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Review

Ocarina of Time review: no longer a masterpiece, but still magical

Philipp Rüegg
4.11.2026
Translation: Patrik Stainbrook

For nearly 30 years, the world’s been raving about The Legend of Zelda: Ocarina of Time. I missed out on the game back then, but now I’m catching up without the rose-tinted nostalgia glasses. I’m pretty envious as a result.

Everyone has their own Ocarina story. Some rave about that magical feeling of pulling the Master Sword from its pedestal for the first time. Others talk about how happy they felt once they’d finally made it through that annoying Water Temple. I’m pretty sure fellow editor Debora knows Saria’s Song by heart and hums it to this day while brushing her teeth.

My memories of the game are limited to how my buddy was always trying to show me his blowing technique – on the ocarina, get your mind out of the gutter. With it, he could control the wind or summon a horse. Cool magic trick – can we please get back to Turok and shoot some dinosaurs now? My enthusiasm for Zelda wasn’t exactly through the roof back then.

Does Ocarina of Time still hold up, even without nostalgia?
Does Ocarina of Time still hold up, even without nostalgia?

This makes me the most unsentimental – but perhaps the most honest – tester imaginable. I’m critiquing what’s supposedly the greatest classic ever from a modern perspective. At least visually, it hardly has anything in common with the original any more. I’d even go so far as to say it’s the prettiest game on the Switch 2. On top of that, Nintendo’s selling the game at full price. That’s why it’s only fair to judge the remake by today’s standards. So let’s get this out of the way first: Ocarina of Time has nothing to fear from the modern critic’s eye.

Prettier than any memory

You start out as Wet Link. At least that’s what the internet has been calling our pointy-eared hero with the green cap ever since the first trailer came out. Nintendo redesigned its classic from the ground up, and the most noticeable change is in the graphics. I, too, have to get used to the glossy, moist design that reminds me of Unreal Engine 5 – it looks a bit like someone spiced up the original with DLSS 5. But this impression fades quickly, and the longer I play, the more amazed I am by the visuals.

Edge flickering and grass that pops in are noticeable on large TVs, but only early on.
Edge flickering and grass that pops in are noticeable on large TVs, but only early on.

As a PC snob, I still turn up my nose when I first roam the vast plains of Hyrule. Grass magically sprouts from the ground 20 metres in front of me. The Switch 2 doesn’t have enough processing power for long-range rendering. And edge flicker is particularly noticeable on a large TV. Probably because, for some inexplicable reason, Nintendo opted for FSR 1.0 instead of DLSS. It feels like I’ve been transported right back to the ’90s, before anti-aliasing was invented. But hey, the original’s from 1998, so this actually fits.

Besides, these minor imperfections are only annoying for a moment. By the time you enter small but lively Castle Town, Nintendo’s design decisions are clearly paying off. Instead of relying on graphical razzle-dazzle, the Japanese studio focuses on timeless design. Quirky characters, enchanted houses and the hustle and bustle of the village square in general draw me fully into this world. There’s plenty to marvel at, even outside the walls of Hyrule Castle. From picturesque Zora Lake to charming Kakariko Village and its large windmill, all the way to the labyrinthine Lost Woods, every location is impressively staged. No filler whatsoever. Taking screenshots for an article hasn’t been this easy in a long time.

In many places, I experience a reverse aha moment. I recognise the Great Deku Tree from Breath of the Wild.
In many places, I experience a reverse aha moment. I recognise the Great Deku Tree from Breath of the Wild.

Play area with a jump button

But before I discover all of that and explore the big, open world, I need to get past the starting area in Kokiri Forest. It’s a classic tutorial, no skipping it. A few characters explain the world to me; I collect my first sword and a wooden shield. The fact that Link can now jump on command is one of many modern conveniences that even die-hard fans are sure to appreciate.

What really speaks to me is the dialogue. You can click through it all in record time. There’s nothing I hate more than text boxes that load at a snail’s pace long after I’ve finished reading the line.

Mute characters – especially Link – continue to be a thorn in my side. Another one of those Nintendo things. They usually do that so you can get into the player character. But I’m not just playing anyone here – I’m Link. Use those vocal cords! The rest of Hyrule also communicates primarily through speech bubbles. It just feels cheap – especially since the cutscenes have soundtracks and everyone except Link has a voice. But I get it: Nintendo has to watch its bottom line.

You got stage fright or something? Link prefers gestures over words.
You got stage fright or something? Link prefers gestures over words.

The tutorial includes a short introductory dungeon. From today’s perspective, the puzzles are simple: use fire against spiderwebs and activate switches to reach platforms. Nothing earth-shattering. But the pace is just right – I never have to wait. I take down my enemies with two or three sword strikes. Every now and then, I dodge roll from attacks. It isn’t challenging, but the animations combined with the sound are extremely satisfying.

At the end, a weird, two-legged creature scurries around on the ceiling, throwing balls that hatch into monsters, while I try to hit its giant eye. Standard fare in this day and age, but it’s an effective introduction.

As an adult, things get more grown-up

Following the (spoiler) time jump, the game really picks up. To save Zelda and Hyrule from the evil Ganondorf, Link travels seven years into the future, where he finds himself suddenly grown. From that point on, Ocarina of Time becomes much more varied. The game world feels open, but it’s very limited compared to Breath of the Wild or Tears of the Kingdom. Hyrule Field probably felt unimaginably vast back then. Today, it looks like a hub with clearly defined regions, each of which contains a dungeon.

Hyrule Field doesn’t blow me away from today’s perspective, but I do like how manageable the world is.
Hyrule Field doesn’t blow me away from today’s perspective, but I do like how manageable the world is.

There are all sorts of side quests where I occasionally travel back in time to kid Link – all thanks to the ocarina. It’s a flute that looks like an upside-down Yellow Submarine by the Beatles. Among other things, you can use it to travel quickly, make it rain and get advice through Saria’s song, which I mentioned earlier. But most of the time, side activities are limited to things like catching chickens, bringing someone a mask or collecting golden beetles. A bit of occupational therapy. However, there are a bunch of little quirks. Take the chickens: they make you float briefly when you hold onto their legs. Still, the game loses a lot of its momentum during the breaks when I’m searching for the next dungeon.

Catching chickens is one of several side jobs.
Catching chickens is one of several side jobs.

Dungeons are the clear highlight here. Most of the story takes place in them. This was something that worried me a bit before my test. I don’t really like dungeons. In Breath of the Wild and Tears of the Kingdom, I treated them like homework – getting them over with as quickly as possible. I want to explore the world, not spend an hour or two racking my brain over the same puzzles – even if they’re cleverly designed.

Still, in Ocarina of Time, I adjusted to them. I enter the six dungeons not with a grumble, but full of curiosity. I’ve seen most of these mechanics in other games, though. Still, I’m surprised by how fresh and fun they feel here. Wearing those heavy iron boots I received from the Zora, a fish-like people, I immediately sink to the bottom. I use the Gorons’ Megaton Hammer to smash huge boulders, and the Lens of Truth to reveal hidden secrets. In every dungeon, I’m excited to see what new tricks Nintendo has come up with and how they’ll be combined with the abilities I’ve learned so far.

The boss battles are also a blast. Each one surprises me with its mechanics. Sometimes I have to stop a rolling stone with my Megaton Hammer. Then I defeat a fire-breathing dragon. Another time, Phantom Ganon attacks me from within paintings. At first glance, they often feel overwhelming, but I usually succeed on the very first try anyway. Just how I like it.

I wonder what adventure lies hidden in this temple?
I wonder what adventure lies hidden in this temple?

The dungeons differ not only in terms of gameplay, but also visually. I never feel like I’m walking into the same place with a fresh coat of paint. Sometimes I find myself in a kind of mansion with winding corridors that remind me of Alice in Wonderland. Then, I wade through the stomach of a giant fish, looking like an alien world with its organic surfaces and tunnels. Even the infamous Water Temple will stick in my memory for its design, if not for its annoying mechanics. OK, the level design is still confusing, but at least I can put on and take off the iron boots with the push of a button.

There’s no set order for beating the dungeons. If I wanted to make things hard for myself, I could even visit the Water Temple without first picking up the diving gear from the Zora. I almost missed out on Epona, Link’s trusty horse, entirely. It wasn’t until one evening, when the image of Link riding a brown horse flashed through my mind, that I realised there must be a better way to get around than on foot. I’m amazed at how many things are completely optional.

Just as unique as the world itself are its inhabitants.
Just as unique as the world itself are its inhabitants.

The game’s true age is hardly noticeable – quite the opposite. As I explore secret paths with my Lens of Truth, switch to nighttime with the Sun’s Song or summon a bolt of lightning to open the entrance to a secret tomb, I realise just how epic this must’ve been in 1998. As I step out of the Temple after Link’s first time skip and see Hyrule City completely transformed, lying in ruins and shrouded in dark clouds, I’m still impressed – even with nearly 40 years of gaming experience.

Ocarina of Time offers an enjoyable experience from start to finish. The difficulty stays fairly low – something that’s actually quite pleasant every now and then. If I had to find something to criticise, Ruto, the Zora fish princess, immediately comes to mind. She really gets on my nerves with that arrogant attitude of hers. As a thank you for saving her from the belly of a giant fish, she snaps at me. As if that weren’t enough, I have to carry her on my head because Her Highness doesn’t want to get wet. At least I get to throw her around. There’s always a silver lining.

The game’s well-paced.
The game’s well-paced.

My last point of contention concerns the ocarina. Why do I have to play the songs myself every time? Why can’t this be done with the push of a button? And no, I don’t want a replica to blow into.

The Legend of Zelda: Ocarina of Time Remake will be available on Switch 2 starting 5 November. Nintendo provided me with a test copy.


In partnership with Nintendo, we’re giving away a physical copy of The Legend of Zelda: Ocarina of Time. As a bonus, you’ll also get the co-op game Orbitals. You can find more information about the games at this link. To participate, simply answer the following question:

In the entire The Legend of Zelda series, which dungeon is your favourite – and why?

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In a nutshell

Masterpiece no more, but still an adventure to remember

Usually, right after I finish a game, I rave to my friends about what an awesome time I just had. For Ocarina of Time, I merely get pity: «We’ve known that for 30 years.» Fine, you were right. The game is still a blast today, simply brimming with creativity. I do have a few criticisms, though.

For one, the Overworld was pretty empty. There isn’t much to discover. Side quests between dungeons are run-of-the-mill, and the presentation – mute heroes and text boxes – feel outdated. In those moments, I realised the game’s from a different era. Compared to Breath of the Wild, it’s more focused and compact – but also less varied.

The dungeons are still designed perfectly, though. What Nintendo’s serving up – or rather, has served up – is impressive. The last two thirds, in particular – featuring adult Link – are really exciting. Something magical always happens.

I wouldn't go so far as to call Ocarina of Time a masterpiece. But the fact that I even had to think about it shows just how well this game has aged – and how brilliant it must’ve been back then.

Pro

  • Dungeon and puzzle design that captivates players to this day
  • Full of magical moments
  • Good pace, fair level of difficulty
  • Beautiful

Contra

  • Empty Overworld with little to discover
  • Mute Link and incomplete audio tracks outdated

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As a child, I wasn't allowed to have any consoles. It was only with the arrival of the family's 486 PC that the magical world of gaming opened up to me. Today, I'm overcompensating accordingly. Only a lack of time and money prevents me from trying out every game there is and decorating my shelf with rare retro consoles. 


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