You can also pick up way more than pots (stone blocks, rocks, barrels, lanterns, travel beds, you name it), which is fun in a really silly way, and then hurl them at enemies for extra damage or break them for items. You follow in his footsteps and learn about his adventure as you continue yours. And for most places, your arrival prompts an audio passage from your father’s notebook. It’s cool to probe characters in conversation and get them to mention new islands, which you then chart on your sea map. Then there is the way you discover locations - one of my favorite parts. (Note: Oceanhorn does support iOS 7 controllers). The interface is clean and easy to use even when under duress. They’re fluid and natural, and you can choose from a couple different methods, including a virtual analog stick (I liked this best). ![]() Some things are unique, and they’re the most rewarding: Unlike in Zelda, killing enemies earns you experience in the way of blue diamonds, which raise your Adventurer level and net you cool bonuses (such as inventory expansions and better stamina) every time you reach a new tier. ![]() But this is probably as close to a true Zelda game as we’re going to get on a mobile device. Yes, you go around exploring islands, looting treasure chests, fighting enemies, and conquering dungeons just like in Zelda. Oceanhorn shines on the iPad Air and iPhone 5, but plays acceptably on every supported device.Īnd Oceanhorn is fun. You’re going to get your money’s worth, especially if you have a newer device than mine. Otherwise, this plays like something straight from a handheld like the 3DS. I only noticed very small and infrequent framerate issues on my iPad Mini. The excellent music, occasional voice-acting, and vibrant, lush 3D graphics go a long way to make this feel like a quality release. ![]() They help Oceanhorn sound top-notch, and the main theme reminds me a lot of Final Fantasy X (no wonder, since Uematsu worked on it). The beautiful score from composers Nobuo Uematsu and Kenji Ito are the reason for that. Oceanhorn might look, play, and feel like Zelda, but it’s got vibes from some great role-playing games. But the boy’s quest to find his father and learn more about his lost mother is more heartfelt than saving a helpless maiden, and the themes of magic versus technology manifest in a way much more akin to something like Final Fantasy. With only minor variations, Oceanhorn shamelessly borrows from the Zelda series, copying enemy designs, the ocean sailing from The Wind Waker, dungeon layouts, and characters like a certain water princess. Now, all of this probably sounds unoriginal, and it is. ![]() I finished the game at nearly 13 hours and 73 percent completion, with a little of that time spent on side quests. To restore the kingdom of Arcadia, the boy needs to collect the sacred emblems of Earth, Ocean, and Sol and defeat the creature with the power of the gods and a legendary sword and shield, all of which you can find in about 10-15 hours. Dark energy has corrupted it and cursed the many islands. A young boy (brown-haired, not blonde) clad with sword and shield leaves the safety of a small island in search of his father, who’s gone missing - hunting or hunted by the Oceanhorn, a living fortress and terrible mechanical beast. Where Oceanhorn’s identity shines through is the story. This is Zelda through and through, but it’s not as good. is unapologetic in its attempt to emulate the successful Nintendo action-adventure series. To say that Oceanhorn: Monster of Uncharted Seas ($7.99) is like The Legend of Zelda, particularly the seafaring The Wind Waker game, is an understatement.
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