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Octopath Traveler 0

Octopath Traveler 0

All the definitive elements of the Octopath Traveler series return in this exciting prequel set in the realm of Orsterra. Embark on a brand new adventure of your own creation in this stunning HD-2D RPG, Octopath Traveler 0! Brand-new features to the series include a character creation system where you get to become the hero, and town building mechanics as you seek to restore your devastated home.

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Release date: December 4, 2025

Age rating: Teen

Rating (IGDB): 84/100

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Steam Reviews

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  • Not recommended Posted December 4, 2025 on Steam 在美术和场景设计方面,本作对HD-2D风格的呈现明显偏离了系列正作的方向。八方旅人1、2代通过清晰的构图、夸张的景深和舞台剧式光影,让像素画面呈现出类似微缩模型的质感,而本作的场景材质则更接近真实材质的直接缩小,木材、石砖和草地普遍缺乏像素风格特征,部分贴图甚至显得粗糙,多种美术取向混杂却缺乏统一审美。景深效果的弱化进一步削减了画面的层次感,使场景不再具有“精致小巧”的舞台感,光影也不再承担情绪表达的作用,镜头整体趋于保守。再加上一些空间布局本身就不够合理,最终导致整体画面更偏向功能展示,而非系列以往强调的氛围营造。 音频和音乐方面的问题主要体现在完成度和整体一致性上。早期存在的音质问题虽然后续得到了修正,但音乐内容大量沿用一代BGM,使听觉体验更像是旧素材的延续,而不是为本作量身打造的整体表达。同时在很多剧情关键节点,BGM戛然而止,或者瞬间跳转到其他BGM,导致代入感和游戏体验奇差。剧情演出中,主角全程没有语音,仅通过文字(其实文字都没有,只有省略号和偶尔几个无足轻重的选项)推进,与角色创建阶段提供的声音选择形成明显落差,使音频设计在叙事层面显得目的不明,也削弱了代入感。 玩法层面引入了多角色战斗(现在能区分前后排了)、多武器(新增加了两种)和村庄建设等新要素,确实与正作形成了一定区分,但系统之间的平衡和引导不足。前期角色的SP上限偏低,而技能消耗普遍较高,导致技能在实际战斗中的几乎毫无作用,直到中后期有装备和等级支撑以后才稍微好一些,玩家很容易回归到BP配合普通攻击的最简解法,技能系统的存在感因此被压缩。这并非玩法本身无法成立,而是数值与节奏设计未能有效鼓励玩家使用和尝试不同战术,战斗体验也随之变得不如前两部作品。 在剧情与整体结构上,本作呈现出明显的流程化倾向。支线任务被直接集中标注在地图上,并支持一键追踪,减少了通过探索和对话逐步发现内容的过程。NPC交互的设计也不够完整,部分NPC完全无法被应用地图技能,显得突兀且带有明显的取舍痕迹。更重要的是,剧情中几乎没有角色展现出不可替代性,每个角色在叙事功能上都显得相对多余,甚至包括主角本身。主角被圣火神选中的理由并未得到充分铺垫,从剧情结构上看,即便将这一身份替换给其他角色,例如建筑师女儿,故事似乎也仍然能够在不发生实质变化的情况下继续推进,这使得人物塑造非常单薄和缺乏说服力。 从名称本身来看,本作对系列理念的背离同样明显。“八方旅人”的英文名 Octopath Traveler 由 Octo(八)与 Path(道路)组成,指向“多名角色、各自独立却并行展开的旅途”,强调每个角色在叙事中的同等地位与不可替代性。但本作中,角色之间的功能与动机高度同质化,个人路径完全不明显,几十个可游玩角色,甚至到通关我都只记得八方旅人1的八位主角,其他人物我连名字都不熟。人物更像围绕单一机制运转的可替换单位,既谈不上“八条道路”,也难以称之为真正的“旅人”。在这一层面上,本作的叙事结构甚至可以被视为对自身名称语义的一种否定。 总结就是手游感拉满,非常廉价,非常劣质,非常没有诚意。能玩下去全靠我对前两作的感情在支撑,即便现在已经通关,也很难说服我自己这是八方旅人的正作,这质量属实不配。 ====================================================================== In terms of art and scene design, this game's presentation of the HD-2D style deviates significantly from the main series. Octopath Traveler 1 and 2 used clear composition, exaggerated depth of field, and theatrical lighting to give the pixelated graphics a miniature model-like quality. This game's scene textures, however, are closer to direct reductions of real-world materials; wood, stone bricks, and grass generally lack pixel art characteristics, and some textures even appear rough. Multiple artistic approaches are mixed together without a unified aesthetic. The weakened depth of field further reduces the sense of depth in the image, making the scenes less like "exquisite miniature" stages, and the lighting no longer serves to convey emotion. The overall camera work is more conservative. Combined with some poorly designed spatial layouts, the overall visuals lean more towards functional display rather than the atmospheric creation emphasized in previous installments. The problems with audio and music mainly lie in their completeness and overall consistency. Although early sound quality issues were later corrected, the music heavily reuses BGM from the first game, making the auditory experience feel more like a continuation of old material rather than a cohesive expression tailored to this game. Furthermore, at many crucial plot points, the BGM abruptly stops or instantly switches to another track, resulting in a jarring and poor gaming experience. During story sequences, the protagonist has no voice acting, progressing only through text (or rather, ellipses and occasional insignificant choices), creating a stark contrast with the voice options provided during character creation. This makes the audio design seem purposeless on a narrative level and weakens immersion. In terms of gameplay, new elements such as multi-character combat (now with front and back rows), multiple weapons (two new types added), and village building have been introduced, creating some distinction from the main series. However, the balance and guidance between these systems are insufficient. Early on, the characters' SP limits are low, while skill costs are generally high, rendering skills almost useless in actual combat until later stages with better equipment and levels. Players easily revert to the simplest solution of using BP with normal attacks, thus diminishing the importance of the skill system. This isn't because the gameplay itself is flawed, but rather because the numerical balance and pacing fail to effectively encourage players to use and experiment with different tactics, resulting in a less engaging combat experience compared to the previous two games. In terms of plot and overall structure, this game exhibits a clear tendency towards a more linear and formulaic approach. Side quests are directly marked on the map and support one-click tracking, reducing the process of gradually discovering content through exploration and dialogue. The NPC interaction design is also incomplete; some NPCs cannot be interacted with using map skills, which feels abrupt and shows clear signs of compromises. More importantly, almost no character in the story exhibits indispensability; each character seems relatively redundant in terms of narrative function, even including the protagonist themselves. The reason the protagonist was chosen by the Sacred Flame God is not adequately explained. From a narrative structure perspective, even if this role were given to another character, such as the architect's daughter, the story would still seem to progress without substantial changes. This makes the character development very weak and unconvincing. From the name itself, the game's deviation from the series' concept is also evident. The English name "Octopath Traveler" is composed of "Octo" (eight) and "Path" (road), referring to "multiple characters, each with their own independent yet parallel journeys," emphasizing the equal status and indispensability of each character in the narrative. However, in this game, the functions and motivations of the characters are highly homogenized, and individual paths are completely unclear. With dozens of playable characters, even after finishing the game, I only remember the eight protagonists from Octopath Traveler 1; I don't even know the names of the other characters. The characters are more like interchangeable units revolving around a single mechanism, neither representing "eight paths" nor truly being "travelers." On this level, the game's narrative structure can even be considered a negation of the meaning of its own name. In summary, it feels completely like a mobile game, very cheap, very low-quality, and very insincere. The only reason I was able to finish it was because of my affection for the previous two games. Even now that I've completed it, it's hard to convince myself that this is a legitimate entry in the Octopath Traveler series; the quality simply doesn't measure up. ====================================================================== 再来说点好的: 1. 剧情内容很丰富,体量相较前两作都有提升,价格也更便宜,可以说性价比还不错。 2. 有很多系统非常便利,改善了游戏体验,包括但不限于:小地图以及小地图展开、地图显示宝箱和精英探索度、训练所训练非队伍成员。 3. 技能系统相较前两作有很大不同,有点意思,可以只是装备其他职业的技能而非两个职业单纯的混搭。这一点极大程度提升了角色技能的复杂度、多样性和可玩性。 4. 加上了动物NPC,这一点对游戏体验提升其实不算大,但是让画面更鲜活了。 ====================================================================== Now for some positive points: 1. The story content is very rich, and the overall size is larger than the previous two games, while the price is also cheaper, making it quite cost-effective. 2. Many systems are very convenient and improve the gaming experience, including but not limited to: the mini-map and its expansion, the map displaying treasure chests and elite enemy locations, and the ability to train non-party members in the training facility. 3. The skill system is significantly different from the previous two games and quite interesting. It allows you to equip skills from other classes rather than simply mixing and matching two classes. This greatly increases the complexity, diversity, and replayability of character skills. 4. The addition of animal NPCs doesn't significantly improve the gameplay experience, but it makes the game world feel more vibrant.
  • Recommended Posted December 8, 2025 on Steam After 50 Hours+ in on this... in short it's a RPG that i would totally recommend if you are interested in one. Definitely worth the full price even better if it's on discount. What's Octopath Traveler 0 is all about? If you have played Octopath Traveler 1 then the story of OT 0 are adventures that happens before the timeline of OT 1. If you have played the Gacha OT Cotc then you already know most of the story (but i personally find OT 0 better overall not just story telling wise, but gameplay and interaction wise as well compare to OT Cotc.) Difference compare to OT 1 and OT 2 :; 1. You play as the "main protagonist" instead of 1 of the 8 character style in OT 1 & 2. ( I personally don't mind this, since the whole story in OT 0 alone is pretty long enough and very enjoyable. ) 2. As mentioned above, since we play as the Main protagonist, in OT 0 we can use path action anytime. Unlike in OT1&2 where you need specific character for specific path action, so in OT 0 you don't need to keep travel to a bar from time to time inorder to swap character for certain path actions. 3. In OT1&2 we can only have 4 character in a party (except for those endgame secret boss fight where you utilize everyone, imo that don't count, we mainly goes around in a party of 4) BUT in OT 0, you can party up to 8 characters from the get-go, in a front and back roll setup (which is interesting for me, and it also bring in new ways to battle) 4. The Job system are slightly different in OT 0, you are only able to change the Main Protagonist Job. BUT there are like 30+ ish extra Character that you can invite on your journey and later on learn Skills from them (pretty cool, allow for some interesting team build and setup) 5. Town building system as you progress story~ (before playing i'm very concern on it and worried that it won't be good or impactful to make things interesting) but i'm proven wrong, being able to gather resource and build town, watch it grows as you progress story, and not only that, the town offers stuff that would help your adventure in many ways as well. 6. If you have played OT 2, you will be familiar with the Day&Night cycle feature, well OT 0 doesn't have it. 7. OT 2 have better shading and lighting that makes the HD2D style pops, while OT 0 is a step back on this... (i feel like the graphic stuff is a mix of OT 1 and OT Cotc? that's just my opinion, but it's not affecting the charm of OT 0 in anyways so.... all good for me) So... Pro's and Con's Pro's:: 1. Battle system and team building are pretty fun in this game. 2. Story are pretty good and interesting. 3. Music... well... IT'S AMAZING !! Love it <3 4. Even tho there are no Difficulty options for us to choose, but from time to time there will be Battle or Boss battle that requires some braincell to figure things out. Con's Imo... the only down side is... the game is pretty long, so you will need to spend a lot of time on it depends on how familiar you are with the OT series, if you are familiar 70~80's hours for the true ending and all... if you never played any OT series game, then this may or may not take's up to 100hours to complete... But personally i don't find this being a down side for OT 0, but it may be a concern for others that doesn't have too much time for gaming... but if you don't mind the time it takes to finish OT 0 then this is a very good RPG to play. Oh and there's no New Game+ so... if NG+ is a pitch for ya then ( I STILL HIGHLY RECOMMEND PLAYING THIS STILL ) Score ?? Personally i would give it a 8.5~9 out of 10. Very good RPG~ <3
  • Not recommended Posted December 19, 2025 on Steam Octopath has been one of my favorite new IPs of the last decade and this is mostly more of the same. If you like the previous games primarily for their gameplay you’ll probably enjoy it. The town building and trade shop are decent additions. Other changes are mixed and some make the game worse. Having a second row of party members feels good but the removal of advanced classes feels bad. Most of the extra characters are redundant or useless fluff. The vast majority of players are going to choose their party from the same 1/3 of characters who actually had design effort put into them, given that classes are baked in. 90% of the music is recycled, much of the world is reused. The main story becomes a complete slog and is padded to hell. There was a sharp drop in my enjoyment because of it, but the real truth is I can’t encourage releasing what is essentially the same game for a third time. It’s all around inferior to Octopath 2 for me and, if you’ve played both previous entries, stale.
  • Not recommended Posted January 7, 2026 on Steam Ok let me start by saying this. This is NOT fully a bad game, its just that for the price they charge I can't possibly even consider recommending it. So for those who are unaware, Octopath Traveler 0 is infact, Octopath Traveler Champions of the continent. After the latter shut down this was created to preserve the story that evolved during the mobile games run. This is commendable and I appreciate them preserving its history. What I do not commend is charging £40 for a game that was ORIGINALLY free. A game which they've definitely made their money back from considering the amount of microtransactions that were originally inside of it. Something you might have noticed, yes, it was a free mobile game where the main system was a gacha. And like almost every other gacha game the story that they told was mainly just... Serviceable. The story in this game requires you to intentionally shut off any form of higher thinking to genuinely be surprised at any of the plot twists. Its always been the weakest part of the game, and its highlighted even further in this release as despite now having the OPTION to personalise it more (due to you actually being a main character and not an easily swappable gacha character) They didn't. The story still feels as soulless as ever. Bad guy has powerful ring, You show up, you watch bad guy commit atrocity multiple times, you confront bad guy, you kill bad guy, you take ring. Every chapter is just a villain of the week designed to be background noise to the fun combat that the game featured. So, the combat. Its alright? Its lost its luster from Cotc, mainly due to losing the millions of possible team setups made possible in that game for this games offering of a measly... 40.. With 8 of them being the protagonists from the first game, hamfisted in, in such a way that it really doesn't make sense. For example: Tressa's story from OT1, at least in the first chapter now doesn't make sense as she, in that game is LEAVING HOME FOR THE FIRST TIME TO EXPLORE THE WORLD. However, due to this game being set before OT1 and her being a companion now completely ruins this as she can't leave home for the FIRST TIME in OT1 because in OT0's story she already leaves home IN HER COMPANION QUEST, and then naturally travels with you ALL ACROSS OSTERRA (one of the other main factors for her wanting to leave home in OT1). One of the new features of this game that Cotc didn't have (to my memory) is the "skill mastery" system. You can find random skills across the world in chests, from fights, and from mastering skills after obtaining every skill for a character. This exists as an attempt to remedy the previously mentioned lack of diversity in combat due to the limited class roster. Admittedly its a pretty neat concept and I cannot really complain about it too much.....EXCEPT for the fact that we have (almost entirely) LOST the job system. For those who are unaware "jobs" are how characters could swap to a different class and learn tons of new abilities to bring into combat. This is effectively a staple of most turn based JRPGS and is what gave the previous OT games significantly more depth to its combat, naturally Cotc did not have this feature due to having such a large cast of characters that it wouldn't have served a purpose... A purpose sorely needed in this entry. What do I mean by "almost entirely"? Well. Your main character can swap between one of the 8 main jobs. Thats it. When you meet new characters with new jobs outside of the main 8? no you cant swap to them for your main character. None of the other 40 characters have this option to swap either. So this game fundamentally has significantly less build crafting than BOTH Cotc AND the other mainline entries. Well lets dive into the actual fights, seeing as I have covered the failings of the team building. The 8 party system that was in cotc naturally also features in this game. I'm going to be entirely honest here and say that I do not believe this mechanic is that good. Being able to swap between the front and back row TRIVIALISES the game. No longer do you have to worry about whether your party of 4 can cover all the main areas required in a party. You don't NEED to choose between having a cleric or apothecary for healing. No longer do you need to decide whether you want a thief or a merchant. You can have them all!!! is your party almost dead and you expended all your bp so you cant pull off a massive heal? Well now your backrow healer who is sat at max BP can come in, heal EVERYONE to full and then disappear for another 4 turns until you inevitably need to do it again. And the lack of characters makes this system worse because there is almost NOBODY whos gimmick is to majorly capitalise between the swapping!!! Your lucky to find a skill thats any deeper than [does more damage if attacking from back row]. Its an almost redundant system designed to give an illusion of depth. Now onto graphics: Again, this game is just a port with some extra fluff to justify an insane pricetag. This game was developed BEFORE OT2 and was optimised for mobile. This game is naturally a MAJOR downgrade from the style of OT2 and basically matches a similar quality to the first game. As much as I adored the first games graphics, I adored it when the game came out, which if you didn't know was 2018. This game matches the quality of something that came out 7 AND A HALF YEARS AGO. Of course it isn't terrible, still feels like it has more of a soul than the generic UE5 slop, but a far cry from what we had with OT2. Now finally: The music. Congratulations for finding the only positive section of this review. The music is good. If in doubt always rely on the sound team because they can make a fitting and enjoyable ost. I don't really know what to add here as theres nothing exceptionally amazing, its just a good soundtrack for a turn-based JRPG. Thats it. In conclusion: I'd hesitate to give this an insanely low score, other games in recent memories has shown how far down that pit goes. So, for a game which contains a serviceable story, a neutered version of the Cotc combat system, and good music? I'm gonna give it a 5/10. Its a perfectly average experience. The positives balance out the negatives. If you've played Cotc like I did I probably wouldn't recommend buying it at all unless you really.. for some reason miss the story..? I certainly cant recommend the combat. And for those who haven't experienced the story for yourself? If you are REALLY invested in the series and you don't want to potentially miss anything? Pick it up when it inevitably goes on sale for cheap, £20 or less I'd say. Oh right the base building. I mean considering I don't even know how to ROTATE THE BLOODY BUILDINGS as they don't teach you the mechanics its.. Whatever. It doesn't mean anything to me and I only ever interacted it when I had to.
  • Not recommended Posted December 6, 2025 on Steam Im not an audiophile but man the music, voices, menus and sfx all seem to be different quality and make it super noticable and irritating. Especially the combat which in these games is all you are doing for most of the playtime.
  • Not recommended Posted January 1, 2026 on Steam Starts off well enough but after the halfway point the mobile origins of the game begin to show and it becomes a slog, especially with the final chapter as there's a lot of padding such as repeated cutscenes and other reused material. The story can also fall apart when the slightest amount of scrutiny is applied. Personal gripe: the side characters love posturing, as if they're going to fight big bads even though the MC is the one who does all the fighting. That gets old fast. Speaking of cutscenes, some chapters just feel like you're moving from cutscene to cutscene, giving you 20-30 minutes to explore a dungeon and beat a boss before beating you on the head with more cutscenes. It really comes off as half my playtime has been sitting and watching cutscenes, waiting until I can actually play again. You may even be tempted to skip many sidequests as they all become so generic and boring they quickly become forgettable. The system aspect of gameplay starts off promising but eventually, around the halfway point (maybe earlier), becomes abandoned. Having only 3 active and 2 passive slots also feels incredibly limited, especially since one passive skill becomes a must have for any character attempting to deal damage. You may tweak a character here or there by changing out a skill for a slightly better one but that's it, outside of that the job system has no purpose. The lack of secondary jobs for companions and the endgame/secret jobs hurt, as that at least opened up opportunities. You simply look at most new characters to see if they have any skills that are useful, mine them off them and toss the character in the bin. Another purpose for JP would've been nice, instead of collecting tens and somethings over a hundred thousand points with absolutely no use for them all, since unlocking everything takes around 5000 points. Difficulty wise things can also be disappointing. Completing routes and progressing through different story paths does nothing to raise the level or difficulty of the others, so after completing one path you're now overlevelled for the others. I never saw a reason to do any extra grinding. The game eventually gives you an item to place in town to halt exp gain but that can always leave you with the possibility of being underlevelled later and having to do extra grinding for levels. The game didn't need extra padding so I opted not to use it. Early into the second half you'll be strong enough to no longer need to fully engage in the weakness mechanic and simply go through all trash mobs using only brute force and ignorance. Also, if you enjoyed how the different bosses in OT2 played with the weakness system or offered different gimmicks to keep fights interesting, you be disappointed here. Boss fights are quickly relegated to staying alive (not difficult with some skills) long enough to break the boss and then unload everything you can. It works on the first boss, it works on bosses in the final path. Most bosses differentiate themselves with minor things such as inflicting a different status effect or, at the most, countering you if you didn't hit a weakness. It seems the only ways to make the game more difficult is by crippling yourself (not using certain skills, halting XP gain, etc) but that's a terrible way to balance a game. The TL;DR is that the game is too long, not balanced properly for difficulty with character building that gets abandoned 30-40 hours in. Can't really recommend it when compared to its sequels.