Octopath Traveller 2
Speaking of the year-end, I had a surprisingly peaceful long vacation this time, since we didn’t go on any road trip. In the first half of the break, I dusted off my Steam Deck and finally dug into a game that had been waiting in my library for a long time: Octopath Traveler II.
I wanted something deeply familiar and comforting: a traditional JRPG (like Expedition 33). I had bought Octopath Traveler II during the last Steam sale, but like many games, it had been sitting untouched. Mostly because my experience with the first Octopath Traveler wasn’t great. I tried it twice and retired both times within about ten hours. The system didn’t grab me, and the story didn’t either.
This time was completely different. I ended up putting more than 70 hours into Octopath Traveler II until now, and cleared the main stories of all eight characters, which is, of course, why the game is called Octopath.
I don’t clearly remember how different the system was in the first game, but whatever they changed or polished in the sequel worked for me. The difference might not even be huge. Sometimes just a few adjustments, better balance, and careful polishing are enough to make something cross the chasm from “not clicking” to “totally addictive.”
The job system was especially fun. Combining skills, chaining effects, and building strategies felt great. There were some unexpected moments too: like when I was struggling against a boss, accidentally called mercenaries (the merchant character’s skill that I had never used) because I had no other options left, and they simply knocked the boss out. That moment felt amazing.
But the biggest reason I enjoyed the game was something very simple: the grinding really felt good. I’ve always been the type of player who compensates for limited gaming skills with time: more time, more levels, more power. But enjoying grinding is not automatic, though. In Octopath Traveler II, the pace was perfect for me. Not frustrating. Not too easy. Just satisfying. The kind of grind where you enjoy the investment and clearly feel the results of your time.
The story was also better than the first game, especially the opening chapters of each character. Those were strong enough to keep me engaged until I was fully hooked. Still, the structural problem remains. Each character’s story is isolated, and during those moments the rest of the party members become almost invisible. I understand how it would be hard to design branching narratives when you don’t know which characters are in the party, but the emotional separation is still disappointing. The new “crossed paths” stories help, but they still feel just like appendices. I really hope the next sequel finds a better solution. I’m curious how the new (I haven’t bought it yet, though) Octopath Traveler 0 approaches this.
Even so, I realized something important: I’m not done yet.
Now it seems the eight stories begin to merge into one larger narrative. From what I can tell, that final chapter alone might take another 30 hours. I paused for now because of other things, but I’m actually looking forward to returning. It feels like the perfect slow treadmill game for the rest of winter: steady, rewarding, and familiar in the best way. And I hope now I can enjoy their combined path.







