Oceanhorn: Monster of Uncharted Seas
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Über das Spiel
Systemanforderungen
- CPU: 1.7 GHz Dual Core or faster
- GFX: DirectX 10 compatible, 256 MB VRAM
- RAM: 1 GB RAM
- Software: Windows 7
- HD: 700 MB verfügbarer Speicherplatz
- SFX: DirectX 10 compatible
- DX: Version 10
- MISC: Even slower systems may run the game.
- LANG: Englisch
- CPU: 2.2 GHz Dual Core or faster
- GFX: DirectX 10 compatible, 512 MB VRAM
- RAM: 2 GB RAM
- Software: Windows 10
- HD: 800 MB verfügbarer Speicherplatz
- SFX: DirectX 10 compatible
- DX: Version 10
- MISC: Even slower systems may run the game.
- LANG: Englisch
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Gut nachgemacht!
Oceanhorn ist ein liebevoll gemachtes Spiel, dass sehr detailverliebt ist. Die Welt sieht sehr schön aus, der Soundtrack ist toll und passt zum Spiel. Leider kann man durch einige Texturen durchglitchen, was blöd aussieht. Das Spiel wird aus der ISO-Ansicht gespielt, die Kamera kann man kaum bewegen. Es gibt im Spiel viele Gegner, die man ähnlich wie in Zelda besiegen kann. Bugs gibt es, bis auf den Texturglitch, kaum bis gar nicht. Die Performance ist mittelmäßig und auf jeden Fall verbesserungswürdig. Für den Preis bekommt man ein tolles Spiel, Zelda-Fans können auf jeden Fall zuschlagen! Leider gibt es seit Januar keine Updates mehr für das Spiel. Dennoch macht es viel Spaß!Pro & Contra
+Tolle Atmosphäre +Schöne Grafik +Zelda-ähnlich, dennoch neues +Kaum Bugs -Schlechte Performance -Kamera ist fest -Keine Updates mehrWertung
Spielspaß: 40/50: *Erinnert stark an Zelda, die tolle Atmosphäre hebt den Spielspaß sehr Grafik & Design: 15/20 *Sieht sehr schön und atmosphärisch aus, leider gibt es manchmal Glitches mit den Texturen Sound & Musik: 9/10 *Soundeffekte und Musik passen sehr gut zum Spiel Technik: 3/5 *Kaum Bugs, dafür miese Performance Preis/Leistung: 4/5 *Für den Preis bekommt man ein tolles Spiel Support: 3/5: *Seit Monaten keine Updates mehr; Entwickler kümmern sich ums Forum Spieleinstieg: 4/5: *Das Tutorial besteht aus Schildern und nervt leicht. Alles eigentlich selbsterklärend78/100
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Oceanhorn - A rough yet charming Zelda clone
It is clear as day that Oceanhorn draws heavy inspiration from the Zelda franchise, from the overall gameplay design of A Link To The Past to the sailing between islands of Windwaker, it is not afraid to show where it got its ideas. Back when it released in 2013 it was the closest thing we had to Zelda on the PC, and I bought and played it a bit when it first released. Yet, recently I found myself wondering why I dropped it so quickly all those years ago, and so I decided to give it another go. Having completed the game, I can now tell you what it was that steered me away from it the first time. Oceanhorn might look like Zelda, and it incorporates many ideas that have become series tradition, but it ultimately fails to capture the feel of a Zelda title. The main issues I found was a lack of polish and faulty level-design, or in this case the dungeons. Zelda, and as a result Oceanhorn are equal parts combat, exploration and puzzle-solving. I had no issue with the puzzles, most of them are simple and while a few of the later ones border on cryptic there are usually clues to help you in the enviroment. My problem lies with the two former matters. Lets start with the combat. Oceanhorn, like Zelda eventually gives the player lots of tools like bombs and arrows that can be used both to deal with enemies and to interact with the environment, but primarily combat is done with a sword and shield. The sword has a swift three swing combo and can also be charged to do a spin attack. The issue is that the attacks feel floaty and inaccurate. There is no real flow to the combo, and most enemies (and a few bosses) can simply be staggered to death by simply spamming the sword attack. There is also a stamina meter,, similar to the one found in Skyward Sword and Breath of the Wild, but unlike BoTW there are no edibles to restore stamina here, and using the spin attack drains your stamina. The Stamina bar is also used for blocking and sprinting. Sprinting doesn't just up your movement speed; instead it locks your direction similar to the Sprinting Boots from ALTTP but unlike those boots which let you charge forward with your sword at the ready piercing enemies, here you sprint unarmed and it can therefor not be used offensively. Walking is very slow, so you may resort to sprinting but doing so prevents you from blocking enemy attacks for a rather long time while waiting for the stamina bar to refill. You do eventually got a roll, but it too drains a ton of stamina and while less awkward than sprinting still limits your options in terms of blocking and spin-attacking. I think having all these depend on the same limited resource was a very bad idea for the game, and although there is a secondary resource in the magic meter it is only used for casting spells, which also make you stop dead in your tracks. If I had to describe the gameplay in one word it would be clunky. Next there's the exploration. While sailing from island to island is rather exciting, and there are quite a few treasures to find including pieces of heart, gold and Blood Orbs which must be collected to unlock the strongest spell in the game, the actual dungeons themselves often suffer from an over-reliance on destroy-able walls that are rarely hinted at or make sense in the grand scheme of the level design. I eventually found myself bombing almost every other wall I came across, and while there is no lack of bombs it does become very exhausting after a while. Bombs weren't just needed to find secrets either, oftentime you had to bomb multiple walls just to progress through the main dungeons, and unlike Zelda there weren't always a small crack to hint that the wall could be blown up. Nor can you attack the walls to hear a distinct sound effect from these walls. Finally, I found myself very disappointed with the Master Chests in this game. A staple of the Zelda series, Master Chests are known to hold new tools for you to use both in the dungeon their found in but also in your adventure as a whole. There are a few of these here, but quite often the Master Chest simply held money or some other resource instead of a new exciting item. Oh, and the last tool you find only has a single use in one specific scenario. I feel I might have come across a bit too harsh on this game. It is not that I dislike it, I really wanted to like it a lot, but it unfortunately disappointed me in a lot of ways. Even so, it does have some good ideas of its own and some aspects were surprisingly well done, so I want to give credit where credit is due. One of the tools you obtain on your journey in Oceanhorn is a fishing rod. Fishing is not something Zelda is known for, and it did give a bit more life to the world I must admit. Most islands had their own unique fish to be caught, and while the mini-game itself wasn't anything too special, it did break up the monotony and offer a unique spin on things. Oceanhorn also has stellar audio design, the music especially caught my eye, or ears. The soundtrack is both whimsical and bold, inspiring and mysterious. It's not as catchy as the OSTs from Zelda games past, but it does its job very well and can be enjoyed separate from the game. If someone told me it was the score of some Zelda spinoff, I might've been inclined to believe them. The voice acting also deserves a mention. Voice acting is a hard thing to get right, and until BoTW the Zelda games had strayed away from it for the most part. Most indie games either don't dare to attempt it, or end up sounding more amateurish because of it, but in Oceanhorn it is one of the main draws. Not all the dialogue is voiced, the vast majority isn't, in fact I believe only the cutscenes were voiced, but it is still a very bold thing to attempt for an indie game like this, and I must say I was surprised by how well the performances were delivered. Oceanhorn is a love letter to the Zelda franchise, and there is a lot of heart in this game. I really wish I could recommend it, because it is obvious how much passion went into this project, but unfortunately it is held back by a lack of experience and some poor ideas. Nevertheless I commend the developers for their work, and if Oceanhorn 2 ever comes to Steam I'll be sure to give it a go! I am sure the devs have learned a lot since making this, and I'm interested to see where they'll be going from now!
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TL;DR at the Bottom (Too Long; didn't read)
Originally released on mobile platforms, Oceanhorn is a title that has been on my radar for a while now. That's because it's impossible to not get the feeling that this is a game majorly inspired by The Legend of Zelda: Wind Waker, which is one of my favorite games on one of my favorite franchises. After spending ten hours to complete the game, I came out impressed, even if, as expected, originality isn't really something that's all that present here. Truth be told, Oceanhorn is less Wind Waker and more Phantom Hourglass, the direct sequel to the former game that was released on the Nintendo DS. Like the latter, it's played from an angled top-down perspective, and the navigation through the open seas isn't directly controlled, but pre-determined, with a few shooting targets here and there to keep you busy while it happens. Luckily, the controls don't really mirror Phantom Hourglass (or even Oceanhorn's own original mobile version), meaning the game has complete support for physical button inputs. The story is simple, but it does have some nice moments. Your character wakes up to find a note from his father, explaining he's gone away to fight Oceanhorn, a mythical monster who terrorizes the seas. From there, it's up to you to go after him, exploring the ocean and a good number of island scattered through it. Like expected, the game play as a top-down Zelda-type game, meaning you'll come across quests, different races, and, of course, dungeons. Also like Zelda, each dungeon provides you with a new weapon, allowing you to reach previously unreachable areas. The overall game design is fair and the gameplay itself is very fun, but it has to be said that the puzzles are more simplistic and far less imaginative that the ones in Nintendo's franchise. The one exception for this is the Island of Whispers, which is a late-game discovery that was by far my favorite part of Oceanhorn. The island was originally a post-launch downloadable content, and it shows, as the quality of game design goes dramatically up. Not only that, the island offers a parallel, self-contained story about a mysterious kid whose ambition led to the end of the local civilization. Figuring out what exactly happened, piece by piece, was an extremely engrossing experience, and the closest the game got to Zelda levels of excellence. As far as production values go, I have to say the game far exceeded my expectations. The stylized graphics are crisp, colorful, and very pretty. Even more impressive is the soundtrack, which is nothing short of phenomenal, and is complemented in the audio department by excellent voice acting.TL;DR:
There's no two ways about it: Oceanhorn is a Zelda clone, lacking originality to stand as its own thing. Luckily, it features a nice campaign and a surprisingly interesting story, even if the overall game design is a bit more basic that I would have hoped. Each of the game's explorable islands are self-contained isometric playgrounds that are a lot of fun to pick apart, and it all looks great (and sounds even better). For someone looking for a Zelda-lite experience, you really can't go wrong here.
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Information / Review English
Oceanhorn: Monster of Uncharted Seas is an action adventure game developed by Cornfox & Bros.Gameplay / Story
In Oceanhorn, you control a little boy who wakes up alone in his tent at the start of the game and finds a letter from his missing father. He went headlong to find a creature called the Oceanhorn. Your task is now to hurry after your dad and find out what the fabled monster is all about. The exciting story is picking up speed quickly and is told partly in pretty video sequences, partly in the form of your father's diary entries. Some dialogues were even set to music, but only in English with German subtitles, whereby the speakers sometimes sound a bit bored. In the course of the adventure you will make 14 different locations unsafe, each with their own dungeons, which are peppered with all kinds of monsters and nuts. For example, you balance over wooden planks and operate lever mechanisms, bludgeon rows of rats, goblins and fantasy figures and puzzle your way through sometimes more, sometimes less challenging puzzles in order to finally crack the coveted treasure chest that awaits inside every dungeon - and not infrequently from one nasty boss monster is guarded. It's best to get an idea of it yourself.Pro
+ fascinating lively game world + colorful art design + great cutscenes + good mix of puzzles, exploring and fighting + Characters with a lot of charm + fair storage system + find several spells and weapons + many hidden secrets + Achievements and Trading cardsContra
- Mission objectives are not always clear - Partly chunky objects and washed out textures - hardly any secondary occupations - sometimes much too easyConclusion
Oceanhorn: Monster of Uncharted Seas is a visually and playfully high-quality Zelda clone with a lot of charm, which is definitely worth a sailing trip.Information / Review Deutsch
Oceanhorn: Monster of Uncharted Seas ist ein Action-Adventure, welches von Cornfox & Bros. entwickelt wurde.Gameplay / Geschichte
In Oceanhorn steuerst du einen kleinen Jungen, der zu Spielbeginn allein in seinem Zelt aufwacht und einen Brief seines verschwundenen Vaters vorfindet. Der ist Hals über Kopf aufgebrochen, um eine Kreatur namens Oceanhorn zu finden. Eure Aufgabe ist es nun, eurem Paps nachzueilen und herauszufinden, was es mit dem sagenumwobenen Monster auf sich hat. Die spannende Geschichte nimmt schnell Fahrt auf und wird teils in hübschen Videosequenzen, teils in Form von Tagebucheinträgen eures Vaters erzählt. Einige Dialoge wurden sogar vertont, allerdings ausschließlich auf Englisch mit deutschen Untertiteln, wobei die Sprecher manchmal etwas gelangweilt klingen.Im Laufe des Abenteuers macht ihr 14 unterschiedliche Schauplätze nebst jeweils eigenen Dungeons unsicher, die mit allerhand Monstern und Kopfnüssen gespickt sind. So balanciert ihr etwa über Holzbretter und betätigt Hebelmechanismen, knüppelt reihenweise Ratten, Kobolde und Fantasiegestalten nieder und knobelt euch durch mal mehr, mal weniger anspruchsvolle Rätsel, um schließlich die begehrte Schatztruhe zu knacken, die im Inneren jedes Dungeons wartet - und nicht selten von einem fiesen Bossmonster bewacht wird. Macht euch am besten selbst ein Bild davon.Pro
+ faszinierend lebendige Spielwelt + farbenfrohes Artdesign + tolle Zwischensequenzen + gute Mischung aus Rätseln, Erkunden und Kämpfen + Charaktere mit viel Charme + faires Speichersystem + etliche Zauber und Waffen zu finden + viele versteckte Geheimnisse + Errungenschaften und Trading CardsKontra
- Missionsziele sind nicht immer klar - teils klobige Objekte und verwaschene Texturen - kaum Nebenbeschäftigungen - teils viel zu einfachFazit
Oceanhorn: Monster of Uncharted Seas ist ein optisch und spielerisch hochwertiger Zelda-Klon mit viel Charme, der in jedem Fall eine Segelreise wert ist.
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Release:17.03.2015
Genre:
Action-MMO
Entwickler:keine Infos
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