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Review of Oceanhorn 2: Knights of the Lost Realm on Nintendo Switch

by Gemma Looksby Gemma Looksby photo Oct 2020
Cover image of Oceanhorn 2: Knights of the Lost Realm on Switch
Gamefings Score: 7/10
Platform: Switch Switch logo
Released: 28 Oct 2020
Genre: Action-adventure, Action role-playing
Developer: Cornfox & Bros.
Publisher: Cornfox & Bros. (iOS, MacOS, Switch); FDG Entertainment (PS5, Xbox, PC ports)

Introduction

If you liked the idea of a Legend of Zelda sandwich, where every bite tastes faintly of Hyrule, a splash of Breath of the Wild, and a side of cinematic oomph, then Oceanhorn 2 is the indie deli doing the honors. Developed by Finnish studio Cornfox & Bros., this prequel to the 2013 Oceanhorn arrives on Switch as a glossy, single-player action-adventure that wears its inspirations proudly on its sleeve. It launched originally as an Apple Arcade exclusive in 2019 and washed up on the Nintendo shore in October 2020, bringing Unreal Engine 4 visuals and earnest, Zelda-ish mechanics to a portable you can play on the bus without getting strange looks. The story throws you into a world a millennium before the first game, where knights, strange artifacts and ominous villains named things like Mesmeroth (fantastic name) ensure there's enough plot to forget your chores for a while. You play Hero - yes, that's his name - and team up with Trin and a surprisingly complex cast of allies and betrayals as you hunt down three Sacred Emblems to stop an impending invasion. If you like your quests with a little melodrama and a lot of shiny ruins, you'll be in your element.

Gameplay

Oceanhorn 2 keeps the action-adventure core simple and familiar: hack, slash, parry, solve a room of puzzles, and then do it again in a slightly different room with more interesting lighting. The combat is serviceable rather than revolutionary - you swing swords, block, and use a handful of spells and gadgets to get out of scrapes. On Switch, the frame rate and input feel are generally competent; it's not Lightning McQueen levels of speed, but it's steady enough that button-mashing still feels satisfying. Exploration is where the game aims to stretch its legs. It's an open-world affair in tone if not in utter freedom: large regions connected by seams of story and dungeon entrances, with a healthy mix of overworld puzzles and linear Zelda-style dungeons. You and your party hop from the White City to windblown ruins to watery locales as you gather the Emblems of Sun, Earth, and Ocean. Each locale has its own flavor - quirky NPC banter, collectible fluff, and the occasional fetch quest to remind you that someone out there really, really needs a lost trinket. The story leans into the fantasy soap-opera side of things. Villains monologue, allies reveal hidden pasts, and a mechanically gifted fellow named Archimedes provides the sort of exposition that might as well come with a glowing cue: "Plot incoming." There are true twists, like Gen's origin and Mesmeroth's weird soul-containing ambitions, and high-concept moments such as the summoning of Oceanhorn, a living fortress with commitment issues. The narrative occasionally stretches credulity, but it does so with charm - it wants you to care about the knights and their cause, and most of the time it gets by on earnestness. Puzzles are a mixed bag. Some rooms feel inspired, rewarding that "a-ha" click, while others are reminders that puzzle design can sometimes disguise busywork as challenge. The dungeons borrow heavily from Zelda's playbook - block-switching, pressure-plates, rotating girders - and while that can be comforting, it can also feel derivative when you've just sneezed and a memory of another game's puzzle pops into your head. One of the Switch-specific considerations: performance and UI. On a docked Switch the visuals get a welcome boost and load times are humane; in handheld mode you sacrifice some sharpness but gain the delightful portability of sneaking in a heroic session between lectures or laundry. The control scheme is serviceable with Joy-Cons, though camera handling can occasionally be fussy in tighter corridors. If you're the kind of player who likes to rebind everything to the exact layout of your childhood, you might be slightly thwarted, but most players will settle in quickly.

Graphics

Oceanhorn 2 shines when it decides to be beautiful. The Unreal Engine 4 foundation is obvious: sweeping vistas, soft volumetric lighting, and a painterly art style that often makes the game look like a hand-painted postcard come to life. The art direction leans heavily on Breath of the Wild-esque aesthetics - rolling fields, ruined architecture dressed in moss, and characters that read instantly as archetypes without being aggressively generic. On the Switch, the game finds a reasonable balance between fidelity and performance. Docked mode renders environments that genuinely impress for a small-studio title: water effects glint, distant islands read clearly, and character models have personality. In handheld, texture pop-in and slightly softer shadows are more noticeable, but the core atmosphere remains intact. The sound design and score deserve a nod too; sweeping orchestral moments punctuate boss fights and emotional beats, giving the game a cinematic lift when it needs one. That said, occasionally the game's ambition outpaces the Switch's hardware. You may spot frame dips in busy set-pieces or some rough edges on environmental detail during fast camera pans. These are not deal-breaking, but they remind you that Oceanhorn 2 is a major effort from a modestly sized studio trying to do something grand. For the most part, the visuals do the heavy lifting in making you believe you're traversing a mythic archipelago.

Conclusion

Oceanhorn 2: Knights of the Lost Realm is the kind of game that makes a persuasive case for itself with charm and confidence. It's unabashedly derivative in places, borrowing Zelda's design philosophies and Breath of the Wild's visual cues, but it often puts those influences to good use, wrapping them in a warm, storybook coat. The combat and puzzles won't revolutionize your expectations, but they provide a solid, enjoyable backbone for the game's best asset: exploration and atmosphere. Reception has been mixed - Metacritic hovered in the high 60s to low 70s across platforms - which feels fair. If you want groundbreaking mechanics, this isn't your garage of miracles. If you want a well-crafted, story-forward adventure on Switch that looks great most of the time and scratches that nostalgic Zelda itch, then Oceanhorn 2 will be a pleasant port to carry in your dock. I give it a 7 out of 10: a confident, lovely little epic with enough heart to earn your time, even if it occasionally borrows the neighbor's styling advice.

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