Originally Posted by kaibosh
I bought this game the moment it was launched, but didn't play it until today. Don't ask. Anyway, got to Tikarel Island and got plain old stumped when it seemed like there was no way to explore the island - finally got frustrated enough to pull up a walk through. Oh, I'm supposed to 'just know' that I should merrily ignore the island and continue on my way? Is this an example of how the gameplay is in general? If so, I'll just delete it now. I don't need to be led around by the nose, but that is just foul game design - period. Is it just me?
IDK, I never felt the need to use a walkthrough ever in this game. I got to an Island and when I got to a spot I realized I couldn't access yet, I explored the rest of the Island and see what I could do then move on. It was pretty evident from Hermit Island there are going to be spots I won't reach until later. That's what the game is all about, exploring and gaining new abilities and unfolding the story along the way with cool boss fights and excellent gameplay. When you access the map it shows the percentage of the Island that still needs to be explored, so remember here and there and move on to new islands and explore and so on. It's an excellent way for the game to unfold and makes you want to keep going. Kind of like the Metroid, Castlvania, Shadow Complex (Xbox 360) games where you have to go back when you get new abilities. Doesn't hold your hand and there's no clear one path, you can go about it different ways, but as it unfolds there really was never a time I thought it was too tough or I couldn't figure it out.
Oceanhorn doesn't tend to hold your hand as much as other games and doesn't put you on a linear path. The game is about exploring and unlocking abilities and figuring things out on your own to unfold the story how you want to do it...it really isn't that tough to figure out as you progress further in. I would just keep at it and throw away those walkthroughs, they usually ruin the fun of the game in games like this one.