SilverEars
Headphoneus Supremus
- Joined
- Sep 18, 2013
- Posts
- 14,570
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- 6,549
Been grinding on Octopath Traveler lately. Lol.
Man, what a unnecessary time sink of a jrpg! I've never played an rpg that you'd jave to grind so much to move forward in the story line.
IMO, properly designed rpg shouldn't require grinding, the gsme should guide the user to level up appropriately without grinding.
The way the game is broken down is 8 chracters with their separate stories, and you arr allowed 4 parties at any given time. Which means you will have a few that will not be gaining experience while the other 4 is being used. The issue is, you have to use a character you haven'f leveled up for their storyline and you rotate this scenario with all the 5 characters if you only swap 1 character for the story.
This makes it so that you'd jave to grind the 4th character you swap everytime to more their story forward. Their levels are so low, you have to look for the appropriate grinding spots. The map doesn't even point out what level the monsters are in different parts.
Another big issue is, different towns carry different items. The armour and weapons are not provided in a linear fashion. The wjol game is quite nonlinear that causes huge timesink issues wasting so much time.
I wish leveling up was appropriately linear so that grinding isn't necessary. If wasting player's time unnnecessarily for grinding is a poor design IMO. The game doesn't seem throught out for the player in mind, but just created elements without organization.
Chapter 1 story was very doable until I reach one of the Chapter 2 boss, who was almost impossible to defeat with recommended character level which bs. It just reaks of mistakes in the design. The boss took extremely long time to defeat like 30min! The issue was spending time grinding and not knowing if chracters were leveled enough to beat this boss. Incredivily frustrating to waste so much time on a boss.
And then I soon realized bosses take incredibly long to defeat. Also, the monsters randomly take cheap shots that take enormous damage, and you can't grind a very low level character with 3 high level character in the area of level of the 3 high level characters. So, this makes it you'd have to find the appropriate grinding spot to level up the character, and this wastes so much time since the level is so low for the other 3 chracters. I soon realized this is the process you have to keep repearing and find extremely long boss battles. What a pain this game is! Either the designers were negligent or just wanted to waste enormous chunk of our time!
I feel like I still have to beat it, which is a dumb ideal. I regret I started this, and regretting more that I stuck with it. I wish the game was designed better.
I like the 2d retro look with dimentionality to the look. So, the visuals are really nothing special in terms of technology, but sound is really good. Perhaps sound really stands out since graphics look old retro? I really like the game tracks. Really well done, and very fitting for thr moods of the game.
But, the elements added to the turn-based gameplay is attractive and gets you hooked. The boost, and break makes the battles very interesting. Breaking enemies based on their weakness, and taking advantage of it is the steategy of the battles. So, you figure out most optimal sequence of character actions to defeat the enemies as quickly as posssible (as I've said the battles can waste tons of time). With this game, you have to know the battle mechanics, or you will struggle.
Man, what a unnecessary time sink of a jrpg! I've never played an rpg that you'd jave to grind so much to move forward in the story line.
IMO, properly designed rpg shouldn't require grinding, the gsme should guide the user to level up appropriately without grinding.
The way the game is broken down is 8 chracters with their separate stories, and you arr allowed 4 parties at any given time. Which means you will have a few that will not be gaining experience while the other 4 is being used. The issue is, you have to use a character you haven'f leveled up for their storyline and you rotate this scenario with all the 5 characters if you only swap 1 character for the story.
This makes it so that you'd jave to grind the 4th character you swap everytime to more their story forward. Their levels are so low, you have to look for the appropriate grinding spots. The map doesn't even point out what level the monsters are in different parts.
Another big issue is, different towns carry different items. The armour and weapons are not provided in a linear fashion. The wjol game is quite nonlinear that causes huge timesink issues wasting so much time.
I wish leveling up was appropriately linear so that grinding isn't necessary. If wasting player's time unnnecessarily for grinding is a poor design IMO. The game doesn't seem throught out for the player in mind, but just created elements without organization.
Chapter 1 story was very doable until I reach one of the Chapter 2 boss, who was almost impossible to defeat with recommended character level which bs. It just reaks of mistakes in the design. The boss took extremely long time to defeat like 30min! The issue was spending time grinding and not knowing if chracters were leveled enough to beat this boss. Incredivily frustrating to waste so much time on a boss.
And then I soon realized bosses take incredibly long to defeat. Also, the monsters randomly take cheap shots that take enormous damage, and you can't grind a very low level character with 3 high level character in the area of level of the 3 high level characters. So, this makes it you'd have to find the appropriate grinding spot to level up the character, and this wastes so much time since the level is so low for the other 3 chracters. I soon realized this is the process you have to keep repearing and find extremely long boss battles. What a pain this game is! Either the designers were negligent or just wanted to waste enormous chunk of our time!
I feel like I still have to beat it, which is a dumb ideal. I regret I started this, and regretting more that I stuck with it. I wish the game was designed better.
I like the 2d retro look with dimentionality to the look. So, the visuals are really nothing special in terms of technology, but sound is really good. Perhaps sound really stands out since graphics look old retro? I really like the game tracks. Really well done, and very fitting for thr moods of the game.
But, the elements added to the turn-based gameplay is attractive and gets you hooked. The boost, and break makes the battles very interesting. Breaking enemies based on their weakness, and taking advantage of it is the steategy of the battles. So, you figure out most optimal sequence of character actions to defeat the enemies as quickly as posssible (as I've said the battles can waste tons of time). With this game, you have to know the battle mechanics, or you will struggle.
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