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Octopath Traveler 0 on Nintendo Switch 2 Review

As featured in the February Issue of Mage Magazine, Paige reviews Octopath Traveler 0, the latest title Octopath title from Square Enix. 

By Paige Chamberlain

I did it!

I finally finished an Octopath Traveler game and all it took was turning a mobile gacha game into a regular retail release with extra content and no gambling involved. Somehow they still managed to upcharge for Christmas decorations for a game that was released in early December.
We’re heading back to Orsterra in Octopath Traveler 0, a prequel set a few years before the first game’s timeline. Instead of juggling eight different characters, you’re in the driver’s seat of a custom protagonist. You get to pick their favorite food and their starting gear, both of which they’ll desperately need after surviving the classic ‘my hometown was burned to a crisp’ origin story.

Unlike many games where the loss of a home is merely a catalyst for adventure, this title focuses on the immediate labor of reconstruction and the search for surviving residents. While the marketing framed the journey as a choice between revenge and rebuilding, the two paths aren’t actually at odds; in fact, players can successfully pursue both simultaneously.

While the Wishvale arc is pleasant enough, the main slice of the pie lies in toppling the first three ‘Big Bads’, even if their relevance fades in later chapters.

The narrative eventually blossoms into a sprawling epic of tragedy and warfare. Many compared Final Fantasy XVI to Game of Thrones, but the early hours of Octopath 0 actually fits the bill a whole lot more. And while the writing remains mature and competent throughout, it does lean into more generic tropes as it nears the finale.
As the third entry, it introduces more than just a custom lead (who, I eventually discovered, possesses a distinct personality of their own). The most obvious change is the combat: a lane-based system featuring a full eight-person party. Characters are paired up and can swap instantly without burning a turn, making the ‘Shield Break’ loop feel incredibly snappy—especially at 2x speed. With a massive roster of 35 recruits, including the (admittedly non-canonical) cast of the first game, the strategic depth is immense. Each recruit boasts unique, non-transferable abilities that ensure they aren’t just redundant class clones. These characters are fleshed out through mini-stories and charming vignettes, turning me into a lifelong Isla fan, even if I have to accept that he’s a boy.

The normal difficulty was a bit of a breeze until the final arc hit me like a wall. It’s a little bizarre that the best strategy boils down to copying Olberic’s ability just to break that 9,999 damage cap with one attack. I didn’t exactly help myself by doing a ‘no-nut’ run, but I can be a squirrel if I want to be. Ultimate attacks become absolute lifesavers here, they scale up to three tiers and you’ll want to use them constantly. I lost count of how many times a fully upgraded Aelfric’s Blessing pulled my team back from the brink.

The Path Action system has also seen a significant overhaul, with the original eight actions being streamlined and rearranged. You can now Entreat, Purchase, or Contend with NPCs, but the real depth lies in recruiting them as combat supports. These NPCs act as a ‘free move’ in battle, executing specific skills with a limited number of uses per encounter. Once their total stock is depleted, you’ll have to track them down in the world to re-recruit them. Beyond combat, you can invite NPCs to join your town of Wishvale where they provide passive benefits or work on the farm. While the town-building is a charming addition, you don’t get total creative freedom until the post-game. This is a bit frustrating, as I’m starting to feel ‘customization fatigue.’ That said, progressing through the Wishvale quests is essential, as it eventually unlocks key abilities like opening special chests and even talking to animals.

The NPC writing remains a highlight, I loved encountering a ‘jumpy parishioner’ whose fear of ghosts was made clear by pockets stuffed with garlic and holy water. The game excels at staging memorable sequences, with the naval war arc being a particular standout. However, the true final boss (which I’m still currently stuck on) offers a level of difficulty I still can’t overcome. My only real gripe is with the theme of forgiveness, it feels a bit hollow when the game allows me to kill certain characters while forcing me to spare others who, frankly, I would have much rather finished off.
Unfortunately, since this title began as a mobile game utilizing assets from the original, the low-resolution textures are horrendous to look at, with the exception of a few well-lit areas.

However, the voice acting is more than decent, it’s stellar. One primary antagonist while simply MARVELLOUS, sounded so much like Trey Parker that I found myself double-checking the credits (only to find, unsurprisingly, it wasn’t him).
While the game’s length isn’t necessarily a flaw, the pacing is hard to defend, as the final arc is bogged down by significant padding. Yet, despite the visual shortcomings, the snappy combat makes the old system feel obsolete. The writing and set-pieces make the journey worth the walk just be sure to literally walk, as running triggers far too many random encounters.

Review Score
Octopath Traveler 0 Review
Octopath Traveler 0 Switch eShop

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