Oceanhorn in Review – If We Can’t Have Zelda, I’ll Take This
Games like Diablo certainly popularized the concept, but in my opinion one of the earliest examples of a good action / RPG was The Legend Of Zelda. There have been many installments in the franchise, but more importantly there have been a ton of wannabes made in an attempt to provide the same type of game to non-Nintendo platforms. Some of them have succeeded to a limited degree, but Oceanhorn is one of the few to do so in both mechanics and spirit, and probably the only one for the iOS platform so far. Apparently you don’t need a tri-force for this type of game to be fun.
In this game you wake up a boy and set off to become a legend as you track down the mysterious creature Oceanhorn that is somehow tied to both you and your father. To start your journey you must recover a mysterious necklace, and during that brief quest you’ll also find your first weapon. Much like Zelda, you tend to find the useful stuff underground in the caves and tunnels you’ll explore. Why do they always hide everything underground? Anyway, you also have your trusty shield and fairly early on you’ll acquire the ability to collect and use bombs, so I’m expecting to find a bow and arrow or at least a boomerang at some point. You soon get directed to visit a new island, and as you find documentation or talk to people that reveal the history of the land new locations will be unlocked for your explorative pleasure.
Naturally this won’t be a straightforward expedition, so you’ll spend some time traveling back and forth between islands to accomplish all of your goals. In a nod to Wind Waker you actually pilot your boat during these treks, and once you get the bombs you actually have to shoot at things as well. On the islands you’ll battle a variety of creatures, solve basic environmental puzzles that so far tend to revolve around moving blocks around and flipping switches, and some occupants on the islands will give you quests to complete.
Along the way you might find items that you can equip or that relate to quests, and in a nice twist when you find non-essential items you’ll automatically sell them for gold. No seeking out shops to clear your inventory in this game! Each island also comes with three overriding missions to complete, though some or so broad you can actually finish them on any island. Completing missions and killing monsters earns you XP, and once you’ve gathered enough you’ll go up a level which enhance or unlock some new trait for you. There seems to be plenty to do, and the multiple levels make for some expansive islands, but even with the mini-map it can be easy to get lost and turned around at times, especially when you’re trying to get to that treasure chest that you can see on the map but just can’t quite find on the actual game screen.
To move your character along you use an invisible virtual joystick on the lower left side which works reasonably well most of the time. Its impreciseness can be felt at times when you are trying to cross narrow bridges and such, however. Most actions are performed with the versatile action button in the lower right corner of the screen, and special items are activated via the graphical item button above the action button. Don’t confuse this with the button that actually says “item” which brings up the menu of special items you can pick from. You can throw certain items by picking them up and holding them with the action button, aiming by dragging the virtual control stick, then releasing the action button to toss. This does take some getting used to, especially since there is no nifty guide ala Angry Birds to show you where you’re actually tossing the item. There is also a menu accessible by touching the mini-map that shows things like your current missions, items you’ve collected and a log of everything you’ve read and everyone you’ve talked to.
Graphically I’d say the game comes in at about the level of the Zelda series when it was on the Nintendo 64. The backgrounds are pretty stunning at times, and there’s plenty of detail strewn throughout the levels. Some of the monster designs are rather interesting, and there’s an obvious influence from Zelda in cases like the monster that rises from the ground and spits rocks at you (sort of a combination of two classic Zelda critters). The sound effects are pretty good and they did a good job finding people to voice the characters, though there are times that the voices don’t necessarily match what you’d expect by looking at an individual. The music takes me back to the days of Castlevania IV on the SNES. That was some of the best music of the 16 bit era, and the style still holds up incredibly well as evidenced by the soundtrack in Oceanhorn.
This game does offer a few frustrations, especially when it comes to the preciseness of the controls. However, all the good in the game far outweighs any minor inconveniences these things might provide. I’ve always been a big fan of the Zelda series, and since Nintendo doesn’t share the closest we were ever going to get on another platform was an incredible clone. There’s no question in my mind that Oceanhorn is that clone. If Zelda doesn’t mean anything to you then you’re still in luck because Oceanhorn is a pretty remarkable action / adventure RPG in its own right.
|Title:||Oceanhorn ™||Developer:||FDG Entertainment|
|Reviewed Ver:||1.3||Min OS Req:||5.0|
|Price:||$8.99||App Size:||170 MB|