The Legend of Zelda: Ocarina of Time is one of Nintendo's most revered games of all time, even by the lofty standards of a company known for making…
The Legend of Zelda: Ocarina of Time is one of Nintendo's most revered games of all time, even by the lofty standards of a company known for making influential, groundbreaking video games. That legacy means extra care and consideration put into remaking the game for modern audiences on the Nintendo Switch 2, with a remake that is receiving a glowing reception both in our GameSpot review and across the industry. It is now the top-ranked game of 2026 on GameSpot sister site Metacritic.
It's a titanic achievement, but to hear producers Eiji Aonuma and Hidemaro Fujibayashi, it was also intended as a learning experience for both the new generation, and for themselves. In a wide-ranging interview just hours ahead of the release of the game, the two repeatedly came back to how younger staff, some of whom had never played the original game, were both discovering the craft of classic Zelda design and introducing their own bold new ideas.
They talked about what needed to be modernized, and what was important to preserve, in creating what I called "definitive way to experience this all-time classic." The interview below was conducted via interpreters. It has been edited for length and clarity. GameSpot: In your Ask the Developer QA you said you remember the feeling of nervousness and anticipation leading up to the original launch of Ocarina. So I have to ask: How are you feeling today? Eiji Aonuma: How am I feeling today?
Well, since we've arrived in New York, we've had these really good opportunities to talk to media. These are folks who, of course, got early copies of the game for the purpose of reviews. And I got to hear about their experiences playing, and some of them talked about being moved to tears while playing, which was amazing for me to hear. And now knowing that with the official release, many more people will be able to play and share their experiences with us.
So, yes, I would say that my nerves have calmed quite a bit, and I'm feeling very happy right now. It's a very faithful remake, but it also makes some pretty notable changes. How did you decide what needed updating, what needed to stay the same--especially in regards to the jump button, which is a very big change for fans? Hidemaro Fujibayashi: So, the staff and the directors that worked on this game are all younger, at Nintendo.
This is a source-linked briefing. Read the original report from Gamespot .