Ocean’s Heart

Ocean’s Heart is a top-down 16-bit adventure game in the style of A Link to the Past or The Minish Cap. You play as Tilia, the daughter of a former soldier who manages a tavern on a small island. After the island is attacked by pirates, Tilia’s father sails away to chase them down. He doesn’t return, so Tilia leaves the village to look for him.  

Ocean’s Heart is set on an archipelago of interconnected islands. Most of the map can be navigated on foot, while sailing serves as a form of fast travel. The archipelago is densely populated, with multiple large cities and smaller towns, but it’s also filled with beautiful green spaces. The primary biome of the islands is “forest,” but there’s an incredible amount of diversity within this biome, from alpine pine forests to leafy old-growth oak forests to swampy mangrove forests.

The green spaces of Ocean’s Heart are gorgeous, and the pixel art is a true feast for the eyes.

When I was a kid, I remember being disappointed by the 3D graphics of the N64 and the PlayStation. Now I find the visual style of games like Ocarina of Time and Final Fantasy VII to be charming, but for a long time (until there were better alternatives) I thought the blocky polygons and difficult-to-read environments of “next gen” games looked like garbage. I kept thinking that what I really wanted was for developers to use next-gen technology to make pixel art more polished, intricate, and interactive.

Ocean’s Heart is exactly the sort of game I wanted. Flowers and grass rustle in the wind, falling leaves drift across the screen, and birds take flight as you approach. The overworld map is dense with interaction points, all of which are visually signaled without being obtrusive. The landscape is also dense with scenery that does nothing but add magic and wonder to the environment. Towns and cities are filled with uniquely designed stores and characters, and each center of population has its own distinct visual character.

Even aside from the graphics, Ocean’s Heart is a lovely game. Although it doesn’t disrupt the basic Legend of Zelda gameplay formula, the way Ocean’s Heart structures and populates its world is extremely well executed. Unlike many Zelda-style games, Ocean’s Heart features an excellent balance between gameplay and written text. The dialog offered by the NPCs is substantial, and the player can interact with all manner of books, bookshelves, maps, paintings, documents lying on desks, and so on. Very little of this text is necessary to understanding the game’s story, but it makes the world feel like a living place that exists independently of Tilia and her quest.

The menu screen of Ocean’s Heart offers modern ease-of-use concessions, from the option to save the game at any time to a labeled map to a list of sidequests. Many titles seeking to capture a retro feel – Tunic springs immediately to mind – seem to expect the player to engage with the game through the medium of an online walkthrough, but Ocean’s Heart is entirely self-contained. The player has a great deal of freedom to move across the archipelago, but it’s difficult to become lost. The confidence derived from such a well-curated experience makes exploration all the more enjoyable.

As in any Zelda-style game, Ocean’s Heart contains about half a dozen mandatory dungeons. These dungeons have no maps, but they’re laid out in a way that feels easy to navigate and speaks to thoughtful game design. Careful exploration of the world will reveal another dozen optional dungeons with more specialized themes. My favorite of these optional “dungeons” was an entire Mediterranean-themed island with its own fully populated town of cafés and street musicians and people sitting on terraces while drinking and enjoying the sea breeze.

Ocean’s Heart comes equipped with an optional hard mode that you can trigger early on and reverse any time you want, but the default level of difficulty is well balanced. You don’t have much health at first, and healing items are extremely limited. More than anything else, this early-game difficulty seems intended to keep players on the critical path. As you power up Tilia and her sword through various collectables scattered throughout the world, exploration becomes more comfortable. Many players may have to resign themselves to dying several times at the beginning of Ocean’s Heart, but the difficulty curve balances out about an hour or two into the game’s playtime, which is roughly eight to ten hours.  

I haven’t encountered any discussion of Ocean’s Heart in the Legend of Zelda fan community, so I was surprised to learn that it was originally released in January 2021. I’m amazed that I hadn’t heard of it before I saw it on sale on the Nintendo Switch store, because this game is really good. The gameplay is solid, the writing is fun, and the beautiful pixel art is everything I ever wanted. Ocean’s Heart is also inexpensive and accessible to players of all skill levels, and I’d recommend it to anyone who’s up for a chill and rewarding island adventure.

The Minish Cap

Nintendo recently released The Minish Cap on the Game Boy Advance virtual console included with its Nintendo Switch Online + Expansion Pack subscription service. This service costs $50 a year, and you have to pay the annual fee all at once. As a reminder: It is always morally correct to pirate Nintendo games.

The Minish Cap came out around the same time as The Wind Waker, and it translates a lot of The Wind Waker’s characters and enemy designs into a 16-bit pixel aesthetic modeled on A Link to the Past. As a Zelda game, the structure of The Minish Cap is very conventional: There are five themed dungeons in five themed zones. You must beat these dungeons in order, as the item you find in each dungeon allows you to access more of the world. All of the dungeons are well-designed, and it’s fun to navigate each of the five zones.

To me, there are three things that make The Minish Cap special. The first is a core game mechanic that’s brilliant and magical; the second is a minor game mechanic I hate; and the third is the game’s lighthearted tone.

The main conceit of The Minish Cap is that Link is able to shrink down to the size of the Minish, tiny little mouse-elves who live in adorable mushroom houses, hollowed-out books, and so on. The Minish spaces in the game are a Studio Ghibli fantasy on par with The Secret World of Arrietty, and there are a number of fun navigation puzzles that require Link to alternate between human size and Minish size. This is especially enjoyable during an item quest that requires you to return three books to the library, which necessitates navigating the central hub of Hyrule Castle Town at Minish size.

Unfortunately, the Minish are obsessed with fusing kinstones. A kinstone is a broken medallion, and several dozen NPCs are willing to connect their half of a kinstone with a matching half in your possession. A successful fusion will result in a small change somewhere in the world – a merchant will come to Castle Town, a treasure chest will appear in a cave, or a special golden monster will appear in the field. These fusions are mostly random, as are the kinstones you find. All of the game’s sidequests (if you can even call them that) are connected to kinstone fusions, and the randomness of the fusions can make these sidequests infuriating. Thankfully, none of the sidequests is necessary, as The Minish Cap is easy enough to play with just the bare minimum of resources.

I imagine that most players will probably think of successful kinstone fusions as fun bonuses, but a Zelda game without sidequests can feel a little empty. In addition, because many of these fusions are made with random NPCs at seemingly random points in the game, none of the sidequests is connected to a narrative.

This lack of substance and specificity is tied to the lighthearted tone of The Minish Cap, which doesn’t have much of a story. The King of Hyrule has been possessed by an evil Minish wizard named Vaati, who turns Princess Zelda to stone during the first ten minutes of the game. Because only children are pure-hearted enough to see the Minish, only Link can save Zelda. Meanwhile, none of the adults care about any of this.

Aside from Zelda and your trusty talking hat Ezlo (who has also been transformed by Vaati), nothing bad happens to anyone in the game. In fact, everyone is quite happy.

In The Wind Waker, the disconnect between the carefree world of the Great Sea and the importance of Link’s quest is a major thematic element of the story. The only person living on the Great Sea who cares about Hyrule is Ganondorf, and the only reason he cares is because he’s been woefully displaced in time. The fact that no one except the King of Red Lions understands Link’s quest emphasizes The Wind Waker’s tone of loneliness, and this is why it’s so emotionally impactful when Link finds someone who appreciates the stakes of what he’s trying to accomplish and volunteers to help.

Meanwhile, in The Minish Cap, Hyrule is densely populated by Hylians and Minish who seem to be doing just fine, even without a government. Aside from poor Zelda, everyone is living their best life, and no one needs your help. I can’t overemphasize that there is not a single element of darkness in this game, which has no narrative tension and very little forward momentum.

A fandom friend who recently played The Minish Cap for the first time said that this is the game they’d recommend to first-time Legend of Zelda players, and I can understand where they’re coming from. The Minish Cap is about as conventional as you can get. Overall, it’s really fun, and neither its combat nor its puzzles are difficult.

Unfortunately, the kinstone fusion sidequests can be hideously annoying, and the game’s “safe for children” cutesy tone makes the world and its story seem unimportant and forgettable. The Minish Cap feels like it was created for casual players, and your mileage may vary on how much you appreciate this.

In the end, The Minish Cap is still a great 8/10 game that’s very much worth playing, but it’s on an entirely different level than A Link Between Worlds, which perfected the top-down 2D Zelda formula while also featuring excellent writing and interesting design work. Given its limitations, I think The Minish Cap will probably appeal most strongly to 16-bit retro game fans, as well as its actual target demographic of ten-year-old kids.