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I keep forgetting to jump in Ocarina of Time remake, and two dungeons in I'm yearning for classic controls

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I keep forgetting to jump in Ocarina of Time remake, and two dungeons in I'm yearning for classic controls

I'm on a roll as I enter Dodongo's Cavern, the fiery labyrinth and second dungeon in The Legend of Zelda: Ocarina of Time remake. Despite plenty of tweaks and changes, muscle memory of my previous playthroughs has kept me on task – adult wallet acquired, deku nuts on lock, Hylian Shield strapped on my back. Then, I walk forward a few steps towards ledges above flaming pools of lava and immediately faceplant, my poor little elfin boy immediately set aflame. Yes, Navi, I need some hearts.

Perhaps the biggest gameplay change in Ocarina of Time remake compared to the Nintendo 64 original is swapping the auto-jump to a manual button press. Previously, running toward an edge would have the green-garbed Link always jump from the furthest point possible. Now, I have to press a button to do it myself. Great. And why don't I rock up to my local pizza place to bake my own pie next time I order, too? While I see Super Mario 64 challenge runs completing that game without jumping at all, I've been doomed to tap the jump-button in the Zelda equivalent endlessly.

I'm exaggerating, but only a bit. There are actually loads of times in which the manual control of Link's hops, and how reactive all his moves are in a world that feels utterly teeming with life, helps this remake buzz with a new energy. Small layout changes to early areas add a smidge more naturalistic verticality to some zones, while scampering through towns and mantling ledges simply makes navigation of the overworld much more swish.


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