Look at that. That’s Ocarina of Time, running on Switch 2 — and it might be the best that game has ever looked. This week, Nintendo aired a full Zelda Direct for the franchise’s 40th anniversary, and gave us our first proper look at the Ocarina of Time remake — including a release date. November 5th. It’s actually happening.
But this video isn’t just me telling you it looks pretty and calling it a day. This remake raises an interesting question — and I want to spend most of this video on it. Let’s start.
For anyone who missed it — this week, Nintendo aired a thirty-minute Zelda Direct to mark the Legend of Zelda’s 40th anniversary. This wasn’t a general Nintendo Direct with a Zelda segment tucked in somewhere — this was Zelda and only Zelda, front and centre, hosted around series producer Eiji Aonuma, with Shigeru Miyamoto and Hidemaro Fujibayashi.
Most of the video focused on the Ocarina of Time remake: gameplay, release date, new features, and the trailer — that’s what most of us clicked play for in the first place, so they led with it instead of burying it forty minutes into some longer Direct.
Here’s the question I want to spend most of this video on: Nintendo has spent the last decade — Breath of the Wild in 2017, Tears of the Kingdom in 2023 — teaching an entire generation that Zelda means total freedom. Climb anything. Go anywhere. Solve it however you want. Ocarina of Time is the opposite of that, by design. So how does a faithful remake of a linear, item-gated, 1998 adventure land with an audience that’s spent the last eight years being told the exact opposite is what a Zelda game is? Let’s start with why Ocarina of Time mattered in the first place, and then get straight into the hard part.
WHY OCARINA OF TIME MATTERS
Ocarina of Time came out in 1998 on the Nintendo 64, and it’s no exaggeration to say it redefined what a 3D action-adventure game could be. Targeting with the C-buttons, context-sensitive combat, and a 3D Hyrule you could explore for the first time in the series — a lot of the design language action-adventure games still use today traces directly back to this one game. It’s routinely ranked among the greatest games ever made, and for a huge number of people it’s the game that made them a Zelda fan, or a gamer, full stop. Almost thirty years later, people are still writing essays and making videos, this one included, dissecting exactly why its dungeon design worked as well as it did.
So when Nintendo decides to remake THAT game fully, for the 40th anniversary of the entire franchise, on brand new hardware — that’s Nintendo picking the single most significant entry in Zelda’s history and giving it the exact treatment it deserves.
THE RISK: NINTENDO’S OPEN-WORLD PROBLEM
Ocarina of Time looks incredible, but it does raise an interesting challenge for Nintendo and the Zelda team.
Breath of the Wild and Tears of the Kingdom redefined, for an enormous number of players, what “a Zelda game” actually is. Climb any surface. Glide anywhere you can see. Solve a shrine with whatever tools you want to combine. No character stops you and says “come back later.” The entire design philosophy of modern Zelda, for eight straight years now, has been: the world is yours from minute one, and the only limit is your own creativity. For a huge number of younger or newer players, those two games aren’t “one version of Zelda” — they’re the only Zelda they’ve ever known, and the definition the whole series is measured against now.
Ocarina of Time is built on the complete opposite philosophy. Entire regions of Hyrule are functionally locked behind a specific item, a specific ocarina song, or a story beat, in a specific order Nintendo decided for you almost thirty years ago. Item-gating is what makes Ocarina of Time’s world feel like it’s expanding as YOU grow, dungeon by dungeon, item by item. But structurally, it is the exact opposite of everything Nintendo has spent the last decade training its audience to expect from a Zelda game.
Put the classic and open-air Zelda side by side, and the contrast is stark. In Tears of the Kingdom, if there’s a mountain in front of you, you climb it right now, from whatever angle you want, no permission required. In Ocarina of Time, Death Mountain has one trail; it opens when the story says it opens, and that’s the only way up. Both of those are valid ways to design a game. But only one of them is what an entire generation currently understands “Zelda” to mean by default.
So here’s the question I want you to think about for the rest of this video: what does a player whose entire Zelda history is Breath of the Wild and Tears of the Kingdom actually feel the first time this remake tells them “no, you need the Fairy Slingshot first” or blocks a path until a story flag flips? Does that read as elegant, deliberate, classic game design — the kind that made this game legendary in the first place? Or does it read as dated and restrictive, from someone who’s spent a decade being told the opposite is what freedom in this series looks like?
Keep that question in mind as we go through everything Nintendo actually showed — none of the confirmed changes touches this structural question at all. Voice acting, camera control, a jump button, a dash, even the ocarina microphone feature — every single one of those is a quality-of-life polish on top of the same linear structure. Nintendo hasn’t opened up the world. They’ve polished the box it comes in. That might be exactly the right decision — you cannot turn Ocarina of Time into an open-world game without it stopping being Ocarina of Time — but it also means the one thing most likely to feel foreign to a Breath of the Wild-raised player is the one thing nobody’s changing. Whether that’s the right call, or a real risk for how this lands with a big chunk of Nintendo’s current audience, is the conversation I want to have with you across the rest of this video.
OCARINA OF TIME ON SWITCH 2 — THE BREAKDOWN
The Legend of Zelda: Ocarina of Time launches on Nintendo Switch 2 on November 5th, 2026. Aonuma walked out, showed real gameplay first, let it breathe for a bit, and then dropped the date.
My reaction to that, immediately — I’m excited. Properly excited. This is one of, if not THE most beloved 3D Zelda ever made, getting a full ground-up remake on hardware that can finally do the vision justice. November 5th is circled on my calendar.
Now, the framing Nintendo used is important: this is being described as a remake, not a reimagining. Nintendo’s own language was that it’s been “remade with completely overhauled visuals, fully voiced cutscenes, expanded character dialogue, symphonic orchestral music, reworked camera and movement controls.” Notice what’s NOT in that list — no restructured dungeons, no open-world reinterpretation, nothing about changing the story. The bones are staying exactly where they were in 1998.
For a longtime fan, I think that’s the right call. Ocarina of Time isn’t just A Zelda game — for a huge chunk of this fanbase, it’s THE Zelda game. When you’re remaking something with that kind of weight, the temptation to “modernise” the structure, open up the world, rewrite the story to surprise veteran players — that temptation is real, and it’s also a trap. You only have to look at how divisive some other “reimagined” remakes have been across the industry to see why playing it safe with the actual content is the smarter move here. Mess with the dungeon order or the story beats, and you risk alienating exactly the audience this remake is FOR.
But — and this is the other half of it — “faithful” is precisely where the risk I laid out earlier lives. Faithful doesn’t just mean the story stays the same. It means the item-gating stays the same. The linear world stays the same—the moments where the game tells you “not yet” stay exactly where they were in 1998. Nintendo protected what longtime fans love, and in doing so, they also kept the one thing that’s most likely to feel foreign to anyone who learned this series through Breath of the Wild. Polishing the fixed camera and adding a jump button doesn’t change that — those are comfort upgrades. There was never really a version of this remake that could do both: the more faithful it is, the more it protects the die-hard audience, and the more it locks in the exact structure that a decade of open-world Zelda has trained people away from.
Let’s talk about the actual presentation, because it looks great. Nintendo said visuals have been “completely overhauled down to the textures of each material” — and having seen the Kokiri Forest and Hyrule Field footage from the Direct, yeah, that checks out. This is a ground-up rebuild of every environment.
Aonuma also took a moment during the demo to explain some of the art-direction choices behind why the game looks the way it does. It’s easy for a remake like this to either go too far toward hyper-realism and lose the original’s charm, or play it too safe and look like an upscaled N64 game. From what’s been shown, they’ve found a middle ground that keeps that distinct, storybook Ocarina of Time character while looking genuinely next-gen.
On the audio side — full symphonic orchestral music replacing the original MIDI score, refreshed sound effects, faster load times, and Nintendo’s own description is that the game runs “much smoother” overall. Every piece of that has me on board, and it’s worth saying plainly: none of this presentation upgrade depends on nostalgia. A brand new player looking at this footage for the first time, with zero history with the original, is going to think it looks gorgeous too. Overall, Ocarina of Time looks great on Switch 2, and I am really looking forward to playing it.
Here’s a big structural change, though — this is the first Ocarina of Time where the characters are fully voiced. Expanded cutscenes, and according to the press release, characters have “a great deal more to say” than they did in the original. That’s a significant shift for a game that, up until now, has been entirely text-box based.
I’m curious how that changes scenes we’ve all had memorised for almost thirty years. Voice acting can add so much — tone, emotion, personality — but it also locks pacing in a way text never did. Could go either way depending on execution, but I’m leaning optimistic. More characterisation for people like Zelda, Impa, the sages — if it’s well written and well performed, that deepens a world a lot of us already know inside and out. More dialogue and richer characters are exactly the kind of change that could help newer players feel invested enough to push through the early, more restrictive hours.
Now onto the stuff that actually changes how the game plays, not just how it looks or sounds. This is where the “reworked camera and movement controls” line shows up:
A dedicated jump button. The N64 original made Link’s jumping entirely context-sensitive — the game decided for you. That’s gone.
A free, unlocked camera — full right-stick control, something the original’s fixed and semi-fixed camera never allowed.
A roll and dash ability for faster traversal around Hyrule Field and towns.
And based on what Aonuma showed, you can now swim and dive without needing the special clothing items the original required.
None of these touches the story or the dungeon layouts — they strip away friction. This is a faithful remake with quality-of-life upgrades. They don’t make the path any less linear, and they don’t give a new player the freedom to go off-script.
New system: Threads of Time. At any point in the adventure, you can pull up a menu showing your overall story progress and your next objective, with a tapestry that gradually fills in as you progress. It nudges you toward what to do next without dropping a waypoint directly onto your map — more hint system than quest marker.
I really like this, and it’s the single feature most relevant to everything I said earlier. Ocarina of Time can be obtuse if you’re coming to it fresh, and something that respects your intelligence but still gives you a way back on track if you’re lost feels like the right compromise.
The day/night cycle now continues no matter where you are, including inside towns, which wasn’t true in the original. Combined with the free camera and overhauled visuals, Hyrule should feel like a living, continuous space this time, rather than a series of disconnected set pieces.
You can now play ocarina songs using the Switch 2’s built-in microphone — hum or whistle a melody Link has learned, and he performs it live, in-game. And if you want the physical version, two accessories are coming: an actual playable ocarina, and an electric ocarina from HORI that plays notes or entire songs at the press of a button.
That’s such a fun, genuinely on-brand way to bring this specific game into 2026. Ocarina of Time’s entire identity is built around that instrument — Zelda’s Lullaby, Saria’s Song, the Song of Storms, Epona’s Song — so giving players a physical or vocal way to perform them instead of just pressing face buttons in a fixed pattern is exactly the kind of feature that only makes sense for THIS game. Out of everything shown this week, this might be my single favourite detail — and notably, it has nothing to do with nostalgia. A brand new player gets the same joy out of this as I will, which makes it maybe the one feature in this whole remake that’s a pure, unconditional win regardless of which side of the open-world question you land on.
Ocarina of Time is getting full support in Zelda Notes, the companion app service that already works with Breath of the Wild and Tears of the Kingdom. For Ocarina of Time, that adds Today’s Record (a daily log of your accomplishments), Gossip Quest (using hint images on your phone to track down locations), a virtual Play Ocarina you play on your phone’s touchscreen, and an Ocarina of Time quiz with over 2,000 questions.
To be fair, some of this is thoughtful — Gossip Quest turning real-world hint-hunting into a little side activity is a nice idea, and the daily quiz is a fun bit of extra engagement for people who want it. I’m not sure about the core integration. A virtual ocarina on your phone — right after they’ve announced a microphone feature that lets you play the real thing — feels like it’s competing with its own better idea. And tracking your accomplishments and stats in a second, separate app, rather than in an in-game menu you can pull up without leaving the couch, undercuts the immersion a remake like this is otherwise selling so well. I’d rather see more of this built directly into the game, and have Zelda Notes stay a nice bonus rather than a core feature.
Nintendo closed the Ocarina of Time portion of the Direct with a fresh trailer showing off the supporting cast, adult Link, and a run of locations beyond the Kokiri Forest opening. A full fifteen-minute gameplay demonstration is also available to watch separately if you want the deeper, unedited look.
Seeing adult Link rendered in this style is one of the most exciting single shots from the whole Direct for me — that’s the moment that always hit differently, pulling the Master Sword and waking up seven years later. Getting a proper cinematic look at that with this level of fidelity has me even more locked in for November.
The first print run of the physical version comes with special packaging featuring textured foil cover art, while supplies last. Nice touch for physical collectors, and pre-orders are already up through the Nintendo Store and eShop if you want to lock that in early.
WILL IT HOLD UP IN 2026?
So, back to the question I opened with. Is a faithful, linear, item-gated remake of a 1998 game going to hold up against an audience Nintendo itself spent a decade teaching to expect total freedom?
Here’s my prediction. I think longtime fans will adore this without reservation — nothing shown this week changes that. And I think most newer fans, if they get past the first couple of hours, will end up loving it too, because the moment-to-moment design underneath the gating — the dungeon puzzles, the item logic, the way the world clicks into place piece by piece — is strong enough to win people over on its own terms, freedom or not. That’s not nostalgia talking; that design has held up for almost thirty years for a reason, and “linear” doesn’t have to mean “worse” — it just means a different kind of Zelda than the one an entire generation has grown up with. Plenty of great games, in this genre and plenty of others, are built on a fixed critical path and are none the worse for it.
Plenty of people play plenty of older, linear games without needing them to be something else. But I don’t think that’s a safe assumption, because Nintendo has spent a decade telling everyone, loudly and repeatedly, that THIS is what Zelda is now. You can’t build that expectation for years and then act surprised when a very different-feeling entry gets measured against it.
I want to put a number on this rather than just gesture at “a lot of people,” because the scale is underappreciated. So here’s some rough, back-of-the-envelope math — real, reported figures, with a few of my own assumptions and estimates stacked on top, so treat the result as a ballpark figure.
Start with how many people have actually played Breath of the Wild or Tears of the Kingdom. As of the end of last year, Breath of the Wild had sold over 35 million copies, and Tears of the Kingdom had sold 22.4 million. You can’t just add those together — a huge chunk of Tears of the Kingdom buyers already owned Breath of the Wild, since it reuses the same map. Assume something like three-quarters overlap, and that puts the unique audience for open-world Zelda at somewhere around 40 million people.
Now, how many of those will actually own a Switch 2 by November 5th? As of this June, Switch 2 had sold roughly 23.7 million units worldwide, and going by Nintendo’s own sales guidance for the rest of the year, that’s likely somewhere in the high-20-millions by the time this remake launches. Zelda’s one of Nintendo’s flagship franchises, and a lot of early Switch 2 adopters are exactly the kind of enthusiast who’d upgrade specifically for a game like this. Let’s estimate that about 30 per cent of the 40 million open-world audience has the hardware. That’s around 12 million people.
And finally — how many of those 12 million have never actually played the original Ocarina of Time? Over almost thirty years, between the N64 original and the 3DS remake, Ocarina of Time has sold somewhere in the 10-to-14 million range worldwide. Compare that to roughly 40 million for the open-world era, built in less than a decade. Statistically, most modern Zelda fans have never touched the original — but I didn’t want to just guess at how many, so I actually asked you. I ran a poll on the channel this week, aimed specifically at people who started the series with Breath of the Wild or Tears of the Kingdom: have you played any version of Ocarina of Time before? 183 of you answered. 66 per cent said yes — only about a third said they never had. That’s higher than I expected, but there are clear caveats: it’s a small sample, and it’s self-selected — people who watch a channel built around classic Zelda design are probably more likely than the average Breath of the Wild or Tears of the Kingdom player to have already circled back and played the original. But even taking that more conservative one-in-three figure at face value and applying it to that 12 million, that’s still roughly 4 million people — 4 million players who grew up on total freedom, who’ll have this remake in their hands on day one, and who’ll be experiencing Ocarina of Time’s linear, gated structure for the very first time in their lives.
Four million people is not a rounding error. So when I say this is a real risk for Nintendo, I don’t mean a vocal minority complaining online. I mean a large slice of the current Zelda audience meeting this design philosophy completely cold, all at once, in November.
So my verdict: for something like four million people, this remake is either going to become one of their favourite games of the year, or the moment they quietly bounce off classic Zelda for good. This is going to be a triumph for the audience it’s obviously built for — longtime fans, myself very much included — and a gamble for that four-million-person slice of everyone else. Whether that gamble pays off depends less on what this Direct shows and more on how Nintendo markets and paces those crucial opening hours between now and November. If they lean into the nostalgia marketing and let the slow opening speak for itself, I think they lose a chunk of newer players early. If they’re smart about how they position it — as a different kind of Zelda experience, not a lesser one — I think this actually wins a lot of people over. That’s what I’ll be watching most closely between now and launch.
THE ZELDA MOVIE & 40TH ANNIVERSARY CELEBRATIONS
Quick one on the live-action movie, because we did get a small update. The title is simply The Legend of Zelda — no subtitle — and Miyamoto said you’ll understand why once you see the film. He teased homages across the whole series and a significant role for the Triforce, which tracks for a movie trying to represent forty years rather than one game. It opens in theatres worldwide on April 30th, 2027, from Nintendo and Sony Pictures, as an original story “based on the stories, ideas and concepts” built up across the series’ history — so not a straight adaptation of any one game’s plot. No casting beyond Link and Zelda (officially) and no footage yet — updates are apparently going to come through the Nintendo Today app, so that’s worth keeping an eye on.
And then there’s everything else, so let’s move through this quickly:
A Zelda-themed Switch 2 — green Triforce Joy-Con, gold Triforce dock — plus a matching Pro Controller and case, all landing October 29th, a week ahead of the game. I’ll probably grab the Pro Controller; not the console itself.
A massive global concert tour next year — Tokyo in January, Chicago in February, London in April, Melbourne in May. London is the one I’m actually going to try and get tickets for.
New Young Link and Young Zelda amiibo in 2027 unlocking retro-style masks, plus the previously announced Mineru’s Construct amiibo landing September 17th — just a few days from now.
And two collector pieces arriving spring 2027: a 1,750-piece Lego Link & Epona set, and a 27-inch Hasbro Electronic Master Sword with motion-activated sounds. On top of that, the Nintendo Museum in Kyoto is running a full year of anniversary activities — a special ticket design that’s already live, new photo ops from November 5th, a Zelda-themed restaurant opening later this year, and a Nintendo Museum Official Book Volume 2 also landing November 5th. Genuinely a lot going on — but none of it changes the main story of this week, which is Ocarina of Time.
FINAL THOUGHTS
Ocarina of Time is coming to Switch 2 on November 5th, and visually and mechanically, it’s everything a faithful remake should be — gorgeous, polished, respectful of the original. If I had to rank what excites me most: the ocarina microphone feature and the sheer faithfulness of the visual rebuild sit right at the top; Threads of Time and the movement upgrades are a very welcome bonus, and Zelda Notes remains my one asterisk on the feature list. But the real story, for me, isn’t the graphics or even the ocarina mic feature, brilliant as that is. It’s the question of whether a game built entirely around linear, item-gated progression can win over an audience that Nintendo itself spent the last decade teaching to expect total freedom — and by my own rough math, that’s a question for something like 4 million people who’ll own this game on day one having never played the original. I do think longtime fans will love this without hesitation; most newer fans will too if they push through the slow opening hours — and that opening pacing, not the game’s underlying design, is the real risk Nintendo’s taking here.
I’d love to know what you think on the actual debate here, more than anything else in this video: if your first Zelda game was Breath of the Wild or Tears of the Kingdom, how do you think you’ll feel about being told “no, not yet” for the first time in years? And if you’re a longtime fan like me, I’m curious whether you think I’m being too pessimistic about how this lands with newer players, or whether you’ve had the same worry watching this Direct. Let me know down in the comments — genuinely curious whether I’m right to be a little worried about those opening hours, or whether I’m underestimating this game’s staying power.
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