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Octopath Traveler 0 Review (PS5) - What Is Old, Is Again New - PlayStation Universe

Octopath Traveler 0 Review (PS5) - What Is Old, Is Again New - PlayStation Universe HomePS5PS PlusNewsFeaturesGuidesReviewsGamesWallpapers HomeReviewCurrent: Octopath Traveler 0 Review (PS5) – What Is Old, Is Again New Octopath Traveler Octopath Traveler 0 PS4 PS5 Review square enixOctopath Traveler 0 Review (PS5) – What Is Old, Is Again New

Octopath Traveler 0 PS5 Review. Octopath Traveler 0 is a good RPG. And, in terms of what it represents, I immediately want to see more of this from Square Enix. As an expanded adaptation of an otherwise moored mobile game, Octopath Traveler 0 is a phenomenal effort that deserves to succeed on the merit that it allows for console players to enjoy a story that has otherwise been barred behind mobile stores and gacha mechanics.

Seeing it be able to blossom into a full-fledged (ostensibly) numbered title in the series lineage is a great promotion. As a game by itself? I have some queries that I wasn’t quite able to shake. In a lot of ways, Octopath Traveler 0 is a game of halves, and it lands a bit unsettled when compared to its older siblings.

Octopath Traveler 0 Review (PS5) – What Is Old, Is Again NewNot-Octo Path, And That’s Okay

Before this point, Octopath Traveler was a pretty descriptive name for the ongoing series; each game had you following eight distinct protagonists on their personal journey. Whether that journey involved revenge, thrill-seeking, or helping people across the world, each one had a totally unique flavour across both main entries before this one.

This is where Octopath Traveler 0 diverges in the biggest way possible; it’s an Octopath Traveler game in name alone. This game features three separate stories based primarily around a single event, and managing to avenge that critical point. It isn’t a weaving story, it’s a comparatively simple one.

Each prong of the three-fold story is spearheaded by a particular villain. This is where I must admit that I’ve not been able to see the end of these particular stories in time for the review embargo. It was widely reported that this game was over a hundred hours long for the main campaign, as well as supporting content, and that was absolutely no lie.

Being built on the bones of a gacha project means that there is frankly years worth of story to sift through, and I’ve not been able to scale the mountain that’s there.

Which isn’t to be critical of what is there; I was actually left impressed by how well each of the initially comical villains is characterised, without pulling punches when it comes to their actual villainy. Where previous games were more focused on the journeys of individual characters, this lens of storytelling does a good job in exploring the impact that one individual can have on a wide array.

Your protagonist’s position as a largely silent one means that this is almost required for any kind of personal stakes.

The world of Octopath Traveler is one that I have always championed as being bursting with life and detail, and that remains true here. Each town feels populated and impacted by the world around it, through story and flavour text alike. It’s rare that I find myself actively seeking out more information about seemingly normal towns, but Octopath Traveler 0 continues the trend of creating believable spaces.

Mechanical Consistency, With A Twist

If anything particularly exposes the mobile-game roots of Octopath Traveler 0, it’s in the combat and surrounding systems. All of them have been carefully tweaked in order to suit them for console progression in mind, but there’s just a few leftovers that threaten to tip the balance for me into frustration.

One of the big fundamental changes is the shift to eight members per party, rather than the traditional four. With a potential list of party members that stretches well into double digits, eight members at a time is the only way to even slightly balance the scales in terms of keeping a variety.

As a result, the normal Octopath Traveler battle system has been supplanted with a front-row and back-row setup for your team, which allows for you to swap any two members around at will, with the back-row recovering HP and SP over time.

It’s a solution for a problem that has been artificially invented by a bloated cast of characters, and an arbitrary limitation on the moves that they can learn, but it’s a solution that functions.

A Rogue’s Gallery

In a twist that will surprise nobody, Octopath Traveler 0 goes far beyond the cast that was offered in previous games, even combined, and offers an extensive catalogue of party members to recruit and interact with. On paper, this sounds like an exciting way to allow for expression and personal builds.

In practice? It’s an ugly reminder of how mobile players had to play through this story, and quite obviously exposes a pretty gritty underbelly. Having not played Octopath Traveler: Champions of the Continent, I can already understand how that game would attempt to squeeze that one extra banner roll out of a player who just needs a particular character with a particular version of an ability.

Despite characters each being silo’d off into specific job types, each one has a specific set of skills within that type. No two scholars have the exact same moveset. Neither can either scholar expand their moveset beyond the arbitrary boundaries they’ve been set.

In both Octopath Traveler and Octopath Traveler 2, your Scholar had the ability to reliably exploit three core elemental weaknesses, with the potential of growing that into even more with the use of support job skills. In Octopath Traveler 0, there’s no consistency to skills.

This issue is compounded by how only the main protagonist can change jobs, instead of the entire team. Each character in your party is stuck in their role, and is unable to be outfitted outside of that given role. The ability to mix and match job sets was a tentpole of why Octopath Traveler was so enjoyable, so losing it in favour of a far clumsier 8 person party feels uniquely frustrating.

The fundamentals of what make the BP system so great are still here, just marred in an otherwise hostile system that has been defanged at the very least.

Build A Base

In an interesting twist of circumstance, Octopath Traveler continues the adoption of Bravely Default into itself, with the addition of town-building. This addition makes for the majority of the “added” content in this edition of the game, and is a complement to the turn-based combat in a way that clearly still works well.

Despite being the incident that incites your main character to embark on his quest, the rebuilding of Wishvale is a largely isolated side-activity that allows you to dip in and out as you like, steadily expanding as you proceed through the main quest.

You can’t commit yourself entirely to rebuilding the town immediately, but the option to steadily see your own place develop and change over time is a pleasant new addition that does actually feel additive. This is where you’ll get a slight insight into your ever-growing retinue as you recruit them from various towns.

Two Steps Forward, One Step Back

As I said at the top of this review; Octopath Traveler 0 is a quality RPG on all accounts, but that graduation from mobile to traditional platforms hasn’t come without some rough edges and sanded down complexities.

It’s the complexities of Octopath Traveler that have made me warm to it over the years, and seeing it be simplified down is a complicated thing to come to terms with. The titular “path” actions have been condensed down into your single main protagonist, who can do any number of things inexplicably. Before now, the actions that you can do were directly tied to the characters you were controlling, but now each NPC arbitrarily serves a function.

You can only buy from certain NPCs and you can only recruit certain others. It diminishes the role-playing element that made Octopath Traveler 2 so engaging. Similarly, the removal of the day and night system speaks to this as well.

This bleeds into the visuals, with a noteworthy dip in the quality of some textures and environments. It still looks as good as many other HD-2D games, but that step down is noticeable in 4K, especially when compared to its siblings.

I bring these up out of a place of love, because I know that this game could be given just that little boost to bring it on par with its contemporaries. Its origin as a mobile game is undeniable, and a lot of effort has gone into ensuring that the experience is largely uncompromised for the majority that will only be experiencing this game now, rather than a couple of years ago.

The addition of full high quality voicework for the main story and certain side content speaks to this, as well as the utterly phenomenal scoring from Yasunori Nishiki. Everything that you love about Octopath Traveler is here, it just might feel a bit different to what came before.

Ultimately, the most important thing is that this game is here to play. When Square Enix inevitably pull the plug on Champions of the Continent, the majority of the game will have already been preserved in this game, for all to enjoy.

When looking at how so many other games have been sent to pasture, this is one major win.

Review code kindly provided by publisher.

Octopath Traveler 0 is out on December 4, 2025.

Score 7.5The Final WordOctopath Traveler 0 is a great game in its broadest strokes, but manages to miss the high benchmark that the rest of the series has set for me. The bones of a mobile game are still very much here, candied with the presentation of a console experience. Despite this, I still largely enjoyed my time with Octopath Traveler 0, and very much want to see more from this now staple franchise.

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