Octopath Traveler 2 is a retro-styled RPG, set in another steampunk-esque fantasy world. Square Enix isn’t reinventing the turn-based RPG for this sequel, instead expanding and (mildly) correcting some of the weaker parts of the original. There are new battle dynamics and moves, a well-utilized day-and-night game mechanism, and shared stories that attempt to convey a connection between the eight narratives. But it’s still a casual one. If Final Fantasy XV was about four best buddies going on a road-trip, then Octopath Traveler 2 is more like an Uber Pool rideshare. There might be friendly small talk, but there’s still not enough of a meaningful connection between the eight protagonists.
Octopath Traveler 2 doesn’t offer any technical graphical upgrades I need to explain, although there seems to be a little more detail to both the sprites and environments. It’s still a pretty game. Half of the appeal is how games like this coax my memories of 16- and 32-bit games.
Having said that, the team behind this series has realized they can play with the scale a bit more: this is the Nintendo Switch, not a SNES. In some of the opening scenes for Hikari the warrior, characters rush past a crowd of 40 or so fighting in a desert. Developers Acquire and Team Asano have amped up the cinematic cutscenes a little more, too. Cameras will pan out and around your characters, as they brood on cliff faces, or as they’re forced to kill their abusive parents.
OP2 tries, only ever so slightly, to convey the idea that you’re on a collective journey. Once you’ve chosen your main character (who will be ‘locked’ into your party until you complete all five chapters of their story), you’ll bump into other travelers. Then you’ll be given the option to play
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