

It's just that people have, in this instance, misplaced genre expectations, and launch into hyperbole when something tries to be its own thing. "Eight travelers, eight stories to be told. They do interweave in the background by the end, but it's fundamentally a game about eight separate short stories, and honestly if you go back and look at the marketing, they were pretty honest about that. So if they set up proper burst windows, things will die quickly, whereas if they mentally auto-pilot with Attack and fail to buff, debuff, or maximize boosts, things will take forever. It's really simple: buffing, debuffing, and proper utilization of breaking/boosting have exponential effects on the amount of damage the player can inflict. Equipment, character, and party build are way more important and less time consuming to improve. People see the option of leveling up and can't help themselves, even though in Octopath, leveling up ("grinding") is actually not super helpful, due to the way its systems work mathematically. Imagine if the common response to failure in Dark Souls was outrage at its grindiness, rather than self-improvement. Unfortunately, people have trained themselves to grind endlessly in the face of any adversity in JRPGs, rather than try to suss out their systems. Likewise, the bosses can be hour-long struggles or brisk 5 to 10-minute affairs.

If not, the game punishes you and they take forever. The random battles are incredibly snappy if you're engaging with the battle system correctly.
