Zelda: Ocarina of Time is the last game that needs a jump button
After months of anticipation, Nintendo officially revealed footage for its upcoming remake of The Legend of Zelda: Ocarina of Time. The big reveal took place as part of Tuesday’s 40th anniversary stream for the Legend of Zelda, which opened with an orchestral take on the franchise theme and spent much of its remainder hyping the November release on Switch 2.
Judging from the substantial footage shown, Ocarina of Time on Switch 2 is a 1:1 remake, aside from a visual overhaul and some smart additions, similar to Starfox from earlier this year. One of the additions I’m less excited about, though, is the introduction of a dedicated jump button that Ocarina of Time doesn’t need.
In Ocarina of Time on the Nintendo 64, Link negotiated his fair share of platforms. From the very start of the adventure, he jumped between ledges, such as the small islands in a pond in Kokiri Forest. However, the player didn’t control those hops. Instead, they directed Link to run toward the edge of a platform and then he would automatically take a wild leap from its edge, all on his own.
That original approach worked fine, once players grew accustomed to it. In a........
