
Oceanhorn: Monster of Uncharted Seas combines captivating storytelling, breathtaking 3D visuals and exciting gameplay into one epic action-adventure experience. In the game you explore the islands of Uncharted Seas, a world filled with many dangers, puzzles and secrets.
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Languages: English*, French, Italian, German, Spanish - Spain, Finnish, Japanese, Korean, Portuguese - Brazil, Russian, Traditional Chinese, Turkish*languages with full audio support
Engagement
Hours played at review time, across 43 reviews with recorded playtime.
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
[h1]🔰 Einstieg[/h1] „Oceanhorn: Monster of Uncharted Seas“ ist ein Action-Adventure von Cornfox & Brothers Ltd., das sich ganz klar an Klassikern wie Zelda orientiert. Man erkundet eine bunte Inselwelt, löst Rätsel und kämpft sich durch Dungeons. Das Game erschien ursprünglich für Mobile, was man hier und da merkt - aber dazu später mehr. Insgesamt ein charmantes Indie-Abenteuer mit viel Nostalgie-Vibe. [h1]📖 Handlung / Story[/h1] Die Story ist simpel, aber funktioniert: Man spielt einen Jungen, dessen Vater verschwunden ist. Zurück bleibt nur ein Brief und ein mysteriöses Artefakt. Auf der Reise stößt man auf das Geheimnis des Monsters Oceanhorn und die Vergangenheit der Welt. Die Geschichte ist eher ruhig erzählt und setzt mehr auf Atmosphäre als auf krasse Twists. Ich hatte nicht das Gefühl, komplett gefesselt zu sein, aber es reicht, um einen durchzuziehen. [h1]🎮 Gameplay[/h1] Gameplay ist ganz klar der Star hier. Man erkundet Inseln, sammelt Items, öffnet neue Wege und löst Rätsel - klassischer Adventure-Loop. Die Dungeons sind solide, aber meist nicht super anspruchsvoll. Kämpfe sind okay, aber eher basic und manchmal etwas clunky. Es gibt ein paar wenige Bosse; die Gegnervielfalt ist eher überschaubar. Das Game lebt mehr vom Erkunden als vom Combat. Ich hatte oft dieses „noch schnell die nächste Insel checken“-Gefühl, was schon ein gutes Zeichen ist. [h1]🎛️ Steuerung[/h1] Die Steuerung ist insgesamt in Ordnung, aber man merkt den Mobile-Ursprung. Bewegungen fühlen sich manchmal etwas unpräzise an, vor allem im Kampf. Mit Controller ist es deutlich angenehmer als mit Maus/Tastatur. Es ist spielbar, aber nicht mega smooth - eher so „geht klar“. [h1]💀 Schwierigkeit[/h1] Der Schwierigkeitsgrad ist ziemlich entspannt. Rätsel sind meist gut lösbar und Kämpfe selten wirklich fordernd. Perfekt für zwischendurch oder wenn man einfach chillen will. Hardcore-Player werden sich hier eher unterfordert fühlen. Ich hatte ein paar Momente, wo ich kurz überlegen musste, aber nichts, was wirklich frustriert. [h1]🎨 Grafik[/h1] Die Grafik ist überraschend schön und hat einen cleanen, farbenfrohen Stil. Die Inseln fühlen sich lebendig an und haben jeweils ihren eigenen Vibe. Klar, technisch ist das kein AAA-Game, aber der Artstyle trägt viel. Gerade für ein ursprünglich mobiles Spiel echt stark. [h1]🎧 Sound / Bildschirmtexte[/h1] Der Soundtrack ist ein Highlight - teilweise sogar von Nobuo Uematsu (Final Fantasy-Legende), was man auch merkt. Die Musik trägt viel zur Atmosphäre bei und bleibt im Kopf. Soundeffekte sind solide. Texte sind okay geschrieben, nichts Besonderes, aber sie erfüllen ihren Zweck. [h1]🛠️ Technik / Bugs[/h1] Technisch läuft das Spiel stabil. Ich hatte keine großen Bugs oder Abstürze. Hier und da kleine Ungenauigkeiten bei der Steuerung oder Kamera, aber nichts Gamebreaking. Insgesamt sauber. [h1]🔄 Grind[/h1] Grind hält sich in Grenzen. Man sammelt Geld, Items und Upgrades, aber es fühlt sich nie nach nervigem Farming an. Alles passiert eher nebenbei beim Erkunden. Das fand ich angenehm - kein künstliches Strecken. [h1]⏳ Spielzeit / Umfang[/h1] Man ist so etwa 10 bis 15 Stunden beschäftigt, je nachdem wie gründlich man alles erkundet. Für ein Indie-Adventure völlig okay. Es gibt genug Content, ohne sich zu ziehen. Wer alle Errungenschaften freischalten mag, braucht etwas länger, da etwas Backtracking, ein wenig Grind und eine optionale Rätselinsel erkundet werden möchte. [h1]🏆 Errungenschaften / Achievements[/h1] Die Achievements sind machbar und nicht übertrieben grindy. Die Errungenschaften orientieren sich an den jeweils drei Aufgaben für jede einzelne Insel. Im Regelfall sind die Aufgaben easy nebenbei zu meistern; andere müssen stellenweise ergrindet werden (z. B. Besiege 50 Skelette oder besiege 100 Düstervolkgegner). Es müssen außerdem alle Fischarten geangelt werden und die letzte optionale „Insel des Flüsterns“ gemeistert werden. Die Fische „Geist- und Botfisch“ sind etwas kniffliger zu angeln. Die „Insel des Flüsterns“ zog in Sachen Schwierigkeit, zumindest für mich, nochmal an. Insgesamt würde ich schon sagen, dass das game perfekt für Completionists ist, die nicht ihr Leben dafür opfern wollen. Soweit ich das beurteilen kann, ist kein Achievement verpassbar. Einige erfordern etwas Aufmerksamkeit, aber insgesamt sehr fair. [h1]💶 Preis[/h1] Ich habe „Oceanhorn: Monster of Uncharted Seas“ am 03.12.2019 für 7,49 € gekauft. [h1]💚 Fazit[/h1] „Oceanhorn: Monster of Uncharted Seas“ ist kein Meisterwerk, aber ein richtig solides Wohlfühl-Adventure. Es klaut sich viele Ideen von großen Vorbildern, bringt aber genug eigenen Charme mit. Für mich war es ein entspanntes, leicht nostalgisches Erlebnis, das man gut nebenbei zocken kann. Wer auf Zelda-artige Games steht und keine ultra-komplexen Systeme braucht, wird hier definitiv Spaß haben. Wer hingegen Tiefe, Anspruch und perfektes Gameplay sucht, könnte ein bisschen underwhelmed sein. [h1]📝 In Aller Kürze[/h1] [table] [tr] [td][b]🌊 Zelda-Vibes[/b][/td] [/tr] [tr] [td][b]🏝 Entspannte Exploration[/b][/td] [/tr] [tr] [td][b]🌫️ Ruhige Atmosphäre[/b][/td] [/tr] [tr] [td][b]🎶 Schöner Soundtrack[/b][/td] [/tr] [tr] [td][b]🧩 Einfache Rätsel[/b][/td] [/tr] [tr] [td][b]⚔ Combat eher basic[/b][/td] [/tr] [tr] [td][b]🥪 Guter Snack für zwischendurch [/b][/td] [/tr] [/table] [hr]Die Rezension spiegelt [u]meine ganz persönliche Meinung[/u] zu „Oceanhorn: Monster of Uncharted Seas“ wider. Manche Rezensionen schreibe ich aus meiner Erinnerung ohne das Spiel nochmal intensiv gespielt zu haben. Ich bin euch sehr dankbar, wenn ihr inhaltliche, grammatikalische oder Rechtschreibfehler bemerkt und mir das mitteilt. Habe ich etwas Wichtiges übersehen oder ein entscheidendes Spielfeature vergessen zu bewerten, bin ich euch ebenfalls für einen Hinweis dankbar.[/hr]
你未必是真正的塞尔达,但你却带来真正的快乐
If I had known this was a port of a mobile game, I would've avoided it. While it's not a [i]bad[/i] game exactly... It's like an attempt to make a game [i]like[/i] Legend of Zelda: Wind Waker, but for iOS devices circa 2012. This game is extremely simplistic. Unlike Zelda games, you don't really get any items or gadgets that give you new ways to interact with the world. You get one: a pair of boots that let you hop over small gaps and dodge roll... at the cost of stamina. You [i]do[/i] get magic, but aside from killing certain specific monsters and solving some puzzles, it's not particularly useful. Your magic meter is so short when you get your first spell that you can only ever cast twice before needing to refill, which is endlessly frustrating, considering enemies constantly respawn. Anyway, back to the stamina meter, as it's something of a throughline for many of my problems with this game. This bar is so completely unnecessary. It's used to sprint, roll, jump, block, and swim. Sprint - You're going to want to sprint as often as possible because your walking speed is stiff and slow. It feels like there's inertial when you start walking from a dead stop, so it takes a moment to start going... but at the same time, the nanosecond you release the control stick to stop, you HALT on a dime. Even when you do start going at your full walking speed, you're going to feel like you're slogging through mud. However, you can only sprint for one long burst (in a straight line) or two short bursts (if you got interrupted or had to turn) before completely running out of stamina and having to wait like 15 seconds to be able to sprint again. It's agonizingly slow to refill. And because your stamina is used for so many other things and recharges so slowly, you're usually best off not sprinting, lest you get stuck waiting to recharge anyway or accidentally drowning... we'll get to that. Roll - Unlike Wind Waker, your roll uses stamina. You can roll maybe five times before needing to completely refill. Why does it use stamina? Probably because it helps you move faster and, well, we can't have that, can we? Jump - WHY this game uses stamina to jump I cannot possibly fathom. God forbid you try to solve a jumping puzzle to quickly. Bear in mind, jumping is context sensitive. YOU CANNOT JUMP ANY OLD PLACE. You can ONLY jump on elevated ledges to other elevated ledges one block apart. So please... somebody... tell me why your jumps are tied to stamina use. It makes no sense. Block - Finally, a stamina use that makes the slightest amount of sense. It's to keep you from turtling up in fights... except 99% of the fights you'll have in this game are so laughably easy, you won't even need to block. And when you [i]do[/i] reach the points where you need to block, the stamina meter runs out so quickly that it renders blocking annoying. Like the LoZ games, you will get a kind of mirror shield in this game. You will need to use it to solve puzzles. UNLIKE the LoZ games, you're basically on a timer whenever you're trying to use the shield to solve said puzzles because of the stamina meter. Awful. Swim - Bizarrely, you don't always use stamina when swimming. You only use stamina when swimming in open ocean water (like on a coast or similar). If you're in a body of water disconnected from the shore, you can swim indefinitely. Again, I get why this was done - to prevent the player from possibly sequence breaking by swimming around the coast or getting too far away from the islands - but the implementation just sucks. Going back to Wind Waker again: you also couldn't swim in open water very long in that without drowning... except in Wind Waker, you're never expected to swim between any two points. Anytime you're swimming in WW, it's because you couldn't get your boat close enough to the shore, or you fell out. In [i]this[/i] game, there are at least two places where you are required to swim and, as expected, your stamina meter is so limited, you'll probably end up drowning in either or both occasions. There's just no reason for any of this. All of these problems would be solved by either giving the player more stamina, increasing the walking speed, and / or outright removing the stamina mechanic because it serves no purpose... yet, there it is. The puzzles in this game are so comically easy that they barely qualify as puzzles. I have a decent PC built for gaming. It's not even a year old. Yet this mobile game from 2014 (or whenever) runs very poorly. By default, the framerate was set to 30 fps, which made everything look choppy and terrible. You can raise the rate, thankfully, but even then, there are stutters and frame drops, especially when fishing. Fishing... utterly pointless in this game. You cannot sell what you catch... not that there's anything worth buying. There's no crafting, cooking, or alchemy systems that would utilize fish. All it is is a waste of time. The only time fishing is even required by the game is on an optional, late game island that was added after the game released (i.e. it's not part of the storyline islands in any way). The only audience I feel would appreciate this game for what it is would be very, very young children who haven't played video games before. It's slow enough, easy enough, and not particularly punishing, so that if it's your first or second game ever, you'd probably be into it. Everyone else? Well, how many kid's games do you normally play? That's what I thought. Avoid it. You will be underwhelmed. As a side note, Steam really should have warning labels if games are ports from mobile. Sometimes it's obvious. It wasn't here... until after I started playing. It'd also be nice if there were age recommendations... not like a strictly-enforced ESRB thing, but just a heads up like, "Best for an audience between 4 and 10" or whatever.
[h2]Fun little Zelda Clone[/h2] Oceanhorn is actually a pretty decent adventure game that feels a lot like the older Zelda titles. It's fun, looks great, sounds even better, and has plenty of cute monsters to smack with a sword. The combat is fairly simple, but that's part of the charm. This isn't the kind of game that's trying to reinvent the genre. Instead, it focuses on delivering a fun and accessible adventure. If you're looking for an action-adventure RPG-ish game with a classic feel, Oceanhorn is worth checking out. I treated it more as a casual game and played it on and off over time, but I enjoyed my journey from start to finish. [h2]7/10[/h2] [h3][url=https://store.steampowered.com/curator/45905648-Gork%2527s-Game-Grind/]Check out my curated list of games[/url][/h3]
Joguinho divertido, que se propõe a imitar o estilo de Zelda e faz isso com um certo grau de competência. É uma aventura leve, pautada em puzzles e busca por tesouros; um tipo de jogo bem tranquilo para relaxar. E se você for explorando tudo com calma, os 100% vem naturalmente (mas eu terminei com 99 kkk), o que eu acho muito bem vindo. Deixo recomendado para quem gosta de Zelda e jogos no estilo Zelda.
Es un juegazo! Es como un Zelda pero con su propia aura... Lo recomiendo si te gustan los juegos de ese estilo... Hoy dia lo estoy volviendo a empezar otra vez...
Its neat. Don't expect anything amazing, but its a solid clone of the seafaring Zelda games.
Beautiful masterpiece game, very similar to Zelda games, loving the graphics, gameplay is smooth with some clever challenges/puzzles and fantastic story
Zelda clone with janky controls that misses the mark on nearly everything that makes a Zelda game good or interesting. It's not a long game but boy is every minute of it soul-crushingly boring. The game's biggest sins are tying everything that could speed your character up to a single short stamina bar that takes forever to refill, and having areas with deathtraps that you can easily fall into and not escape, so you have to either quit to the title screen and reload, or stand there and wait for the trap to slowly drain your health. I didn't know this was a port of a mobile game at first, but after playing it, that certainly explains a lot.
A jogabilidade é simples e acessível, com controles bem básicos e cenários que passam uma sensação de 'apertados', mas exploráveis. A história segue a clássica jornada do herói: salvar um mundo corrompido enquanto percorre diversas ilhas, cada uma trazendo seus próprios desafios. Em alguns momentos é fácil ficar sem saber, para onde seguir, exigindo do jogador atenção aos diálogos e às placas espalhadas pelo mundo. Particularmente, não foi um jogo que me conquistou, mas ainda assim foi uma experiência satisfatória, o jogo demonstra certo capricho: cinemáticas, diálogos e a estrutura da aventura que conseguem manter o interesse, oferecendo uma campanha legalzinha.
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Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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