Gaming

The Legend of Zelda: Ocarina of Time Review

The Legend of Zelda: Ocarina of Time Review

Two eras intertwine in The Legend of Zelda: Ocarina of Time, and Nintendo skillfully commands them both. Link’s journey through the ages melds the world and dungeon design of classic Zeldas with the movement and presentation of its more recent games. This is not an exact one-to-one remake of the Nintendo 64 original, nor is it a complete reimagining. It’s a modern interpretation that adds depth to what was already there through its rich art style and expanded dialogue. Whether you're a returning fan approaching this as a remake of a longtime favorite or a newcomer viewing it with fresh eyes as a standalone adventure, Ocarina of Time is exceptional. I spent 30 hours obsessing over every inch of this beautiful realization of Hyrule – and when I reached the credits, I started over again to find even more of its best-kept secrets.

Link’s quest to stop the evil Ganondorf and save Hyrule proves how much value there still is in the traditional Zelda formula. That means exploring the world to find the next dungeon, unlocking a key item within that helps you solve puzzles and defeat its boss, and then using that tool to uncover new areas. There are also tons of secrets, side quests, and gold spiders to find off the main path. This more linear structure offers a different type of satisfaction than modern Zelda’s open-world adventures, and its signature time travel mechanic – which has you swap back and forth between child and adult versions of Link to progress, complete with a familiar but radically changed world for each – remains interesting to this day.

As soon as I stepped into Kokiri Forest, I was certain that this is the best Zelda has ever looked and sounded. From quaint towns to creepy dungeons to warmly-lit fields, this Hyrule has carved a permanent place in my mind. It’s rich with details that paint a full, practical picture of this fantasy world: Link takes a breath and moves his fingers when playing the ocarina, his scurrying Bombchu explosives are depicted as wind-up toys, and the grass he cuts blends naturally into the surroundings. It stays at a solid 60 fps practically the entire time, either docked or handheld, and it sounds fantastic, too. Gold Skulltulas fall out of trees with a loud thump, enemy swords sharply clang off Link’s shield, and Koji Kondo’s beautiful original soundtrack is perfectly performed by a talented small group of musicians.

Link’s animations are packed with endearing detail as well: he watches his step when running down stairs and covers his face when walking through tall grass. He also has some charming reactions pulled straight from Breath of the Wild: you can see him overheating in the volcanic Death Mountain Crater without the right gear, and his tunic will actually catch on fire. This is a small tweak from the original, where a timer warned you of how long he could survive the heat. Elements of modern Zelda’s reactive, systems-based design enrich this old-school adventure in small ways.

The way it’s presented has brought me even closer to this story than I was before – which is saying something for a game I play once per year. Important story moments are often beautifully framed, like how the opening seamlessly transitions from Link sleeping to his nightmare in Hyrule Field. Link remains a silent protagonist, but his adorable facial expressions tell me everything he’s thinking, like when he excitedly looks at his fairy sidekick Navi after being accepted by a new ally. Navi and the rest of the cast fill each scene with enjoyable, over-the-top voice acting that fits this fantasy world.

The controls feel immediately familiar to Breath of the Wild and Tears of the Kingdom. While you can’t climb any wall – only ones clearly marked to allow it – Link can now freely dash and jump at the press of a button. You no longer have to line yourself up perfectly and perform a running auto jump, which transforms careful tightrope sequences into snappy platforming. He responds with precision, and the joy of moving through the world makes completing even the simplest tasks feel great.

Link wields his items from a third-person perspective, with optional motion aiming that turned me into a sniper. Freely aiming and moving at the same time makes weapons like the slingshot or bow far more viable parts of your arsenal. I’ve probably fired more slingshot pellets across my two playthroughs of the remake than in every run of the original combined. There was one moment where I was thinking about how much I liked using the slingshot now that I completely forgot to jump – thinking Link would do it on his own – and nearly fell off a high bridge. (Thank goodness Link bailed me out by clinging onto the ledge.)

Your main weapon is still your sword, and combat feels great; Link is quick on his feet, and his slashes land with crunchy, bright impact. You need to learn each enemy’s behaviors and swiftly sidestep or backflip away until it’s the right time to strike back. Wolfos swing their claws so hard they twirl around, while Stalfos grant a window of opportunity while they’re recovering from a jump attack. Each enemy is a light puzzle of its own.

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