![]() ![]() It's a strange choice the effect is almost like a diorama, with characters living in worlds not built for them. While character and monster art is handled with classic 2D pixels, the environments are rendered in a hand-drawn 3D, with voxelized buildings and natural formations eclipsing the tiny characters. The visuals, too, work to differentiate themselves from the predecessors they also deeply want to imitate. One could imagine another game with this system being engrossing, even brilliant. The combat system is, indeed, the game's single best element. The combat, turn-based like its forebears, is quick and clever, with a sharp mechanic: a gradually replenishing resource that lets you significantly power-up your characters for single attacks, speeding up what can otherwise be lengthy encounters. Still, Octopath tries to distinguish itself. These are cover songs as games, loving imitations that don't push forward so much as they look back. The imagery, the combat, the character classes, and the broad narrative gestures all pull from Final Fantasy, Chrono Trigger, and their ilk. Like Bravely Default before it, Octopath Traveler exists as homage to Japanese role-playing games of the Super Nintendo era. ![]()
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