The build path chosen by Nintendo The Legend of Zelda: Ocarina of Time Remastered Edition It seems to be absolutely fidelity in terms of structure and level design, but at least one thing has been revealed from the trailer just aired today. Big changes to gameplay,or Possibility of jumping at any time.
Initially, Nintendo chose automatic jumping system It would step in when the scene required the protagonist to make such an action, but there was no specific command to make Link jump, a choice that made certain sense in terms of level design at the time.
Clearly, with modern technology granting greater space, with the remake, the developers have chosen an option that allows direct inspection Jumping can be done whenever we want.
Will anything really change?
Aside from the novelty that nostalgics familiar with the original might feel, stemming from the possibility of having Link jump freely at any time, we have to ask ourselves if there’s any real meaning to this introduction. It is also reflected in the design of dungeons and scenes.
The way the original was structured was that jumps were never required to have a certain degree of precision as these were delegated to automated systems, so the levels and environments were developed without the need for stages with platforms or environmental obstacles, focusing on this type of acrobatic skill.
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So the fact that jumping is now free can also make one think possible changes In that regard, while we’d like the remake to stay true to the original, what we’ve seen in the trailers and the gameplay footage released at today’s Nintendo Direct suggests the opposite.
Today we also discovered the release date for The Legend of Zelda: Ocarina of Time Remastered, which is set to be November 5th. Official pricing and the Zelda Notes app have also been announced.
