Why Nintendo’s restraint with Ocarina of Time deserves more credit

Friends, let me briefly step back from my completely unhinged Nintendo fandom to thoughtfully address some critiques of the Ocarina of Time remake.

I’ve seen people ask for deeper redesigns, greater difficulty, more things to do and a different art style. Others wish it were less similar to the original.

Those are fair preferences. But similarity can also be a deliberate achievement.

I’ve played every Zelda game and followed Nintendo across its consoles since the NES/Famicom. I can’t speak for Nintendo’s intentions, but here is how I understand the choices.

Any business has to know its customers. For many of us, Ocarina is an adventure we return to repeatedly. It was our first 3D Zelda, perhaps even our first 3D game. That history carries enormous weight.

Final Fantasy VII Remake shows what a more extensive reimagining can offer through expanded storytelling and substantial gameplay changes. I think Nintendo’s more restrained approach makes sense here: elevate the graphics and music, add thoughtful gameplay touches and smooth out confusing elements while preserving the adventure people love.

I don’t need this game to become Elden Ring, Breath of the Wild or Tears of the Kingdom. Those games offer wonderful experiences of their own.

I can especially appreciate the criticism that some puzzles may have been simplified too much. There is a balance between making something clearer and taking away the satisfaction of solving it.

But I’m 44. My oldest son is eight.

I want us to sit down together and both have a wonderful time. I want him to be able to make his own way through this adventure with a little help.

That potential for shared family joy is a huge part of Nintendo’s appeal to me. A game I loved can become a game he loves.

And I like Hyrule Field being atmospheric. I liked it then. I like it now. I don’t need every open space filled with activities to appreciate its purpose.

When I play, I want to recognize the rhythms, places and feelings I remember. Preserving those takes judgment, too.

Wind Waker HD gave me a similar satisfaction: a beloved adventure brought forward without losing what made it special. The leap here feels even bigger.

This is not my final review. I have more to play before I can give one.

We can disagree about individual choices. But understanding a game’s design approach means considering its developer, its audience, and the history of both the series and the game itself. I don’t believe you can judge those choices in a vacuum against a single standard applied to every other game.

When you take all these factors into consideration, as I believe you must, Nintendo is giving me everything that I wanted and more so far.


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