Aonuma calls fixing Ocarina of Time's Water Temple "overdue homework" in the Switch 2 remake

In Nintendo's Ask the Developer interview, Eiji Aonuma says he finally fixed the Water Temple he designed 28 years ago, and the team explains why giving Link a jump button meant reworking the world.

Riley Brooks

Illustration of an empty underwater stone temple hall with lattice walls letting shafts of blue light through

Twenty-eight years later, Eiji Aonuma is finally handing in his homework. In the third chapter of Nintendo's Ask the Developer interview for the Nintendo Switch 2 remake of The Legend of Zelda: Ocarina of Time, Aonuma, the remake's producer, gets to the dungeon everyone remembers, and not fondly.

"I had some overdue homework: I wanted to do something about the Water Temple I created 28 years ago," Aonuma says in the interview. Because the dungeon became well known for its difficulty, he says, he had the team make some adjustments.

What happened to the Water Temple

Aonuma explains that the original idea was a good one. "When I designed the Water Temple all those years ago, I wanted to create an experience where simply being underwater was fun," he says, adding that very few 3D games at the time even let players go underwater. He also mentions that he enjoys freediving, and wanted to capture how different sounds and space feel below the surface.

The problem, in his words, was the dungeon's complex structure and all the item toggling, which meant opening the menu again and again and losing track of where you were and which way you were facing. "We addressed those issues in this version," he says.

HokWai Ng, whom Kotaku identifies as the remake's director, gives the specifics: item toggling is "much easier," and some of the walls that made it easy to lose your sense of direction are now lattice-style structures, so you can see the rooms beyond them. Elsewhere in the game's dungeons, Ng says the team kept the original mechanisms but placed objects so players can more intuitively tell which way to go.

Kotaku, which reported on the interview, recalls that in the original Link couldn't swim and had to equip and unequip the Iron Boots through the menu to sink and float. It notes that the 3DS version had already made boot-switching easier.

Sources

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