Review: Octopath Traveler 0 Has Its Moments
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A highlight of the Octopath Traveler games is getting really close to characters as we watch their individuals stories play out and we get to build each person we’ve come to care about with jobs we feel suit them best. While Octopath Traveler 0 feels satisfying to play and includes some gameplay elements that can be captivating, it’s unfortunately weakest in both of those areas. While Producer Hirohito Suzuki said in an official Square Enix interview that a self-insertion situation with a “central protagonist” was to “allow you to immerse yourself completely in the story,” in my experience I felt this entry had the exact opposite effect.
Octopath Traveler 0 begins with our avatar growing up in the town of Wishvale. Their father was head of the Watch and we were following in his footsteps, just as childhood friend Stia trained to be a carpenter like her father. However, on the day of the yearly Enkindling festival, the Master of Power Tytos, Master of Wealth Herminia, and Master of Fame Auguste all came together to raze the town in search of a legendary ring. Determined, our character decides to bring all three down in the name of justice and rebuild the village. This amounts to basically four initial campaign quests, with more opening up as those are cleared. Given this is an adaptation of Octopath Traveler: Champions of the Continent, the narrative in Octopath Traveler 0 ends up feeling very familiar if you're coming from the mobile game.
Multiple storylines in Octopath Traveler games are typical, and 0 even tones things down a bit by reducing the initial scope. Instead of offering one campaign right away for eight protagonists, we get four we can swap between. (Though the Wishvale one is designed to be played between the other quests, unfortunately.) The thing is that most of the time I felt like I was more of a silent observer of the main companion for each storyline, instead of the main character, even though there is a "chosen one" element at play for our avatar. The rebuilding Wishvale storyline? The lead felt like Stia and, to a lesser degree, Phenn. The Herminia and storyline? Bargello is the driving force. The one with Auguste as an antagonist? It felt like Schwartz’s story. Tytos’ tale? Velnorte. It felt constant. While I could define my identity in the initial character creator and a questline might ask if I wanted to join or follow someone on a quest I’d obviously agree to further, I often felt more like an onlooker than the star and as if those choices carried no weight. Even in Party Chats, aside from making a selection that could mean siding with one ally or the other, I felt like it was more about seeing my companions talk amongst themselves. Side quests? It's about the NPCs. Part of this is due to our character being a silent protagonist and everyone else so talkative. Some people might enjoy this approach, but I suspect those who are big fans of the first two games might feel the same way I do about the design decision.
Again, since Octopath Traveler 0 is building off of Octopath Traveler: Champions of the Continent, it can often feel more like it than the other games in the series. Battles still rely upon striking with weapons or elements opponents are weak against to “break” their shield. Completely bringing that number to zero leaves them unable to act and reduces their defenses. Like the mobile game, there are eight characters in battle at once, with four in the front row and four behind them in back. The four in front are active and can attack or use skills. The ones in back are in reserve and heal each round. You can swap between them on the front character’s turn, taking advantage of someone who has different movesets or stored up enough actions to hit up to four times or use a stronger strike. It’s a strong system and quite effective given the reliance on targeting weaknesses, since you can always pull in someone else who could have the right weapons or elemental magic. I adored the combat system, as always, and would love to see an Octopath Traveler 3 use it.


However, as a result of having the 30 possible party members, we lose a hallmark of character builds from the first two Octopath Traveler games. The only person we truly get to customize is our avatar. They can swap jobs, but everyone else is set in their ways. It isn’t like other titles where we pick a job and secondary job. Instead, there are set skills from jobs learned with JP. If you go to the Training Ground in Wishvale, find certain treasure chests, or fight certain folks, you get Action Skills and can equip a set number to each person. Honestly? I’d take the secondary job system over this one any day, but I get the feeling Square Enix and DokiDoki Groove Works were trying to push a diversified party with perhaps one character from each class around instead. As is, it felt like I had less control and less reason to really play around with developing allies, which was one of the things I loved most about the previous two console games.
Likewise, I feel I preferred the more limited scope of characters from the previous mainline Octopath Traveler games, as 0 offers so many that it can prove difficult to really connect with them. Their introductory recruitment quests are quite brief! Even the Party Chats didn’t seem to help me really care about them in the way I did people from the first and second games. Even after spending hours with the game, ones I didn’t get to know as a result of campaign quests sometimes just felt like “the person I bring in when I need a mage” or “I actually learned Macy’s name because she’s the only healer I recruited after playing about 15 hours.”


Especially since we aren’t relying on extra allies for Path Actions. Our avatar basically can do it all, and all Path Action options are available immediately. Our success with them varies upon fame, power, wealth, and our overall level, from what I can see. It is handy to be able to do it all at once! Convenient too, since nothing is walled off from us early on due to only wandering around with Stia initially. I do think Octopath Traveler 2 handled it best, with its combination of daytime and nighttime Path Actions, and would hope another game in the series would return to that design choice.
The thing I loved most about Octopath Traveler 0 is the town restoration and Wishvale reconstruction storyline accompanying it. While that does still feel more like Stia and Phenn’s story, I did feel more involved and connected to it than the other parts of the narrative. A downside is, it isn’t like the other campaigns we unlock. We can’t just focus on that storyline. The nature of some of its quests mean we’re forced to go away and go through other missions to make “time pass” and get to it. While it get it and do appreciate that it makes it feel like progress is gradually being made on this big and monumental project while we get revenge, I also wanted to spend all of my time rebuilding, reorganizing, collecting possible villagers, and making that place my own. However, I do wish that some of the NPCs who moved to our town had more of an identity or at least an actual name.


While Octopath Traveler 0 scratches the JRPG itch in some satisfying ways, I found it often never feels as captivating as the first two games. Our protagonist doesn’t feel as connected to events as the companions for the campaign quests, even with what happened to Wishvale. The heroes from Octopath Traveler 1 and 2 get stronger stories. I miss being able to play around with character builds like I did in past games too. The town building element is fantastic, constant access to all Path Actions is handy, and the eight-character party in battles allows for some fun strategic options. But I do hope the next entry in the series is more like Octopath Traveler 1 and 2 than 0.
Octopath Traveler 0 will come to the Switch, Switch 2, PS4, PS5, Xbox Series X, and PC on December 4, 2025.
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