The overworld is just there to walk through - and is largely pointless aside from one or two side areas you can discover - but once you get to the larger outdoor areas, such as the Owru Jungle, it just turns into an open-plan Zelda dungeon. Only, the whole game is, pretty much, a Zelda dungeon. First, you'll go into the jungle to meet the Owru tribe - they're basically owl-people - and you'll be slashing through a variety of enemies before approaching the beacon, which essentially turns the game into a traditional Zelda dungeon. If you've played a 3D Zelda game other than Breath of the Wild, you know what to expect. You'll soon meet the entirely suspicious leader of White City and set off on your quest to find the three McGuffins. You're first big location is White City, and it's impressive in size, but fairly small in terms of things actually worth taking a look at - which is, unfortunately, the story for most of Oceanhorn 2's locations. Once Oceanhorn 2: Knights of the Lost Realm kicks off you find yourself moving across a large overworld, solving puzzles and flipping switches in order to make your way through the world and do away with whatever looming evil threatens all that is good and just. This game is the epitome of games inspired by The Legend of Zelda - then the only question that remains is if it holds up to the series it takes so much inspiration from. It follows a young boy who leaves his home village and ends up traveling across the world to collect three themed emblems to quash an evil threat. It knows it is heavily inspired by classic The Legend of Zelda games, and it wants you to know that too. Oceanhorn 2: Knights of the Lost Realm is not afraid to wear its heart on its sleeve.
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