The gaming community agrees that Octopath Traveler 0 represents a massive transformation of the mobile gacha game, Champions of the Continent. Remarkably, the game has evolved into what appears to be a complete, premium-priced console experience. As its December 4 launch approaches, the developers must grapple with addressing its story. Given that this prequel fits into the established timeline of the series, how exactly does Square Enix plan to reconcile this new story with the beloved original?
In the familiar realm of Orsterra, players find themselves on the same continent as the first Octopath Traveler, a setting it borrows directly from its mobile predecessor. If they were expecting this prequel to follow a set path leading to the first game’s events, they’re sadly mistaken. Shockingly, the development team offered a surprising amount of freedom regarding narrative consistency to keep things fresh.
Producer Hiroto Suzuki clarified this unique approach during a recent interview, explaining that players can choose whether or not to recruit characters from outside Octopath Traveler 0‘s main narrative. As an example to illustrate his point, Suzuki uses Tressa Colzione, one of the eight original travelers, who, according to the established canon, shouldn’t have begun her journey during this earlier period. For those who recruit her, the game allows them to create a fun divergence from the official timeline. In contrast, choosing not to recruit her keeps the original continuity perfectly intact.
Alternatively, players who care deeply about the series’ lore face a delightful dilemma, as canon purists who forgo these anachronistic characters can still experience a perfectly coherent story. Given these various stories that can be told in Octopath Traveler 0, players can see what would happen if the savvy merchant Tressa joined the adventure early. With the inclusion of this “free will” element, the game goes far beyond just a few optional party members.
Moreover, this element of choice has likely contributed to a reportedly enormous gameplay experience. The developers previously revealed shocking news about its runtime, stating that the main story alone takes roughly one hundred hours to complete. Does that staggering playtime account for all the potential distractions and side activities?
Producer Suziki added that he focused heavily on the main narrative during his hundred-hour playtest, spending little time on the new town-building mechanics. Is it possible that players who enjoy every side quest and system are spending significantly more time in Orsterra, to explain the longer gameplay? A certain type of gamer, specifically the kind who gets genuinely excited at the prospect of a wonderfully long role-playing game, has been delighted by the news. And how could they not, when Octopath Traveler 0 has proven to be the game that keeps on giving?
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