Will the Ocarina of Time remake be like Breath of the Wild?
The Ocarina of Time remake borrows some Breath of the Wild features like voice acting and a jump button, but keeps the original's structure.
The facts
The Ocarina of Time remake will incorporate some elements similar to Breath of the Wild, such as fully voiced cutscenes, a dedicated jump button mapped to X, seamless navigation in towns, and a redesigned inventory screen. However, it will not be a full open-world game like Breath of the Wild; the developers have kept loading screens between large areas to maintain the spirit of the original. The remake is not officially a prequel to Breath of the Wild, though some fans speculate about timeline connections.
Answered by 100 of history's most famous minds
You ask if the new wine is like the old, but I say: do not pour new wine into old wineskins, lest the skins burst and the wine be lost. The makers keep the old stone walls between towns, and some among you grumble that the journey feels broken - yet a house divided into many rooms is still one house, and a father who welcomes his children in the doorway does not love them less than one who leaves the door open all night. Seek not the widest world but the nearest neighbor; the kingdom is not in the seamless map, but in the heart that turns toward another.
Praise be to God, who shapes the heavens and the earth without pillars you can see. You ask if the new resembles the old, but I say: the likeness of a thing is not in its outward form, but in the intention of the one who makes it. If the makers keep the old boundaries, they keep a measure of restraint, and restraint is no sin; if they open the towns, they open a door for ease. Yet the greater question is whether the work is just, honest, and free of corruption - for on the Day of Judgment, every maker will be asked about what his hands produced, not whether it resembled the work of another.
You ask whether the new form will be like the old, or like another. I say: all forms arise and pass. The craving for a seamless world is itself a craving - for immersion, for escape, for the endless field. But whether the path is broken by gates or open as sky, the wise player walks the same eightfold way: right attention, right effort, right release. Do not cling to the remake, nor to the original. Observe the mind that wants. That is the only quest that frees you from the cycle.
Hear me: a people does not become free by mimicking the customs of its neighbors, nor does a covenant endure by chasing every new wind. This remake keeps the old boundaries - the loading screens are like the pillars of cloud and fire, marking the stages of a journey - yet it grants a jump and a voice to those who walk within them. That is lawful, so long as the makers do not forget the first commandment of the original: the path is narrow, and the wide open field is not always the promised land.
The Master said: To remake without reverence for the original is to break the ritual. They keep the loading screens - this is li, propriety. They add a jump button - this is ren, humaneness, making the way easier. But if they merely follow another game's path, they lose the Way. Let them study the old and know the new.
Do you not know that the body is one and has many members, and that the eye cannot say to the hand, 'I have no need of you'? So it is with these games: one part open field, another part narrow corridor, each with its own gift. The remake adds a voice to the mute and a leap to the grounded - fine. But if it keeps the old walls between regions, do not despise those walls, for they preserve the memory of the first creation. All things are lawful, but not all things are helpful; test everything, hold fast to what is good.
You ask if the new land will be like the old. I left Ur not knowing the way, only trusting the promise. Whether the fields are seamless or divided by walls, the covenant remains - the child of the forest must still choose courage over fear, wisdom over folly. Do not worship the map; worship the One who leads through it.
The stream runs quickest where it does not tear its own banks away. To make every valley seamless is to forget that the pause between places is where the traveler breathes. A house with no thresholds is no house; a song with no rest is only noise. When you seek to hold the whole world in one open hand, you have already lost the small gate you needed.
One breath, one Maker, one story told again in a new tongue - and yet men quarrel over which telling is truer. If they give voice to the voiceless and make the village walk without breaking, then let them; honest labor shared is honest labor still. But the soul of the thing is not in the seams or the screens, it is in whether the telling serves truth and lifts the lowly. Do not mistake the ornament for the devotion.
I know little of such games, for my hands were made for holding a child and for folding in prayer, not for gripping strange instruments of play. But I hear tell of a boy who must wander far from his home, who must open doors that had been sealed, and who must grow in wisdom before he is ready. I say only this: the God who lifted up the lowly in my own song does not measure greatness by the breadth of a kingdom, but by the faithfulness of the heart that walks through it. Let the boy walk the narrow path, then, if the path leads him to courage and to love.
I care not a fig for ocarinas or open fields, but I care greatly for this: when men add to a thing, they must ask whether they add to its truth or merely to its ornament. The makers have kept the old loading screens, they say, to preserve the spirit of the original - and in that I hear a conscience at work, a refusal to sell the birthright for a mess of pottage. But let them beware: a jump button and a talking scene are not sins in themselves; the sin is when a man changes a thing not because it is good, but because the crowd demands it. Let every maker stand before his own conscience and his own craft, and answer to no other authority.
It is fitting to distinguish, as the Philosopher teaches, between that which is essential to a thing and that which is accidental. The essence of this game, as I understand it, lies in the ordered journey of the child through a land of trials toward a destiny - and this essence is preserved whether the journey is continuous or interrupted, as the essence of a man is preserved whether he walks or runs. The question of whether it resembles that other game is therefore a question of resemblance, not of identity, and resemblance, as we know, does not constitute the same nature. Let the makers keep the old form, then, for the old form was ordered toward a good, and a good once ordered is not lightly to be discarded.
I know nothing of these games, but I know that a small thing done with great love is never small. Whether a child must wait at a threshold or wander without walls, it matters little - what matters is whether the heart is drawn into the story, whether the lonely and the forgotten are remembered even in play. Do not chase bigness; be faithful in the little rooms. God does not ask us to be successful, only faithful, and a single warm moment can save a soul.
Before I answer, I must observe the phenomenon plainly, for I feign no hypotheses. The designers have chosen to retain the partitions between regions, and I can demonstrate by the evidence of the published notes that a single continuous field of motion is not their purpose; the cause of the town's seamlessness and the cause of the field's divisions are distinct, and we should not confound them. As the apple falls by fixed law and not by caprice, so a remake falls by the law of its makers' intent; the question is not whether it resembles another world, but whether its own mechanics are coherent and true to their design.
Ach, you ask if the boy's old song will become the vast, open sky of the new? I confess I never played your game, but I know a thing or two about hidden order. Whether the world is seamless or divided into chambers, the deeper question is: do the same elegant laws govern every corner? If the maker keeps his walls, perhaps he keeps a secret harmony the open world cannot.
I have spent decades observing how small variations, preserved and passed down, slowly transform a species into something new. So it is with games: the old form is not erased but inherited, with modifications that either prove advantageous or perish. If the makers keep the ancient loading screens, they may be preserving a trait that no longer serves - or one that still grants the creature its vigor. Only the market, like nature, will select. I would gather more evidence before pronouncing.
I have looked through my spyglass at the moons of Jupiter and seen what the Aristotelians refused to see, and I tell you: the question is not whether this remake resembles Breath of the Wild, but whether the makers have observed what the original actually was. They have measured it - kept the loading screens, added a jump, given voice - and their measurements show a different creature from the open-world beast. Let the fanatics argue from authority; I argue from what is plainly demonstrated: it is a remade old world, not a new one.
The heavens move in circles, and a circle has no beginning. To ask if one game resembles another is to mistake the epicycle for the orbit. If the remake places the player's freedom at the center - whether through voice or jump - it is a simpler, more harmonious system. But if it merely imitates Breath of the Wild, it adds epicycles to no purpose.
I have seen the future in my mind before building it with my hands - wireless power leaping from tower to tower, the whole earth humming with a single current. This remake is a small step: a button that makes the boy jump, a voice that speaks, a town you walk through without a break. But they keep the loading screens, those tiny dead spaces where the machine catches its breath. In my day, I would have abolished them with a rotating field and a coil - but perhaps the pause is the price of preserving the old wonder. A fair trade, for now.
One must not confuse a new instrument with a new element. The jump is merely a different measurement of the same phenomenon - the will to move forward. The loading screens are the intervals between experiments; without them, the data blurs. I would ask only: does the change illuminate the structure, or merely decorate it? If the latter, it is radium painted on a watch - pretty, but not the discovery.
Before we ask what it resembles, we must place it under the glass and see what it truly is. A jump mapped to a button, voices given to silent mouths - these are observable changes, and we may test them one by one, as I tested the ferment. But the question of whether it is another creature entirely, that we settle not by speculation but by experiment on the patient. Chance favors the prepared mind; it does not favor the impatient crowd.
I'd have tried ten thousand ways to open that door before I settled on one, and the boys asking this question have tried about three. A jump button, voiced cutscenes - that's tinkering, that's perspiration, and it'll sell. Whether it's the other game doesn't matter a nickel; what matters is whether it works when you plug it in. Genius is one percent inspiration and ninety-nine percent getting the thing to run without a loading screen breaking your stride.
The question of whether one system imitates another is, at bottom, a question of what we mean by 'the same' - and I suspect we mean very little until we define our terms. If the new machine processes the same inputs and yields the same outputs as the old, we might say it computes the same game; but if it merely resembles the old in appearance while its internal states diverge, the resemblance is superficial. What we should really ask is whether the thing is decidable: can the player, given sufficient time, determine whether this is the same Hyrule or a different one? I would wager the answer is undecidable, and that this is precisely why the question fascinates us.
Give me a firm place to stand and a lever long enough, and I will move the world - but I will not move the world merely because a larger world has been moved before me. The question is one of proportion: if the new vessel preserves the old weights and measures, if the paths between the towns remain true and the child's journey retains its length, then the thing has been done with geometry and not with guesswork. But if the makers have stretched the old figure into a new shape merely to match a greater figure, then they have confused magnitude with truth. Let them show me the proof, and I will judge.
I have spent my life coaxing invisible forces to show themselves, and I can tell you that a thing's outward likeness is a poor guide to its inner nature. A voltaic pile and a Leyden jar both bite the hand, yet the currents within them run by different laws - so it is with this game: it may borrow the voice and the spring of its neighbour while still keeping its old walls and thresholds. Ask not whether it resembles, but whether the same spark animates the whole; the loading screens between realms are no more a fault than the gaps between my coils, for each small circuit must close before the next can begin.
The manifest content - the jump, the voices, the open sky - is merely the dream's surface, and you ask about that surface while the latent wish lies beneath. Why does the child demand the whole world at once, with no doorway barred? Because the original wound, the first journey through the temple of time, was a scene of separation and loss, and the remake is a screen memory that must both repeat and conceal it. The loading screen is the repression: a brief darkness the player refuses to accept, insisting the whole territory be conscious at once. Tell me your first Zelda, and I will tell you your childhood.
I once said that if you remember the sixties you weren't there; by the same logic, if a game keeps its loading screens it isn't really open - and that is not a flaw, it is a boundary condition. The universe does not let you travel from one star to the next without crossing a great deal of tedious void, yet we call it seamless because the void itself obeys laws. A Hyrule with doors is a Hyrule with a geometry; a Hyrule without them is a Hyrule with a different geometry. The interesting question is not which is better, but what each tells you about the mind that made it - and whether that mind is looking for a theory of everything or merely a very nice afternoon.
You ask whether this engine resembles that one, but the more enchanting question is whether it can be made to do something neither has done. I have seen a machine that weaves algebraic patterns and thought it might one day compose elaborate music - so too a remake may take the old ocarina's melody and run it through new operations, not merely open its doors. The jump, the voice, the seamless town are operations upon symbols, and the true originality lies in which operations the designer chooses and in what order. If they merely imitate, they waste the engine; if they calculate a new strain, they earn the name of invention.
Let us begin, as always, with definitions. If by 'like' you mean that both possess the same set of properties - a hero, a world, a means of movement - then the proposition is trivially true and therefore useless. If you mean that the one is deducible from the axioms of the other, then produce the axioms and I will follow the proof; the loading screens you mention are a postulate, not a defect, and a postulate is neither true nor false but chosen. What is given to us is that certain features are shared and certain are not; from these, the conclusion follows necessarily, and no royal road will shorten the demonstration.
We saved more men by scrubbing the wards than by any hero's blade. A jump button and a voice do not mend a fever; order, sanitation, and a clear ledger do. Keep your loading screens - they are the quarantine lines that stop the rot from spreading, and I would inspect them with a lamp before I let a single soldier cross.
A man who has crossed the Hellespont does not ask whether he is still in Macedon. If they keep the old walls and gates, then let them; I care only that the journey is worthy of the hero who walks it. Hephaestion would tell you that a general who waits for every road to be paved never reaches the ends of the earth. I would take this remake as I took Asia - not to copy the last conquest, but to surpass it on its own ground.
I have crossed the Rubicon with a single legion and found that the decisive stroke is not the size of your army but the boldness of your crossing. This remake - do they keep the old walls between provinces, or do they tear them down for one seamless empire? I say: fortune favors the daring. But even I, who knew when to gamble, also knew when to hold a province. Let them keep their gates if it preserves the soul of the thing.
Ah, so the scribes have wrapped an old fable in a new garment and call it progress. A jump button, you say? In Alexandria we learn that a harbor is not made grand by its gates but by the depth of its waters - and this remake, dipping only its toes into the open sea while keeping its feet in the old harbor, is a cautious pharaoh's gamble, not a conqueror's sweep. Still, I would watch the omens; when a tale is retold to flatter the young, it is often to hide what the treasury has spent.
A wise prince does not tear down the temple to build a marketplace; he repairs the roof and lets the people keep their gods. This remake follows that policy: it preserves the old gates and the old order of the land, while introducing a modest jump and a voiced herald - reforms that cost little and quiet the restless young. Let the makers call it what they will; I call it good governance. But beware the mob that wants every game to be an empire; it is the mark of a fool to mistake size for stability.
A khan does not ask if his new camp looks like the old one; he asks if it will hold against the storm. If the remake keeps its gates - the loading screens - it is fortified. If it adds a jump, it gives my warriors a new way to ride. But if it surrenders its soul to another's banner, it is no empire; it is a vassal state.
You ask if this remake will be like the open world? I made Europe my open world, and I did not ask permission - I marched through it, and where there was a border, I redrew it. A jump button on the X, a voice for every cutscene: these are the reforms of a capable administrator. But loading screens between provinces? Even I could not govern an empire without couriers and roads; the pause is the relay station between victories. Keep the spirit of the original, and the empire endures.
A republic does not abandon its foundations to chase novelty. If the old paths between towns preserved order and memory, why tear down the walls? A dedicated jump may be a useful innovation, but only if it serves the whole - not the whim of a faction. Let them keep their loading screens as we kept the Constitution: a frame sturdy enough for change, firm enough to prevent chaos.
A house divided against its own rooms will not stand, and I reckon a game divided against its own spirit will not long please anybody. You may paint the parlor new and put a bell on the door, but if the family inside is the same family, then it is the same house. Let us not confuse a fresh coat of whitewash with a new foundation. I have seen too many men mistake motion for progress.
They prattle about whether it resembles this or that, as if a nation's character were settled by the shape of its hedgerows. I say: keep the old gates, give the hero his leap, and never apologize for the inheritance you defend. A people who forget the fields their fathers crossed will lose the road entirely. Let the young tinker with the inventory; the spirit endures, and spirit is what wins wars.
You ask whether a thing made anew will resemble a different thing entirely, and I must tell you that the means by which we create matter as much as the end itself. If the makers have kept the old waiting, the old silences, the old journey through a land held together by memory, then they have honoured something true; if they have merely copied the fashion of a larger world because it sells, they have surrendered their own soul. Ahimsa teaches us that the small and the humble carry their own dignity, and no game, no story, no people should be swallowed whole by something grander merely because it is grander. Let the child wander the old paths, then, if the old paths lead to truth.
I have marched across bridges and through streets where the way ahead was blocked, and I have learned that a people's freedom is not measured by how wide the road is, but by whether the road leads home. They tell me the boy with the ocarina will walk a narrower path than the one who climbs the mountains and glides on wings - and I say, so be it, for the narrow path has its own dignity, and the waiting between places is not a prison but a prayer. What matters is not whether the land is seamless, but whether the child within it is treated as a child of God, free to grow, free to love, free to become. Let the makers keep the old thresholds if the old thresholds keep the old soul.
A nation, like a person, must know where it comes from before it can walk freely into what it will become. I spent twenty-seven years on an island because I refused to pretend that the past could simply be skipped over; so too a tale that carries its old doorways and its waiting silences is not lesser than one that gives you the whole veld at once. Let the young ones run and jump and speak aloud - ubuntu means each generation adds its voice without erasing the one before. The question is not whether it resembles another, but whether it honours the road that led here.
This is a question of cultural production, and it must be examined coldly, as one examines any artefact of a mass society. A regime that seeks to remake an old work in the image of a newer one does so because it believes the newer form is stronger - a logic of domination applied to entertainment, which is merely the smaller shadow of the same logic applied to nations. The historical lesson is that the impulse to absorb and remake what came before, while claiming continuity with it, is the impulse of every totalising power; the loading screen, like a border, is a confession that the whole cannot be held at once. Nothing here warrants glorification - only the reminder that even in pixels, the drive to remake the old in one's own image carries its own warning.
The question of whether one production resembles another is a question of cadres and resources, and it must be answered by looking at who controls the means. A team that keeps the old partitions does so because it calculates the cost of removing them, and calculation is the only honest measure. Sentiment about 'spirit' is how a bureaucracy disguises a budget. Whether the result pleases the masses is secondary to whether the line holds - and the line, in this case, is the boundary between what is remade and what is merely copied.
The question is framed as one of form, but form follows the relations of production. A studio that keeps its loading screens maintains a particular division of labour and a particular control over the player's time; a studio that removes them centralises attention more thoroughly. Which is more advanced is not a matter of taste but of historical stage - and the answer will be decided not by the fans' speculation about timelines, but by which arrangement better serves the consolidation of the medium. Sentiment about 'the original spirit' is the ideology of those who have not examined the material basis.
A thing is not remade by prettying its skin; it is remade by seizing the means of its making. The old toil of the countryside was the toil of the people, and if the remake hides its seams behind a curtain, the seams are still the same state power that once starved you. Let the masses storm the gates of the final dungeon and take the ocarina for themselves.
One does not unmake a monument to suit the fashion of the day. The original was received with proper devotion, and its successors owe it the respect of continuity, not the vulgar novelty of some sprawling, ungoverned wilderness. Let the throne and the temple stand where they were placed, and let the people come to them as they always have.
I have seen many things change, and I have learned that what endures is not the shape of the room but the constancy within it. The keepers of this tale have chosen to honour its foundations while opening a window or two, and that is a steady hand on the tiller. One does not empty the palace to build a market; one serves the people who come to both.
A kingdom is not held by walls alone but by the roads between them, and a wise lord keeps his gates watched even as he widens his halls. Let them voice the heralds and teach the youth to leap, but the old borders remain, for order is the mother of learning. I would summon the scribes and have them record both the old and the new, that neither is lost.
The voices told me which road to take, and I did not ask whether it was broad or narrow. If the makers keep the old path with its stone walls, then the task is still the task - to go where you are sent and not to wander. A hero does not need a whole world to be brave in; she needs only the will to step forward.
A prince may alter his garments without changing his blood, and a realm may open its doors without surrendering its throne. Let them add a voice and a leap, so long as the old chambers keep their guards and the treasury is not squandered on empty vistas. I have ruled long enough to know that a crown is kept by prudence, not by chasing every new wind.
Enlightenment is not the tearing down of every wall but the improvement of what lies within them. A dedicated leap and a speaking court are refinements worthy of a cultured age, yet the empire of this tale is best governed by strong hands and clear borders. Let the designers be my Voltaire - bold in the salon, but never foolish enough to abandon the palace.
A great king holds many lands by letting each keep its own customs, and he does not force the desert to become the sea. If the makers preserve the old provinces with their gates and tolls, while granting a new voice and a freer step, that is a tolerant and lasting rule. I have ruled a hundred peoples by such measure, and none of them called it a weakness.
A fortress taken by storm is held only by fear, but a city that keeps its own gates and welcomes the traveller is held by love. Let them keep the old walls and the old ways of entering, and let the new voice be a herald's call, not a conqueror's shout. In victory I gave safe passage to those I defeated; so too should this work honour what came before it.
Tell me, my friend, when you ask whether the new resembles the old, do you mean to learn what the game is, or only to be reassured that it is what you already love? For I know nothing of these things, and I suspect neither do you, truly. Let us examine the matter: is a thing made better by being like another, or by being itself well made? Answer that first, and you will have answered your own question without me.
Consider, then, the cave: if a prisoner is unchained and led into the sunlight, does he not first turn away, dazzled, longing for the shadows he knew? So it is with this question. The old game is the shadow on the wall; the new open world is the sun. But do not mistake the sun for the Form of the Good. A seamless field may dazzle, yet the true craft lies in the harmony of its parts - town, temple, and field - each in its proper place, ruled by reason, not mere breadth.
We must first ask what this game is for, and of what parts it is composed. The open world is a genus, and this remake belongs to a different species - one that preserves its bounded regions and loading gates, as a living creature preserves its joints; to remove them entirely would be to destroy the form. Yet the addition of a jump, of voice, of seamless market walks, are accidental improvements, like giving a man better sandals without changing his nature. Virtue, after all, lies in the mean: neither the slavish copy nor the reckless abandonment of the original.
Ask not whether the remake resembles another, but whether its makers act from duty or mere imitation. If they retain the loading screens out of respect for the original's form, that is commendable; if they add a jump button merely to follow fashion, it is heteronomy. The only question worth posing: could this design be willed as a universal law for all remakes?
Ah, the herd bleats: 'Will it be like Breath of the Wild?' - as if that were the only measure. A true remake does not imitate; it revalues. Let them keep the loading screens - those are the old tablets, and to smash them is to create anew. The question is not similarity, but whether the player can leap beyond the given, into the open sky of their own will.
First, ask who owns the means of production of this Hyrule - the labor that built every polygon, every voiced line, every seamless town. The developers give you a jump button and call it freedom, but the loading screen remains the landlord's fence between one field and the next. They promise an open world, then deliver a gilded cage with a nicer inventory screen. The question is not whether it resembles Breath of the Wild, but whether the player will ever own the game of their own life.
I doubt the premise. Does a jump button prove the soul of the game? Does a voiced cutscene establish clear and distinct knowledge of Hyrule? Let us strip away the assumptions: the only certainty is that a remake must preserve the cogito of the original - the player's own act of thinking through the dungeon. If seamless towns obscure that, they are a dream from which we must wake.
The wise prince does not rebuild his fortress from the ground when the walls still hold; he strengthens the gate where the enemy pressed hardest and leaves the rest to stand. Voicing the mute and giving the player a jump costs little and buys much goodwill, while tearing down the old partitions would risk the very loyalty that feeds the treasury. Men are ruled by what they remember fondly, not by what is merely new. Keep the loading screens, then - they are the old ramparts, and the people love a rampart they recognize.
All the world's a stage, and these developers are but players who must choose their scene. To keep the old partitions is to keep the act breaks; to voice the cutscenes is to give the players tongues. Whether this be a prequel or a cousin to that other world, the tale remains the tale - a boy, a blade, a kingdom of shadows - and the audience will weep or laugh not for the map's seams, but for the heart that beats within them. Let them play it as they will; the play's the thing.
Sing, O Muse, of the lad who draws a blade from a stone and wakes in a land of shadows. The question is whether the bard will stretch his song across the whole wide world or keep it to the measured course of a hero's tale. I have sailed the wine-dark sea and seen men lose themselves in endless wandering; yet the greatest glory comes not from the size of the realm but from the deed that earns undying fame. Let them keep the old gates, if the song within still stirs the heart.
I have climbed the dark stairs of Hell and the bright terraces of Purgatory, and I tell you: a gate that pauses the pilgrim is not a prison but a threshold, and thresholds are holy. This remake keeps its loading screens as the soul keeps its deaths - small separations that make the journey toward the final rose meaningful. But if they voice every demon and give the hero a leap, let them beware: the abyss also has a voice, and it flatters.
One does not step twice into the same river, yet the water that flows is the same. A remake that merely apes Breath of the Wild would be a barren imitation; one that keeps its own thresholds and adds a voice here, a leap there, strives organically. The spirit of Ocarina lies not in its walls but in its striving - let it grow, and let the player grow with it.
I have known many an innkeeper who swears his house is the finest in La Mancha, yet serves you wine that would strip a mule's hide. So it is with these remakes: they promise you the whole wide world, then keep a door bolted between rooms. Let them voice every player and grant a jump to the letter X - I care not, so long as the boy still rides forth with as much courage as witlessness, for it is the dreaming, not the map, that makes the tale worth telling.
I spent years searching for the meaning of life, and I found it not in great battles or vast kingdoms, but in the smallest acts of love - a peasant's kindness, a child's trust. This remake gives you a jump, a voice, a town without interruption; but it also keeps a wall between one place and the next. Do not scorn that wall. A life is not one seamless field; it is a series of thresholds, and how you cross each one - with patience or with rage - is the whole of the moral art. Play, and remember.
Ah, you want a jump button, a voice, a smoother inventory - and you call it progress! But the soul of the child who walks through the Lost Woods is not in the mechanics; it is in the terrible freedom of choosing to grow up. If the remake removes the loading screens, it may also remove the silence in which a man confronts himself. The devil loves a seamless distraction.
It is a truth universally acknowledged that a young hero in possession of a good destiny must be in want of a button to jump with. One may add voices and rearrange the inventory as a lady rearranges her drawing-room for a ball, yet the character of the house remains. The question is not whether it resembles some grander estate, but whether it conducts itself with sense and sincerity. I confess I find the whole speculation vastly entertaining, and rather beside the point.
I confess I have never held the little ocarina in my own hands, having departed this mortal coil some years before its invention, but I have watched enough children in the streets of London clutch some treasured trinket to know the feeling. What troubles me is not whether the thing opens wide like a great field or keeps its old narrow corridors, but whether the child who plays it is given room to breathe, to wander, to grow. A game, like a life, is not measured by how many acres it spreads across, but by whether the heart within it beats true and whether the small and the weak are given their due. So I say: let the corridors remain, if the spirit within them is generous.
I have seen fashions come and go in this world, and I have noticed that when a thing succeeds, every other thing immediately tries to dress itself in the same clothes and hope nobody notices the buttons are sewn on wrong. Now they tell me the boy with the ocarina is being fitted out with a jump button and a talking cutscene, and I say: fine, let him jump, let him talk - but if he loses the quiet, the waiting, the way a child stands at the edge of a field and wonders what is beyond it, then they have sold the farm to buy a hat. The original had the good sense to be itself, and that, sir, is the rarest thing in any market.
The boy has a sword and a flute and a world that wants him dead. That is enough. I don't care whether he jumps with a button or walks through a door without a pause - what I care about is whether he does it clean, without whining, and whether the thing feels true in the hands. The old game had the courage to be slow. If the new one keeps that courage, it will be good. If it trades it for a bigger field and a louder voice, it will be another thing, and not a better one.
I would observe first, as I observe the flight of a bird or the swirl of water in a ditch, how the light falls on the same hills and how the hand that guides the hero moves. If they keep the old divisions between the lands, then the eye rests and the mind returns, much as the eye rests on a fresco divided into panels; if they smooth the town's passage, then the motion is like water finding its level. Neither is better in itself - only the whole design must be true to what it is, as a body is true to its bones.
The marble does not care how large the block is; it cares only that the figure within is true. So it is with this game. I have lain on my back for four years, painting limb by limb, and I tell you: a seamless wall does not make the fresco divine - the divine is in the drawing, the proportion, the sacred form. If the makers keep their seams, let them be seams of intention, not of laziness. A town that flows like water is a wonder, but only if the hand that carved it loved the stone.
I have stood in the fields at Arles and watched the crows lift from wheat that no one owned, and I know that a game is not great because its map is wide - it is great because a single lantern in a town square can make you weep. This remake wants to put a new frame around an old painting; good. But do not sand away the cracks. The loading screen is a breath between colors, and without the breath, the color has no sorrow in it.
A remake is not a copy; it is a bullfight with the past. You take the old bull by the horns, you twist, you break its neck - and from the blood you paint something new. If they only imitate Breath of the Wild, they are cowards with a palette. Let them destroy the original to reveal it.
I remember painting the same lily pond at Giverny more than two hundred times, each canvas a different hour, a different light - and not one of them the same as the last. This remake gives you new voices, a new way to move through the streets, but the moment you cross between one field and the next, the world stops, and you are asked to paint the same pond again. That is not a flaw; that is an impression held still, and there is a strange beauty in a light that waits for you to return.
You speak of a mask that now must move its lips and speak aloud. I know something of this - to let the shadow speak through the face is the whole art. But do not flood every corner with light; the soul lives in the darkness between the known and the hidden, and a jump can be a leap of faith only if the landing is uncertain. Keep your loading screens as I kept my penitments - a moment of silence before the next revelation.
You think a jump button and a voice will make it more alive? I painted my own broken spine and called it The Broken Column - not because I wanted to be pretty, but because I refused to hide. If they voice the hero, let that voice crack with fear and rage, not some polished cartoon. And those loading screens? They are the pauses between heartbeats - do not fear them, but do not make them sterile either.
Ha! A remake is a theme and variations, and I know something of those. They take the old melody, they dress it in finer clothes - a voice here, a jump there, a smoother passage through the town - and yet they keep the old divisions, the pauses between the movements. That is not a fault; it is form. The question is only whether the new setting serves the old tune, or drowns it. If the maker has an ear, the whole will sing; if not, no amount of seamless towns will hide the discord.
What is a symphony but a world with its own laws? You may open it wide as a pasture or keep it tight as a fugue - both can be sublime, if the spirit within refuses to bow. I tore down walls in my music; I would tear them down here too. But do not mistake mere open space for freedom. The true hero's journey is not measured in miles but in the struggle of the soul. If the old theme still thunders beneath the new form, then let them keep their gates and their silences; the deaf man heard the universe without a single open door.
A fugue does not become a toccata by adding a new manual; it becomes a different work, and often a lesser one. This remake introduces a voice to every recitative and a jump to the subject - ornaments upon the original theme - yet it keeps the old cadences and the old pauses between movements, which is honest counterpoint. I would only ask the composers to remember that the glory is not in the novelty of the instrument but in the order it serves; a well-tempered game, like a well-tempered clavier, needs no world beyond its own rules.
Well, honey, I don't know about all that. But if it's got a jump button and some real voices, that's like adding a new verse to an old gospel song - it can move you if you mean it. Just don't lose the melody that made folks love it in the first place, you hear?
Heal the world - make it a better place - but do not tear down the walls of the temple just to make it bigger. A jump on the X, a voice that finally sings the hero's sorrow: yes, that is magic, that is wonder. But the loading screen is the curtain between acts, and without the curtain, where is the gasp? I have stood on stages where the lights went dark between songs, and the audience held its breath - that pause is not a prison, it is a heartbeat.
It's like remastering a record, mate - you can add strings and a horn section, but if you lose the silence between the notes, you've lost the tune. A jump button, sure, but we always said let it be, and that means let the old corridors breathe. All you need is love, a bit of mystery, and maybe a hidden track at the end. Yeah, yeah, yeah.
The road goes on forever, but the map stays folded in your pocket. They left the doors between the fields, and a man can still jump when he feels like jumping - that ain't the same as havin' no walls at all. Somebody's always tryin' to sell you the whole horizon when all you asked for was the next verse. I sang about towns that never end; that don't mean I wanted to live in one.
Here's the thing - you can give it a new chorus and a jump button and still have it be the same story you fell in love with when nobody was watching. They kept the loading screens, they kept the bones of it, and that's somebody respecting the original instead of just cashing in. I'd rather own the thing I made than watch a stranger rewrite every bridge. So no, it's not the other one - and that's kind of the whole point.
I have sailed west when the learned men swore there was nothing but sea, and I found a world beyond the maps. So I say to you: if these makers keep the old walls and the old gates, they are not failing to discover a new world - they are charting a known one anew, and that has its own honor. But mark me: the true voyage is not the width of the ocean but the intent of the captain. Whether this is a new continent or a familiar shore, the worth lies in the courage to set out and the fidelity to the course.
In all my years on the Silk Road, I have seen cities walled and cities open, and I tell you: the wonder is not in the gate but in what lies beyond it. The great Khan's palace had a thousand rooms, each with its own marvel, and yet the road between them was as much a part of the journey as the throne. If this new game keeps its loading screens like the caravanserai between deserts, then let each rest stop be a place of refreshment, not a barrier. I would walk it either way, and describe every stone.
I have sailed into straits where the charts ended and my men begged to turn back, and I learned that a voyage is not measured by the breadth of the ocean but by the will to reach one harbor. If the makers of this tale keep the old channels - the loading gates, the bounded lands - while giving the sailor a new jump and a speaking crew, then they have not lost their course; they have merely rigged a new sail. But mark me: the spice islands were reached by conviction, not by widening every sea.
We didn't redesign the lunar module to look like the command module; each had its own job. If the developers keep the loading screens, that's a deliberate engineering choice - preserving the original's architecture while upgrading the avionics. The question isn't similarity, but whether the system performs its mission: to take the player where they need to go.
I flew across the Atlantic not because the route was mapped, but because it wasn't - and when the fuel ran low and the ocean stretched endless beneath me, I didn't wish for a shorter flight. I wished for more sky. If this remake gives you a new button to leap and a voice to carry you through the villages, take it - but don't ask the developers to erase every door between worlds. The loading screen is just a cloud you pass through; the adventure is on the other side. Go find it.
From orbit, I saw no borders between lands - just one blue globe spinning. Yet when I came back to Earth, I still had to open the hatch, step by step, one module at a time. A dedicated jump, a voiced song - these are new instruments for a familiar ship. But the true voyage is always into the unknown, whether it's a loading screen or the dark between stars. Poyekhali!
Here's the thing: people ask if it's like Breath of the Wild as if that's the goal. It's not. The goal is to make something insanely great that honors what made the original magical. You don't copy the last hit; you build the next thing that makes people feel something. Keep the loading screens if they serve the experience - that's a design decision, not a failure. Ship something you're proud of, something that makes people say 'this is why I play games,' and the rest takes care of itself.
Look, fundamentally, the question is: do you optimize for immersion or for fidelity to the original architecture? Breath of the Wild proved that seamless traversal isn't just a feature - it's a first-principles redesign of how players experience space. But Ocarina is a different beast. If you remove the loading screens, you might break the pacing that made the original's dungeons feel like discrete challenges. I'd say: prototype it. If the jump button and voiced cutscenes work, ship it. But don't turn a temple into a hallway just because you can. The physics of fun are non-negotiable.
You know, I remember the first time I held a controller and felt like a kid again, and what I loved wasn't how big the world was - it was how it made me feel seen. This remake is doing something brave: it's keeping the soul of the original, those little pauses that let you breathe, while adding a voice and a jump and towns where people actually look you in the eye. That's not copying Breath of the Wild - that's listening to what your audience loved and honoring it. And honey, that's what I call living your best life.
I've seen remakes come and go, but let me tell you: if it floats like a butterfly and stings like a bee, it's Ocarina. They add a jump button? I float like a butterfly! They voice the cutscenes? I sting like a bee! But don't call it Breath of the Wild unless it can dance - and this one's got its own two left feet, and that's just fine.
The beautiful game is not about one player, one trick, one perfect pass - it is about the whole team moving together, and sometimes that means a pause, a breath, a moment to set your feet before the next play. I played on fields with mud and rain and roaring crowds, and the ball still found the net. So this remake gives you a new jump, a new voice, a new way to run through town - good. But the loading screen? That is just the referee's whistle before the kickoff. Respect it, and then play.
Well, shucks, if you can't dream a little bigger than a jump button, what's the point? We built Disneyland one land at a time - you walked through a gate, and the world changed. If they keep those gates between Hyrule's fields, that's not a limitation, that's a storybook turning its page. Just make sure the music swells when you walk through.