OCEANHORN GUIDE
Oceanhorn begins
strongly enough. Our protagonist's father writes a final letter to his
sleeping son before he goes off to face an eldritch beast of the deep,
the what so called Oceanhorn. When our hero awakes, he meets up with the local
hermit for a quick lore lesson, then sets out on a top-down-perspective
adventure across a series of scattered tropical islands to find his
father--and maybe take down big bad Oceanhorn himself.
The story of Oceanhorn is interesting.
You play as a boy who wakes to find out that his dad has set out to
kill Oceanhorn, a mechanical monster that has terrorized the world they
live in. You set sail to find and help him. Thankfully the
sailing here is mostly automatic aside from aiming a gun- you can
only use on the boat for some reason- at some enemies, and obstacles; a
process that is over in no time but quickly grows tiresome thanks to how
often the game forces you to do it.
From the beginning, Oceanhorn is simple and intuitive.
It's nostalgic and refreshing to set out on a hero's journey, and the
only two things you need to know for a stretch are that the analog stick
moves you, one button attacks, and one button allows you to move
objects. Targeting happens automatically, and you rarely deal with more
than one enemy at a time--and 90 percent of that time, flailing wildly
with the basic sword is enough. This feels like a blessed side effect of
Oceanhorn being ported from mobile--the original having released on iOS
in 2013.
There's a decent amount of islands to discover, all of which can be
explored to their fullest in around 12 hours. The islands can consist of
repetitive beachy overworlds, caves, dungeons, and, of course, a
graveyard. Variation is not Oceanhorn's strong suit as nearly every island consists of the same handful of enemies and textures.
Combat is very simple, consisting of swinging your sword, throwing
bombs, shooting arrows, and blocking. Thanks to some basic AI most
enemies can be taken down quickly just by running up to them and mashing
the attack button, which is understandable considering the
original version of the game was made for touchscreen devices; that
doesn't mean it is all that fun.
Such accessibility is appreciated, but modest
aims elsewhere prove to be an issue. Most of Oceanhorn's puzzles are
either of the basic, block-moving sort or involve walking around
long enough to find the key to the next room. Strangely, when a puzzle
deviates from the norm, it often requires an illogical solution, like
pushing a box through another physical object. The simple dungeons you
explore are padded out by leading you to a certain point only to learn
that you must look for an item elsewhere--which just so happens to be
located on a whole other island, requiring an amount of
backtracking.
A few other minor annoyances include having to use a menu to switch
items when doing so on the fly could have been easily assigned to the
shoulder buttons, and checkpoints right before one of the few bosses
that force you to watch their introductions each time you die by their
hand. Amateur mistakes, if I do say so myself. Worse is that there is a
stamina meter for running, swimming, and eventually jumping and rolling.
This meter takes far too long to refill and runs out quickly, and the
same can be said for the mana meter which requires you smash pots or
kill enemies to refill. it will takes time. Pots respawn whenever you enter and exit an
area, allowing you to easily refill your mana, so having the meter at
all is pointless and stamina only serves to slow down the player's
progress. Two outdated and not at all fun gameplay elements I hope
developers stop using, immediately.
Disappointment sets in once you realize that all of this effort leads to
little payoff. The story doesn't take any major twists and turns, and
NPC characters are stock townsfolk who exist purely for the sake of
exposition. Journeys between towns and islands are taken by sailboat, a
nod to The Legend of Zelda: Wind Waker. But Oceanhorn's seafaring is
even more seldom and uneventful than exploring a village. Voyages
transpire automatically once you point your ship toward an island, but
sailing on rails robs you of completing the trip by your own efforts,
diminishing the world's sense of scale in the process.
It is allright about how simple most things in Oceanhorn are except for
the puzzles, if you can call them that. Most dungeons will have blocks
that need to be pushed to specific spots clearly marked on the ground,
or levers to be found and swiped to open gates or reveal chests. I seldom feel like I needed to think about what I was doing, which is
alright if you're looking for a more casual escape from all the hardcore
survival and multiplayer-only titles flooding the market these days.
There are also some issues with voice acting, which is
sporadically used in a way that does not mesh well with Oceanhorn's
storytelling and a conversation which will start in text, then, suddenly switch
to voice-over. Tone and expression also fall flat in the face of
dramatic moments: while the exposition from the hermit inhabiting the
main island is okay, a bunch other NPCs fail to match the tone set by
the script.
When you save the leader of a race of owl-men, he will expresses
his appreciation with zero inflection. Not-Link saves a girl later in the
game, and they see the town festival from a hilltop, and her "I want
to go off and see the world" speech is hilariously Ben Stein-level
deadpan. That tends to be the case across the board, and the more
Oceanhorn tries and fails to raise an emotion whatsoever, the more
embarrassing it becomes.
Performance-wise, the Nintendo Switch version of Oceanhorn looks
a bit dated, but that makes sense considering this is based on the PC
version of the game from two years ago. The Switch isn't really
known for being a graphical powerhouse. That said, Oceanhorn manages
to run at a pretty solid 1080 60fps docked, and 720p 60fps while
handheld. While, the wonderful soundtrack was composed by Kalle
Ylitalo and has a few tracks by Nobuo Uematsu and Kenji Ito who are
known for their work on the scores of Final Fantasy and the Mana series, respectively.
The easy journey is sometimes
appreciated, but it defines the entire experience. The only ace in
Oceanhorn's pocket is that it's a type of game that typically doesn't
see much play outside Nintendo's platforms, and it does stand out in
that way. It's still a fundamentally unimaginative example of the genre
it's aping, and completely fades out of memory the second you remember
there are other fish in the sea.
You can download Oceanhorn here:





