Behind this project is a small study of three people, the Finns Cornfox & Bros , who decided to aim at the modern Zelda to recreate their own adventure. Naturally the ambition of the project is enormous, and surely for many it will end halfway. In iOS it was nice to
play a kind of adventure that is not styled in that format, but the truth is that the simplicity of many of its proposals end up turning Oceanhorn into an entertaining game, but light and far from its initial pretensions, that yes They were not a small thing.
The beginning of the game is revealing, with our father leaving a note in which he explains that he will fight a great evil and making some requests that we will fulfill upon awakening. There begins a kind of tutorial where we will learn some of the basic mechanics of the game.
From an isometric view in the middle of a three-dimensional world, we begin to learn mechanics: we have an attack button, another for the shield,
we can push objects to move them at will, pick up others, play with switches to open new floodgates, etc. Everything gives off a clear Zelda touch, even in attacks like the onslaught in which our character runs at high speed in a straight line.
The development of the adventure is quite simple. We will be moving through different islands that contain varied NPCs and dungeons that we have to overcome. The mechanics of these dungeons are repeated without too many changes beyond adding some new elements as we go.
For example, in the second island we see that there are pumps to buy in the store but they are not available yet. They will be part of our team once we go to a specific point and unlock this device that in turn will allow us to go through previously blocked areas and reach new locations.
The formula has a rhythm, but it is tremendously simple. The dungeons , which should be the basis of the game, pecan a linearity that will rarely put us in trouble, and basic elements of the Zelda saga are repeated ad nauseam, such as the fact of pressing
switches, use objects to open gates and manage our inventory (pumps, arcs) to move forward. It is all very evident, without having to squeeze our heads at any time. This, added to the lightness of the combats and the past patterns of the enemies make that Oceanhorn is not a game too difficult or demanding with the player.
The battles with the final bossesThey are very convincing visually and offer something more challenging, maintaining the idea of having to use some
skills to make them lower their guard. Here is some interesting detail, like one of the bosses that is immune to bombs and arrows and instead is very weak … before the vases. Once dazed, it’s time to crush him with the sword.
There will be no shortage of the classic enemy who opens his mouth crying out for a bomb in the jugular or the one that shoots us projectiles that we must bounce with our shield. Does it sound? Logically, because Oceanhorn more than inspired, borrows many things from
Zelda. Something that takes away the personality and surprise of the proposal. Among other things because it stays with the base but does not have the level of finishing of the Nintendo saga in almost anything that copies.
To all this, other elements that complement the experience are added. There are certain treasures to be found (yes, there is no shortage of heart pieces) and an adventurous level up system that allows us to access some specific items. It is achieved by doing secondary,
overcoming challenges that are emerging in each area (get 25 coins, kill X enemies) and advancing the development of the game. This gives you more content if it fits for a game that will last us more than 15 hours if we want to finish it without having everything 100%.