When you set your sights on trying to capture the essence of games in the mold of the Zelda series it has to be a daunting challenge. After the success of the original Oceanhorn which sported a more classic 16-bit look the developers apparently decided to go all in on moving to a full 3D world, an ambitious move without a doubt. The result, while generally pretty attractive, does manage to capture many aspects of the experience but also has some notable weaknesses that keep it from reaching its potential. Probably the weakest area overall is the game’s combat, mostly noticeable since it plays quite a large part in the overall experience. The lack of a means of locking onto enemies is part of it but there simply not being enough variety to it over time makes it into a sort of necessary slog. I do appreciate attempts to break up the action, with elements like a hoverbike sequence pretty early on, but them merely existing doesn’t make for a net positive when it’s obvious the mechanics and quality are a bit lacking. I don’t mean to be overly sour, for the price of admission this is a reasonably good adventure that has its moments. I just hope in their next effort they’re able to focus on diversifying and improving the depth and quality of core elements like combat that can keep a long adventure feeling fresh when well-implemented.
Justin Nation, Score: