Quantcast
Channel: Lone Swing » Uncategorized
Viewing all articles
Browse latest Browse all 10

iOS Review: Oceanhorn Monster of Uncharted Seas

$
0
0

20131228-145616.jpg

The price could be a deterrent for some. I had pointed this game out to a friend, and his first comment was, “bro, it’s 8.99”, and I said, “well it’ll go on sale sooner or later.” Yet so far this isn’t a title I’d suggest to wait for a sale. It is one of those rare iOS titles released that meets “console” expectations, and not solely in the realm of aesthetics. Gameplay, touch controls, and music are all polished, coming together for an unprecedented experience. However, it does reveal another sign of the mobile market’s struggle to evolve as a gaming medium, yet at the same time it redeems some of the biggest qualms I have with the poisonous money making schemes many big name developers are employing, which is illegitimizing the mobile market.

THE OCEAN AND THE WIND AND SECRETS

20131228-145648.jpg

This adventure takes place on the glittering ocean, steered by a sail, and pearl-white clouds bloom on the skyline. Islands drift like wanderers, waiting to be explored by a boy with a sword and shield: they hide within their hearts secrets and treasures–and with adventure comes danger in the form of malicious monsters and sinister goblins.

In it’s favour, Oceanhorn plays like a Legend of Zelda game. There is the boy hero. Dungeons. Secret chests. And a plethora of unique items to aid the boy on his quest, including bombs, and the bow and its arrows–even the charged sword spin was included. Although Oceanhorn borrows from more traditional RPG elements, at its core is the spirit of The Legenda of Zelda, that is, much of the game consists of solving puzzles. Even the art style resembles the boyish charm of the Zelda series. Indeed, this is a colourful adventure.

There is an uncanny experience when playing Oceanhorn: it resembles the Legend of Zelda series gameplay wise, replicates the mood, yet doesn’t have the same polish–it’s like you’re playing a Legend of Zelda game, but you’re not. The protagonist is difficult to steer, and his running animation is clunky and awkward. It’s normal to walk of ledges and bridges due to difficult turns, but the level design makes up for this: there isn’t fall damage. And as much as the music alludes to a grand narrative driven adventure, the story comes in bite size pieces, and doesn’t have the “drama” that a Zelda game would have. On the one hand, Oceanhorn is augmented by its Legend of Zelda spirit, and on the other it is overshadowed by it.

At times, iOS seems to be the home of replicas (not necessarily knock-offs, yet it happens, and Minecraft rip-offs are an example of this). Gameloft in particular seems to be the largest culprit in terms of redeveloping the wheel for iOS time and time again–and they’ve expressed no shame in doing so. When it is done correctly, which is the case of Oceanhorn, a replica enhances the credibility of the mobile market. It introduces the experiences gamers are accustomed to, which, if anything, constructs an edifice of trust. Mobile gaming cannot succeed, I truly believe, without first re-creating the wheel as tiring as it may seem. If gamers aren’t intrigued by familiar gaming experiences, there is no way they will sacrifice precious time for the novel experiences that mobile has the capacity to be revered for.

WHEN THE PLAYER COMES FIRST

By now we are all aware of the dirty trend in the mobile market–a trend creeping into “mainstream” gaming as well–that is, games developed to include monetary upgrades, and designed to “encourage” players to spend money. Of course, “encourage” means gigantic SPEND MONEY HERE buttons intruding the screen, a steep challenge curve (that almost always seems insurmountable without spending money), required grinding, and much needed items flaunted before the player for the price of a Happy Meal–video game “stores” have become disgusting.

20131228-145751.jpgOceanhorn is a lighthouse on a tiny rock shrouded in a fog that crawls on the murky waters of an ocean. What I mean is, Oceanhorn, though expensive when it comes to an iOS title (not including the over-zealous pricing of Square Enix** titles), is a complete game. There are no hidden costs as if you’ve entered into a contract with a cellphone company. And I wish it to be a beacon for other developers to not be afraid of creating games that don’t rely on shop gimmicks to earn money. Games can be monetarily successful (if they are going to be) without the reliance on in-game currencies that trouble the mechanics of the game: and cash shops are far from being a “get rich scheme”–Punch Quest was a clear example of this. A successful game downloads wise, but free, addicting, and yet rarely anybody spent money in its shop.

WHAT MAKES A GAME SUCCESSFUL IS OCEANHORN

Oceanhorn achieves the level of a wholesome and memorable RPG experience (despite its uncanny resemblance to the Legend of Zelda series). It has the coming of age narrative where a boy sets sail on the sea in search of his father where he has to overcome the trials of evil. It’s the story and setting we’ve seen before, but it is presented artfully on the iOS.

The water is detailed as it moves. Islands are covered in trees, bushes, hidden pathways, bridges connecting stone cliffs, and breakable pots. Boulders can be hurled at unsuspecting enemies, and foliage hacked into salad to reveal hidden treasures such as coins. Every island teases you with treasure chests, and challenges you with puzzles. If a puzzle cannot be solved on a first visit, it is more than worth it to return with new items and skills to uncover every secret. (This is another way in which Oceanhorn resembles The Legend of Zelda series).
20131228-145740.jpg
The ocean is dangerous: minions fire stones at your sail, and floating debris threatens to sink your tiny boat. Yet as you progress through the adventure, you equip your boat with accessories and weapons to make the long voyages less of a nuisance. But these voyages will probably always remain the tedious aspect of the game. The ship auto sails to the destination, and new islands can only be “discovered” through the interaction with villagers and the hermits that populate the disparate world of Oceanhorn. If when in those bored moods, when a puzzle has racked your brain into exhaustion, it would have been nice to be able to explore the ocean freely.

CLOSING COMMENTS:

Oceanhorn for the iOS is the spiritual successor, in my opinion, to the Legend of Zelda series. Though it is not the only attempt at capturing the magic and nostalgia of the Legend of Zelda series, it is perhaps the most fluid attempt. It combines puzzles with interesting combat as well as a fully realized world to uncover. At a steep price, sure, but it is one of the few games to beg its players for more money, and provided a fleshed out adventure from beginning to end.


Viewing all articles
Browse latest Browse all 10

Trending Articles