![]() ![]() ![]() There are some cool boss encounters in Oceanhorn, which include a couple with Oceanhorn himself, and I found that these bigger set pieces were much more fun to battle through than the run of the mill bad guys. There are a large number of puzzles that involve pushing and pulling blocks, or placing items or statues on pressure pads, but again these are all kind of tired mechanics that really don't challenge the player to any great extent. Enemies are nicely varied, although you'll have seen them all before in at least one other game, and the combat is fun but nothing new. Button mapping is simple and Hero can easily use his sword, shield and other weapons, items or magical abilities through the face buttons and D-Pad. When on land, Oceanhorn has the feel of a traditional action RPG. From Hero level Two, players access a ship-mounted weapon that enables Hero to fire at enemies, but it felt to me more like an on-rails shooter than anything else. The Switch version includes a light touchscreen mechanic that enables you to tap where you want to go, and the ship sails there. Travelling from island to island is a breeze, and ship control is mostly taken care of by the game. Take Bomb Island, for example, which appears early in the game and enables Hero to access the bomb consumable and in turn, to break into previously inaccessible areas. Whilst the game lasts around ten to fourteen hours, there are still some sizeable side missions which don't always have to be completed, or which Hero will rely upon to progress elsewhere. This cycle of discovery and exploration is what makes up the bulk of the gameplay within Oceanhorn. ![]()
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