The Ocarina of Time Remake Changes I Appreciate Too Much



The best changes in the Switch 2 Ocarina of Time remake are the ones you might not even notice.

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This video was edited by the wondrous Kane!

Outro music by Northnan

Outro animation by Daniel Alba

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45 Comments

  1. mysterious floating random platforms…
    UGH!
    the soul!
    the pure, unbridled, childlike SOVL!
    Sometimes things don't need to be explained or fully thought through. Sometimes a random platform or simplistic enemy attack patter is just what it is. Over-explaining game elements is akin to quippy MCU "heh, that just happened" irony poisoning. Just let silly simple games be earnestly silly simple games.

  2. I saw in the interview that all this was completely intentional which is an absolute joy to see.

    They talked about another one with Mother Ghoma, where they thought about why you can only hit the eye when it’s red, so now the ghoma will extend it’s other legs to cover its own eye so that it’s clear you can’t hit it in the in between phases.

    Such cool attention to “invisible” details.

  3. Spoilers I guess for the remake?

    But one change I think was excellent that’s different from the original is in the final Ganon fight there’s about an extra minute or so of the fight after Zelda stuns Ganon and gives the player full agency in that final part,as opposed to the original game cutting to us seeing link do it himself.

    Nothing wrong with how the original handled it but a great change that gives the chance from them to give the final blow which is neat

  4. One more thing I appreciate is in the Forest Temple, I actually didn’t realize you were supposed to shoot the painting with the poes on them until I searched it up. In the remake, they don’t just disappear like a haunted painting but actually run away, both giving a bit of personality and showing you they’re not simply haunted painting but actually the poes you’re looking for!

  5. The more i see videos of this game, the more I think everybody is overeacting and making so much noise about minor changes. OOT is one of the best games ever and the remake also would be great, but is not like it reinvented the wheel or something like that.

  6. I will say with the spider enemies that spin around, I did notice that you just had to wait for them to expose their weakpoint and it annoyed the hell out of me. And then I noticed that every single enemy was like that. It's a large reason I never liked Ocarina of Time: with every enemy you just wait for the moment to attack and you have zero agency in when you can. It's frustrating and boring.

  7. Nintendo itself didn't make the choice to universalize puzzle triggers, the team they had working on it did. There was an interview stating that they had new heads working on this recreation of an older game to give new developers of the generation a better handle and understanding of what makes some older Nintendo games special as opposed to just following development trends of the modern-day, but for some reason removing the element of observation in critical thinking was still allowed. It's not a huge issue but it's a small piece of what made the game magical in the past, it made the game feel more organic when you discovered something that wasn't just labeled "hey hit me"

  8. Tried playing the original a year or two ago and just didn’t gel with it. But I’m too poor to afford the remake and more open to it now and I’m gonna give it another try. Even if I had the money since I have access to the original I would want to finish it first and then play the remake to compare them.

  9. I gotta disagree with the ladder puzzle change. Yes, it's true there's nowhere else in the game that you would shoot a ladder, and if this puzzle happened later in the game, it wouldn't work. But I think it works here because this is the first time you use the slingshot. As soon as you acquire this new item you're naturally going to start looking around for things to use it on. You haven't been conditioned to look for the eye switches yet.

  10. As far as the platform rupees go, it does make less sense to have them just kinda spawn on you for doing something and also it makes it a special video gamey secret! Just like the invisible rupees on the drawbridge chains, on the fences leading to the kokiri sword, in the zora river and in the water of hyrule castles moat. All of those felt fun to find, and made you feel like you had secret wisdom.

    That said, its okay that this is different.

  11. Anyone who spent any time with the Monkey Island games or the Point-and-Click Adventure game genre in general knows just how strange, obtuse, and backwards the logic of some puzzles could be in 80s and 90s games. It was a revelation when you had games like Humongous Entertainment's Putt-Putt, Sly Fox, Freddi Fish, and Pajama Sam series wherein the games had logic or item/key puzzles, but were mercifully carefully designed so that the player wasn't required to develop telepathy to figure out what esoteric reasoning the designer had used for a solution to a puzzle. They had far more intuitive solutions that more often required the player to explore the world to find the right intuitively-matching item rather than try every item collected in your inventory on every puzzle in the hope you stumble upon the right solution combination.

  12. Fixing the Skulltullas is HUGE for me. Fixing the gameplay the graphics, plus Navi is FAR on the path to fixing the reasons why I hate that game. This remake might actually be good.

  13. All I know is that I will be extremely disappointed if I roll into a tree on the path to Hyrule Castle and a gold skulltula doesn't land on my head. Every time, I go at it from a weird angle to avoid that happening, and every time, it results in it landing on my head. This once killed me in a 3-heart challenge.

  14. 2:17 Did anyone playing the original game actually have an issue with this very simple puzzle? I’ve seen this same sentiment and argument elsewhere, where it seems to be implying that this puzzle design is somehow unreasonable and I just don’t understand the argument at all.

    You’re in an empty room with a ladder stuck to spiderwebs, what’s so hard or unusual about that puzzle that it makes you think it needed to be redesigned or iterated upon? It literally doesn’t matter, it’s of course not a big deal, but also doesn’t seem like it should be used as an example of Nintendo improving some previously flawed design.

  15. Talking about big little changes, DO NOT LOOK THROUGH THE WINDOW WHERE THE MARIO PORTRAITS HANG IN THE ORIGINAL! For whatever reason Nintendo decided it was a good idea to hang the full tapestry there, so if you don't want to see it before getting to the different events, don't look through the window.

  16. From what I've seen the game really was dumbed down quite a bit. When I played the original I got stuck several times. I don't think this game will need a strategy guide like the original.

  17. For the Deku Tree ladder puzzle, when I first played OoT I didn't even notice the ladder and I thought the solution was to climb up to the chest and save the floating platform for the return to the entrance lol

  18. "It's less arbitrary, it's more intuitive, it…" (ad for OoT remake begins playing with triumphant music): "IT'S TIME TO BECOME THE LEGEND." Excellent timing Nintendo, and/or YouTube, and/or Arlo.

  19. It's like they played the original, they understood the design of the original, and they recreated the original with changes that made the most sense.

    Maybe Halo should have been given to Nintendo.

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