At the heart of Ocean’s Heart lies the classic The Legend of Zelda: A Link to the Past.
Many developers have tried this in recent years, but few have succeeded. The most difficult part of adopting this concept is not creating the impression of a “clone” of the game, which has more than 30 springs at the time of writing. That was likewise Max Mraz’s concern.
Nhiều nhà phát triển đã thử điều này trong những năm gần đây, nhưng rất ít thành công. Phần khó khăn nhất của việc áp dụng khái niệm này là không tạo ra ấn tượng về một “bản sao” của trò chơi.
You’ve undoubtedly heard about Yarntown if you follow gaming news in general and Bloodborne in particular. Thanks to Bloodborne game creator Max Mraz, this is a nostalgic experience from the aforementioned Legend of Zelda: A Link to the Past. The game faithfully recreates Yharnam’s center region in top-down 2D visuals. The game’s monsters, notably the two bosses, Cleric Beast and Father Gascoigne, are inspired.
Ocean’s Heart shares many of the same sensations as its inspiration. The game is set on a desolate island with a long-gone event. A flood has wrecked the planet as a character seeks almighty power and an item that provides it. Tilia and her family are blissfully living on Limestone Island when pirates come. They demolish the island and capture Tilia’s pal.
Ocean’s Heart’s gameplay is reminiscent of The Legend of Zelda: A Link to the Past. This isn’t necessarily a bad thing, especially since not everyone has played the classic games listed above. The player travels to communities, speaks with locals, and examines everything for Tilia’s purpose. In reality, this style is fairly familiar and approachable. The game has a lot of material, which is intriguing.
Quests, dungeons, and additional caverns all add to the exploring experience. From this perspective, Ocean’s Heart outperforms Blossom Tales: The Sleeping King, which was also influenced by the design of the almost 30-year-old monument. Although it is not an open world, it allows the writer to design the game environment freely. Even while you still require things to enter some sections, the game gives you a great sense of freedom to explore.
Ocean’s Heart’s world design is also noteworthy. Each area is unique, and the locals routinely introduce other communities and traditional cultures. Many of these exchanges are fairly banal. For example, everyone talks about Yarrowmouth’s famous beer. The villagers’ lives are likewise lovely when the main threats are pirates and creatures from the player’s missions.
Unlike Link, Tilia is a friendly character. She isn’t scared to express herself and has numerous words that make the writer laugh, helping to convey delight to players throughout the game. However, in other cases, you will need to comprehend the characters’ lines in English. It’s fair to assume the discussion inspired the writer to investigate more. Ocean’s Heart has some of my favorite side tasks.
Tilia, unlike Link in A Link to the Past, may employ magic to construct a 360-degree shield that shields the player and adds to the fighting experience. Aside from the usual sword, boomerang, bow, and bomb, the character employs magic and various new weapons and equipment. For example, a lance can attack further than a sword, while adversaries and plants might drop components for potions and other game goods.
Ocean’s Heart is more laid-back. Although adversaries and bosses seem different, they seldom provide a challenge. Most adversaries don’t have tank skills, yet they still surprise me when I first see them. The Boss frequently wants players to observe when the barrier turns on to stop the “shower of gunfire”, although this is not a difficulty. Even the highest difficulty setting rarely inhibits the writer.
The equipment upgrading mechanism is exceedingly effective. Exploring and completing quests are easy ways to obtain resources and money to enhance them. However, the item heals a lot, and the control character’s attack, defense, and speed may be increased with the appropriate potions. The writer was pleasantly astonished when the game’s difficulty level increased 180 degrees from previous Yarntown fan-made games. But Ocean’s Heart isn’t flawless.
The game’s major flaw is that most dungeon and cave designs are boring and lack imagination or puzzlement. Exploring these sections relies on switches and easy puzzles to unlock doors. I must bring up two points. That and the odd black borders on each side of the Switch version’s frame.
Ocean’s Heart’s audiovisual aspect is unimportant. The game’s graphics are 16-bit with vivid colors and superb detail, demonstrating the developer’s attention to both the environment and sprites. Not chiptune music, but rather conventional instrumental melodies for each area. Because these songs are brief, they are played frequently, which decreases the sense of excitement when playing the game.
After all, Ocean’s Heart is a thrilling action RPG. The game’s major flaw is that its design is quite similar to the inspired game. Even so, the game’s little elements will entice gamers into Tilia’s adventures, unless they dislike the gameplay and design similarities to The Legend of Zelda: A Link to the Past.
Ocean’s Heart is available on Steam (PC) and Nintendo Switch.