Remaster of Oceanhorn
3.01 average rating based on 178 ratings
I'm a bit surprised on how this game is getting mixed reception. Never played any legend of zelda game but i enjoyed this game. boss battles are amazing and clever, the different items or gadgets is fun to play, I like the occasional voice acting, all of the islands is different on their own way and the music or soundtrack is great. the game is not revolutionary or you would call original but its fun. I don't think it's fair to call this game a Zelda clone maybe zelda inspired? While not the most polished game, the art style works for the story, the environment is crisp and clean, and any bugs that pop up are minor and nowhere near game-breaking thats my only criticism on game.
Oceanhorn is a boring game that isn't worth your time.
I played it for two hours and the only development was the ability to throw (poorly aimed) bombs. No new equipment, no skills, no nothing. Apparently you get jumping boots, a bow and spells later on but it's too late.
Combat is a snoozefest. Maps are very linear and mazelike. There's tons of backtracking. The story so far has been limited to a short intro movie, one conversation and a few lines of descriptive dialogue. The game never gets interesting or clever or exciting.
Aside from being boring and bland, it also has a tedious "sailing" minigame. Every time you (slowly) travel between the islands you have to sit there and shoot a bombs and fish that pop up. It literally adds nothing to the game, it's just an annoyance used to artificially lengthen playing time.
This game is a colorful action-adventure game clearly inspired by The Legend of Zelda, particularly Wind Waker and A Link to the Past. It offers exploration, puzzle-solving, and combat, wrapped in a vibrant, cel-shaded art style. I'm particularly a fan of the Zelda games, but I'm not really a Nintendo fan, so I'm biased when it comes to these Zelda-like titles because they are the only way for me to experience Zelda again.
The soundtrack, featuring contributions from renowned composers like Nobuo Uematsu and Kenji Ito, enhances the atmosphere and gives the game a warm, nostalgic tone. And this element is very important since it really helps setting the atmosphere of the game, similar to how the games that inspired it. The game’s strengths lie in its charming presentation, approachable gameplay, and steady sense of progression through new equipment, upgrades, and XP-based perks.
However, its heavy reliance on familiar mechanics means it lacks a strong original identity, combat and puzzles are simple, offering little challenge for veterans, and sailing between islands is mostly automated, making travel feel repetitive. The narrative and dungeon design, while serviceable, don’t always feel as polished or engaging as its inspirations. And there are no RPG …
This game is a colorful action-adventure game clearly inspired by The Legend of Zelda, particularly Wind Waker and A Link to the Past. It offers exploration, puzzle-solving, and combat, wrapped in a vibrant, cel-shaded art style. I'm particularly a fan of the Zelda games, but I'm not really a Nintendo fan, so I'm biased when it comes to these Zelda-like titles because they are the only way for me to experience Zelda again.
The soundtrack, featuring contributions from renowned composers like Nobuo Uematsu and Kenji Ito, enhances the atmosphere and gives the game a warm, nostalgic tone. And this element is very important since it really helps setting the atmosphere of the game, similar to how the games that inspired it. The game’s strengths lie in its charming presentation, approachable gameplay, and steady sense of progression through new equipment, upgrades, and XP-based perks.
However, its heavy reliance on familiar mechanics means it lacks a strong original identity, combat and puzzles are simple, offering little challenge for veterans, and sailing between islands is mostly automated, making travel feel repetitive. The narrative and dungeon design, while serviceable, don’t always feel as polished or engaging as its inspirations. And there are no RPG elements like many Zelda-like titles tend to have, which brings a little more complexity to the table, so don't expect too much on this regard.
Overall, Oceanhorn is an enjoyable, beginner-friendly adventure with beautiful visuals and a relaxing soundtrack. Don't let yourself be fooled by this game's origin being in the mobile platforms, this is pretty much a full-fledged single-player adventure game. It’s best suited for players in the mood for an accessible, nostalgia-driven journey, but those looking for deeper gameplay or a fresh twist on the formula may find it a bit lightweight.
It's sad to see a game with such good music and graphics turn out to be an utter pile of rubbish. The controls suck. For example, you can use your shield to block attacks (sometimes this is required to beat certain enemies), but half the time when I pressed the button the shield didn't actually deploy, which caused me to take damage. This was incredibly frustrating. The puzzles were easy. Lots of uninteresting backtracking. Enemies were either too easy or just plain annoying. When entering the start menu, sometimes the menu would be scrolled far right instead of where it should have been. The ending boss was battle was super dumb.
This is basically a Zelda clone and takes heavy inspiration from BotW and Wind Waker. Nothing wrong with that, but it's nowhere near as good.
Don't buy this game! It looks like it could be good but it isn't. I tried the demo and thought it was ok, but it gets worse! I bought it on a steep sale so I can't say I wasted my money, but I did waste my time. I stuck it out and beat it in about 16 hours.
Pros:
+ Nice soundtrack (albeit repetitive)
+ Decent voice acting for cutscenes
+ Overworld and dungeon exploration/puzzles are done well and enjoyable
+ Felt like a knockoff Zelda clone
Cons:
- Felt like a knockoff Zelda clone
- REALLY ugly character and enemy models
- Fishing and sailing segments were awful and time consuming
- Combat is stiff and unsatisfying
-
Final Thoughts:
Have you ever bought a downloadable indie console RPG from the late 2000's/early 2010's for the 360 or PS3 during the whole "western developer takeover" era? If not, then welcome to Oceanhorn! I remember that when the game's first trailers dropped, they made having Nobuo Uematsu and Kenji Ito onboard as major selling points. Their budget must've gone towards paying them for a handful of contributions because the rest of the game was unable to air out the stench of generic mobile phone game.
You play as your typical silent protagonist in search of his father, traveling from one island to another on the lookout for clues and other junk to save the world from some mythical critter named Oceanhorn. The islands …
Pros:
+ Nice soundtrack (albeit repetitive)
+ Decent voice acting for cutscenes
+ Overworld and dungeon exploration/puzzles are done well and enjoyable
+ Felt like a knockoff Zelda clone
Cons:
- Felt like a knockoff Zelda clone
- REALLY ugly character and enemy models
- Fishing and sailing segments were awful and time consuming
- Combat is stiff and unsatisfying
-
Final Thoughts:
Have you ever bought a downloadable indie console RPG from the late 2000's/early 2010's for the 360 or PS3 during the whole "western developer takeover" era? If not, then welcome to Oceanhorn! I remember that when the game's first trailers dropped, they made having Nobuo Uematsu and Kenji Ito onboard as major selling points. Their budget must've gone towards paying them for a handful of contributions because the rest of the game was unable to air out the stench of generic mobile phone game.
You play as your typical silent protagonist in search of his father, traveling from one island to another on the lookout for clues and other junk to save the world from some mythical critter named Oceanhorn. The islands themselves, along with caves and other locales, looked decent enough although there was very little in their respective designs to tell them apart. Characters and enemies, however? Yikes! It definitely feels like there were major budget constraints in that department, as it looked no better than what you might find in a low-budget Dreamcast game. And even that analogy may be giving it too much credit.
In Oceanhorn, sailing to other islands turns the game into an overly simplified on-rails shooter. While it feels like a neat idea initially, you'll soon get sick of it and wish for the ability to just warp/fast travel from point A to point B. The game also offers a fishing minigame that you'll quickly grow to despise. To catch a fish, one simply has to hold the opposite direction of where the fish is swimming (buttons do absolutely nothing), which exhausts its strength meter. Once it is completely exhausted, you catch the fish. The problem is that fish LOVE to constantly switch direction and unless you're holding the opposite direction, the fish will recover its strength quickly which can lead to a 5+ minute long fishing session depending on the type/size of fish on the hook. Fortunately, there's no real incentive to fish, other than getting trophies on the PS4.
Despite these shortcomings, there's still some fun to be had. Once you get past the initial "smell" of Oceanhorn, the game manages to offer some fun item exploration, puzzles to solve, and bosses to conquer. It's a fairly easy game, with only some minor frustrations here and there. Would I revisit Oceanhorn again? Probably not, but that's only because there are likely better bootleg Zelda games out there.
Ocean horn is a really nice and beautiful game looking and playing a little bit like zelda series mixed with little big adventure.
Everything is put in an isometric perspective with lovely candy graphics. The world is divided into island to which you travel by sailing your boat. Our main hero has no name but looks very similar to Link - although without the cap - but with the sword and the shield the inspiration is unmistakable. Your goal is to kill the monster called Oceanhorn - to do so you will need to travel the world, discover new locations, solve puzzles and gain necessary abilities.
This game gives a very laid back feeling. The gameplay is very good as well. Fighting, travelling the world, solving puzzles, even fishing are all well done. I really enjoyed my time playing the game and can easily recommend it to any Zelda fan out there.
So obviously this game is a Zelda clone, so for that reason I really wanted to like this game but no matter how hard I tried, it was just a huge disappointment. Nothing about it changes that formula in any way in fact it takes the more boring and dull parts of Zelda and makes them even worse, the combat is lackluster all you really need to do is swing a sword. The "puzzles" are way to easy, over all I would say this game isn't worth your time. I guess that's what I get for getting excited about a mobile port.
“It is better to fail in originality, than to succeed in imitation.” -Herman Melville, Hawthorne and His Mosses
This review is for the version of the game released this year (2017) on the Nintendo Switch.
Even if you’ve never played a Legend of Zelda game, you’ve likely played any one of its many homages, tributes, clones, rip offs and knock offs. Zelda certainly must be one of the most influential franchises in gaming history. As is frequently true of the biggest, earliest IPs, there have been a lot of games which have followed (consciously or unconsciously) in the Legend of Zelda’s footsteps. This is perhaps clearest in the indie scene, which often takes snapshots of past classics and builds on them.
This evidently accounts for Cornfox & Bros.’s indie action-adventure: Oceanhorn: Monster of Uncharted Seas, a game I was excited to play for a long time (emphasis my own). Oceanhorn wears its influences on its sleeve: a young protagonist sails across a vast sea from island to island looking for lost treasures of an ancient civilization, fighting back a reincarnated evil by wielding bombs, arrows, a shield and sword (eventually a Master Sword analog). You’ll also find heart pieces, master …
“It is better to fail in originality, than to succeed in imitation.” -Herman Melville, Hawthorne and His Mosses
This review is for the version of the game released this year (2017) on the Nintendo Switch.
Even if you’ve never played a Legend of Zelda game, you’ve likely played any one of its many homages, tributes, clones, rip offs and knock offs. Zelda certainly must be one of the most influential franchises in gaming history. As is frequently true of the biggest, earliest IPs, there have been a lot of games which have followed (consciously or unconsciously) in the Legend of Zelda’s footsteps. This is perhaps clearest in the indie scene, which often takes snapshots of past classics and builds on them.
This evidently accounts for Cornfox & Bros.’s indie action-adventure: Oceanhorn: Monster of Uncharted Seas, a game I was excited to play for a long time (emphasis my own). Oceanhorn wears its influences on its sleeve: a young protagonist sails across a vast sea from island to island looking for lost treasures of an ancient civilization, fighting back a reincarnated evil by wielding bombs, arrows, a shield and sword (eventually a Master Sword analog). You’ll also find heart pieces, master keys, dungeons, and three gilded relics.
If that sounds familiar, recognize that the familiarity was intentional. Heikki Repo, the creator of Oceanhorn described it thusly:
“Oceanhorn is a game for the Nintendo fans, because it was made by a bunch of them. We are well aware that it is a smaller title and a different title from many of the console experiences that inspired it – but I truly believe that we were able to capture some of the essence of the classics in this game, as well as establish Oceanhorn as a franchise of its own.”
Well, I’m a Nintendo fan. Perhaps it was precisely this which drew me to this game since the day I first saw it.
Rather than a top-down, bird’s eye perspective or a full-on 3D approach, Oceanhorn‘s most significant visual characteristic is its isometric environments. The gameplay itself isn’t restricted to prescribed squares or hexagons, so I assume the isometric design is present for purely cosmetic reasons. It does clearly delineate for us the varying heights that constrain our hero’s journey through the archipelago.
Oceanhorn follows the life of a young boy, presumably an orphan. His father leaves him one fateful night to confront the mechanical beast Oceanhorn, a Living Fortress. However, his father never returns. The boy eventually sets out in search of his mother’s necklace and his father’s sword. One thing leads to another (which describes the simplicity of this game’s story) and the boy soon leaves his little island on a boat. He’ll run smack dab into ancient woes with the Direfolk, Gillfolk, Owrus and the descendants of Arcadia, but his goal is to… well, actually I’m not sure.
Oceanhorn sets us out on a tale but it’s hard to grasp exactly what kind of tale it is as its scenes seem almost like isolated moments, rehashes of memories we’ve accrued before elsewhere: playing as the orphan, watching the fireworks with a conveniently nameless girl, defeating a man in black bent on harassing innocents, discovering the last survivor of an ancient race, trying to stop the resurrection of an evil god, recovering the glory of a lost civilization, discovering your significance and ties to the past. By the time I reached the game’s climax, I wasn’t sure why I was there or why my character needed to be there, why he was headed where he was headed. I had a feeling this was going to be an issue when the game started world-building without giving me the protagonist’s name.
Click here for the full review... https://thewellredmage.wordpress.com/2017/07/16/oceanhorn-monster-of-uncharted-seas-2017/
It's finally over! Fuck I didn't have fun playing this game. It's like a Chinese rip-off of The Wind Waker with a few other classic Zelda elements in it. Looks similar, has sailing (not nearly as bad as TWW's though), and has caves to explore but it has no heart. Everything here is done to do, not to enjoy. Weak, non-existent story. Nice-ish music. No character development. No one to care about (IMO anyway). Terrible graphics (Although it was an iPhone title at first).
I am so glad I finished it. I can finally say a game I've had for many years is done even if I didn't enjoy it at all.
Maybe it's me or this game lag's on my iPad 2nd Gen. :x