人游。编剧在做这种多线并行的故事写作表现得实在是有些捉襟见肘,剧情时好时坏,故事中消失的第五章就是最好的体现,作为最终章却被杂糅成换皮boss连战和八大无声小说的方式呈现,主角团从头到尾全变成了无对白的对战工具人,无声小说确实将故事暗线串联起来连成一个完整故事,这是一种聪明的做法,但表现形式太过廉价,实在令人叹惋可惜。编剧要实在分身乏术,可以只做两主角一主线、四主线分支加一终线的剧情展开方式,这样要远比八个故事分别展开要更精炼、精彩得多; 策略性回合制战斗是该游戏最可圈可点的地方,转职更是让人物性能及对战的策略性更上一层楼,对战的丰富性和趣味性使人欲罢不能,唯一不足之处就在于大招没有更加匹配的特效,所有的怪物模型都比主角团的对战人物模组精细,除了封面和属性面板旁手绘,主角团依旧是最粗糙的马赛克模型,在这种情况下依然没有更好的特效进行补充,哪怕大招时从右侧弹出主角的手绘我都认为是用心了,然而并没有,实在令人大失所望; 总而言之,游戏有诸多槽点会影响你游玩的兴趣,只推荐对策略性战斗大有兴趣的玩家入手。
Absolutely fun to play. Wanted to spice things up by changing party members but was too attached with Ophilia and Tressa. Very recommended for JRPG turn-based fans.
After really enjoying Octopath Traveler II as my introduction to the series, I decided to head back and check out the first entry to meet the original travelers and experience the stories and ideas that helped define the core of Octopath. From the get-go, I was able to experience so much of what made me fall in love with Octopath Traveler II: the signature HD-2D art style, a unique and memorable cast of travelers, the beautiful soundtrack by Yasunori Nishiki, and of course, the incredibly crunchy and satisfying Break & Boost combat system. Having already played OT2 definitely helped me to appreciate the combat even more, as I was able to jump straight into experimenting with both new and familiar job combinations and strategies. I particularly enjoyed Ophilia's story, and found her to be an amazing choice for my starting traveler and the character to build my party around throughout the journey. This became even more fun once I started unlocking the secret jobs and turned her into a Starseer. Speaking of the secret jobs, I absolutely loved the boss fights required to unlock them. These fights felt like fantastic tests of what I had learned about the Octopath combat system, and their absence was something I didn't realize I missed in OT2. The secret jobs themselves also feel incredibly powerful and rewarding to unlock, arguably even more so than their OT2 counterparts. However, as I neared the end of my journey and began clearing the travelers' final chapters, I gradually came to miss all the tiny but ever-so-thoughtful additions that OT2 brought to the formula. There's no double speed option for battles, the travelers feel more isolated from one another without Crossed Paths and OT2's travel banter replay system, and the lack of Latent Powers made characters using the same job combinations feel too mechanically similar to one another. The absence of OT2's day/night cycle and the increased path action possibilities that came with it also makes the world feel a little less dynamic. None of these issues individually hurt the experience very much, but together they leave OT1 feeling like it's missing that last bit of sauce that made its sequel such a remarkable game for me. If I could go back and play the series for the first time again, I'd probably start with OT1 then move on to OT2, simply because it would allow me to experience all the refinements as additions rather than notice their absence going backwards. Even so, the world of Octopath Traveler 1 is still a wonderfully charming and magical JRPG adventure, and playing the original has only solidified my love for the series as a whole. Whether you start here or with its sequel, PLAY OCTOPATH!!! This series has become a true gem of the JRPG genre for me, and I can't recommend it enough. As for Steam Deck performance, the game ran flawlessly aside from a single crash that may have been related to the game not automatically setting itself to the Steam Deck's native resolution. I'm not entirely sure what caused it, but after adjusting the resolution I had a crash-free experience the rest of my journey.
好玩,爱玩