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Zelda: Ocarina Of Time Remake Devs Tried Adding Even More Fast Travel Points, But That Sucked

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Zelda: Ocarina Of Time Remake Devs Tried Adding Even More Fast Travel Points, But That Sucked

The Legend of Zelda: Ocarina of Time remake is out this week, and by all accounts we’ve heard so far, it seems like a pretty faithful remake, albeit with a lot of (necessary, in my opinion) technical and mechanical smoothing out from the original. I don’t envy the devs working on this one (which we now know to be Nintendo EPD): Ocarina of Time is a classic that everyone has really, really strong feelings about. Deciding what to change and what not to change must have been a huge headache.

Which is why I’m so, so glad that Eiji Aonuma backtracked on his own ridiculous idea to add a bunch of new fast-travel points to this game.

This came up during an Ask the Developer interview published by Nintendo today. Now, the original Ocarina of Time already has some fast travel, in that Link can eventually learn ocarina songs that will warp him to each of five of the game’s major dungeons, plus the Temple of Time. And honestly, that’s quite enough to be getting on with, thanks. One of these songs is actually necessary to even access its associated dungeon in the first place, as you need child Link at the Desert Colossus, but he can’t get into Gerudo Valley without being adult Link and riding Epona.

But at one point in the remake’s development, longtime Zelda producer and franchise steward Eiji Aonuma thought this wasn’t enough. As Aonuma explains, he observed that a lot of players tried to move around the world faster in the original by spamming Link’s dodge roll, which led him to think there may need to be a faster way to get around the world.


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