
It’s said that imitation is the sincerest form of flattery, and if that is indeed the case, then Airoheart is one of the most sycophantic releases on the Switch today. There's certainly no shortage of 'Zelda-likes' available on the console, but this is a game that stretches the term “inspired by” to its absolute limits, as it finds as many ways as possible to be The Legend of Zelda: A Link to the Past without actually tempting Nintendo into releasing its famed copyright ninjas for damage control. Consequently, fans of that top-down Zelda style will no doubt find much to love here, as Airoheart does an adequate job of presenting a wide linear action-adventure experience, but it more often than not feels like you’re looking at a funhouse mirror reflection rather than the real deal.
Airoheart is set in the fantasy land of Engard and follows the tale of two feuding groups: the Elmer and the Breton. The Elmer are masters of peaceful forms of magic while the Breton are proficient in more offensive and violent magical abilities, and there’s been tension between the two groups for as long as anyone can remember. Your character, a half-Breton named Airoheart who lives among the Elmer with his grandpa, is brothers with a Breton leader who is instigating increasingly more aggressive maneuvers against the Elmer in what appears to be a prelude to war. He seems to be most interested, however, in retrieving the fragments of the mythical Draoidhe Stone, a magical MacGuffin that will all but guarantee a swift Breton victory. Guided by a mysterious disembodied voice, Airoheart thus sets out on a quest to retrieve the fragments before the Breton can get their hands on them.

It's not a terribly involving story, but it does take things in a deeper, darker direction than the typical ‘save the princess’ narrative. The eponymous hero is supported on his quest by a diverse cast of characters on both sides who help to add some color to the slower bits between dungeons, and though we didn’t find this storyline to be particularly memorable, we can appreciate the effort that went into giving the land of Engard a more nuanced social system that adds more texture to your dungeoneering.
Gameplay in Airoheart takes heavily after A Link to the Past, following the same basic gameplay loop of traveling between dungeons, collecting new items and abilities, and exploring an overworld packed with secrets to uncover. The main gameplay innovation here is the inclusion of Runes, which are selectable spells you can cast using mana that’ll create effects like a light heal or a moveable block to help solve puzzles. Practically speaking, Runes are just a different name for another set of items at your disposal, but their uses are distinct enough to feel like their differentiation from the standard item pool is warranted.

When you’re not in dungeons, you’ll likely busy yourself with testing out any new toys to unlock new pathways and caves to explore, or spend some time buying or trying on new gear that lightly mixes up your stats. We didn’t feel that the gear and stat system here was enough to qualify Airoheart as an RPG, but the little buffs to, say, the damage of your crossbow bolts does make a difference every now and then. The overworld feels sufficiently dense with worthwhile objectives, too. This isn’t the kind of game with a whole lot of nothing between points of interest to give you a sense of scope; every grotto and cave usually has something meaningful to check out and you can’t go more than a few steps in any direction without finding something else interesting.
Though you’ll spend much of your time exploring the overworld, dungeons are the main draw of the experience here, and each one contains a potent thematic mix of appropriately challenging puzzles and enemy encounters that are satisfying to overcome. That said, the lack of a localized map to help you navigate feels like an unnecessary handicap. Checking the map will only tell you where you are in the overworld, which is about as helpful as asking someone where the bathroom is and having them tell you the city you’re currently in. Dungeon design is streamlined enough that you don’t waste too much time trying to find the right path, and the challenges you face along the way are decently fun, but it’s things like a nonexistent dungeon map that tend to take the wind out of Airoheart’s sails. It has potential, and with a few changes it could be great, but it instead settles with being merely good.

And that's the problem with Airoheart; it’s fine, but just feels like a less polished copy of a much better game. There’s nothing wrong with taking after the formula of a well-regarded classic, but simply repackaging the ideas of one with only the subtlest of tweaks here and there doesn't makes for a must-play experience. Even when Nintendo itself returned to the well with A Link Between Worlds, it took care to include big gameplay innovations, with a more flexible approach to the item system along with quality of life changes like a refilling magic bar. Airoheart simply feeds on your desire to play more of a 30-year-old game you already own and can easily access on Switch, while adding no significant new ideas of its own. It’s the game version of the member of your group project who throws their name on the slideshow without contributing anything of substance to the content.
Airoheart doesn’t mess up any of the broad strokes of its game design, but a lack of attention to the smaller details accumulate to make it less satisfying overall. For example, there is a simply baffling overuse of an extremely loud and sudden gunshot sound effect that often feels out of place. When bombs go off, it feels like a fitting noise, but it’s much more obnoxious every time you get hit, fire a crossbow, close a door, roll over a pit (!?), open a chest, or breathe. You get used to it with time, but it’s such an annoying and frankly weird presence throughout that it actually drags down the whole game to a degree. Little things like this aren’t outright damning on their own, but there are many of them and their presence is like a fly in your soup; easily removed, but bothersome and unpleasant if they’re left in.

We experienced some bugs and glitches, too, some of which were kind of funny, most of which are a nuisance. For example, after dying to the final boss of a dungeon, we had a couple times where we respawned at the beginning of the dungeon with zero health, which meant that Airoheart just keeled over again right there. We also observed many instances where traps shooting out timed projectile attacks would glitch and some of the projectiles would get hung up on the trap’s hitbox. The worst of them was the game outright crashing back to the Home Screen, necessitating a full reboot and having to retrace our steps to make up for any lost data. Hopefully some patches will come, but in its current state, you'll almost certainly be running into some kind of glitch or technical hiccup that will impede your journey. [Update: The publisher has reached out to confirm that a Day One update should address many of the bugs in the review build we played.]
As for its presentation, Airoheart isn’t shy about lifting the visual style of A Link to the Past wholesale. Everything from the color palettes to the character spritework to the shape of the rocks you can pick up to toss at enemies could almost be mistaken for direct asset rips. Things get a little more creative here or there, but we would’ve liked to have seen greater effort to differentiate Airoheart and give it more of its own identity. Nothing looks bad, but sometimes that lack of originality gives you the sense you're playing a ROM hack.

The music, meanwhile, is far less memorable, consisting of a series of generic and repetitive 16-bit chiptunes that are just kind of there. At the very least, this soundtrack doesn’t get in the way of one’s enjoyment of the gameplay, but it feels like there was a missed opportunity here to integrate audio that could elevate and help shape the overall experience to a greater degree.
Conclusion
Airoheart is a passable game, but hardly one we would recommend you rush out to buy unless you simply cannot get enough of the 2D Zelda formula. It follows A Link to the Past's template so closely that it could never be classed as 'bad', but in a crowded market of homages, tributes, and variations on the theme, it does very little to stand out. We would suggest you pick this up only after you’ve played through A Link to the Past, the Link’s Awakening remake, and both the Blossom Tales games, and you still don’t feel you’ve gotten enough of that specific brand of top-down gameplay. Airoheart provides an adequate adventure, and for $40 at the time of writing, we simply expect more.
Comments 37
I guess you could that this game is full of Air!
Hehe, get it, because it's--
Will still get this once it's on a decent sale. The pixel art is really nice even though it does borrow alot from ALttP.
You’d recommend an average game at $40? Either it’s better than its score or you are pure evil!
wow @pinky and the aggressiveness!! KILL HIM!!!
Adequate for that price, with glitches and crashes?? Yeah no, I’d not call that adequate with the glitches included. At least I know I don’t have to bother until a huge sale, because I do not mind it being pretty much a rehash if it has some quality.
Removed - unconstructive feedback; user is banned
I’ll never see the appeal of these Zelda ripoffs. I’d rather just replay one of the classics.
Every one of these 2d Zelda clones that I have played feel like they are just a cheap imitation of the real thing. If I want to play a 2d Zelda, I will play links awakening or a link between worlds.
40$ for an indie game?
That doesn’t happen often….?
Slowly getting more and more of these kind of Zelda like Indies I think. Thanks for the review and not for me (even though I love LTTP)
I HAVE recently played through Lttp, Link’s Awakening remake and both Blossom Tales games, and I DO want more of that 2D Zelda formula. So I was not aware of this game, but sounds like it’s for me…
I rarely whine about prices but... Are the devs insane? This is quite possibly the most hilariously overpriced game I've ever seen. I actually usually enjoy these derivative Zelda clones, but I don't care how much the price drops on the eshop, I am never buying this out of spite
At least someone’s still trying to make a Zelda game since Nintendo only seem to do Assassin's Creed games now
Cancelled Amazon for now...
@GravyThief To be fair, we know almost nothing about TotK yet, it may be different from the BOTW formula.
@chipia that’s true, I’ll reserve my final judgement until we know more. But given how successful BotW was I can only assume they’ll be sticking to the Assassin's Creed formula, which is fair enough.
I’d be quite happy if they did a smaller scale 2D traditional Zelda in the background, hopefully I’ll get my wish!
@nimnio Alright mate. Average game, but they’d recommend we pick it up. Expensive but apparently not bad. However buggy and crashes a lot. Apparently there’s no new ideas too. But yeah, sure, top quality article if you like. 😂😂😂 everyone knows the journalists here are just students having a bit of fun.
Did you know that every time someone says Link to the Past or LttP (instead of A Link to the Past or ALttP) an innocent fairy loses it's wings?
It's very sad, indeed.
I see this a lot on this site. I'm starting to think that it's a British thing.
@GravyThief You mean Assassin's Creed is becoming like Zelda. Zelda did open world way before Assassin's Creed.
Nice to see the protagonist is left-handed! Was sad to see Link changed to a righty in Skyward Sword and Breath of the Wild.
I don't mind derivative, but I hate games which crash and the price is too high even without that. Which is a pity because I was optimistic about this game. Not enough good 2d zelda-likes out there; there are a few but I want more!
"We have 2d Zelda at home."
Ouch. That's gotta hurt. I appreciate the honesty though.
At $40, a game that looks and plays like A Link to the Past would really need to be a transcendent masterpiece that plays flawlessly.
I have never played A Link to the Past before, so really dont bother me that the game is nearly identical to Zelda. If they can iron out the technical issues with a patch, then im on board. I loved the first Blossom Tales game and would play the sequel if it were on macOS, and not only Windows. I guess and hope the price of 40 dollars is the console price, and that the Steam version would be akin to the Blossom Tales 2 price point? Really like the artstyle of this so im really tempted.
Is it me or the devs have no idea how to price a game.
I hope I don't sound offensive, I feel like that if a game is meant to feel like an expansion of the original or like ones of those 'ROM hack' where the adventure and story is new and good, then I would say the developer did a good job with that and the art style is what got me interested into this game. If the game is meant to feel like a spiritual sequel and it's lawful then I would argue doing that is not a con on itself. Though I would be curious about any new good ideas.
Also I feel like the ROM hack comment suggests that a ROM hack isn't ever possible to be creative which I don't agree with.
Of course I am not expecting this review to change because I said this, but wanted to add some thought.
@Space5000 I appreciate the feedback! Generally, my view of ROM hacks is that they're free, amateur attempts at recreating official content. I agree with you that some ROM hack creators have really cool ideas that expand well on the base game, but in my experience most just feel like sloppier approximations of the real deal. This isn't an issue when it's just a random mod you downloaded, but a $40 price tag brings with it higher expectations. That and the fact that this game invites comparison to Link to the Past at every turn, and actively seems built to remind you of it.
If it didn't cost that much, I'd go for it, but 40 is just crazy to me. Glitches are fixable, but it's up to the devs to want to take care of them so it's always a risk to buy a game hoping they'll be fixed...
I keep thinking about how "way too light on new ideas" is a pro or a con depending on the review it's linked to. Sometimes reviewers consider it a pro because the devs didn't change a formula that's perfect and sometimes it's considered a huge con because it just sticks to a formula, no matter if it's good or bad
I really admired the style of this game, though it rips terribly from LttP. But for $40, I expected at the very least for it to match LttP pound for pound. Perhaps some of the glitches will be patched out in time, but not holding my breath. This is why I struggle with Zelda-likes... They just always seem to leave something out that keeps them from topping the best Zeldas, and I don't have this issue with Metroidvanias... Weird. Anyway, it would take a 70%+ off sale for me to bite, so it'll stay on my wishlist for a little while at least.
Had an eye on this one, thanks for the review. I have enough Zelda-likes already as it is imo so definitely no need to pickup a subpar one.
However, I do hope somehow another 3D Dot Game Heroes is made that comes to Switch.
… Wun can only hope.
Kid : "I want the new Zelda game!"
Mom: "We have Zelda at home!"
This game : Zelda at home
How creative can this game be? It even ripped off the Japanese Minish Cap cover.
I used to be an adventurer just like Link, but then I took an airo in the heart.
What a generic boring lookin main character
20 bucks would have made quite the difference here.
you had me at 'adequate'
I DID not accept the gunshot noice. You are a very tolerable man to call that a fly in your soup and still be okay with it. It was ruining the whole experience for me. "This is broken. I cant play this", I thought. Then (unlike you) I did look up the settings and there was a setting called HD Rumble. You untick that box and the game is flawless. There was even the option for Swedish, my native language, which was very neat.
Looked up this review because it’s coming out on mobile in a few days. Kind of funny to see the talk about the $40 price tag….it’s going to be $1.99 on iOS, lol!
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