The Ocarina of Time Remake Is Being Built by the Team That Spent Twenty-Five Years Unlearning It
EPD Production Group No. 3 made Ocarina, then spent two decades taking its rules apart. Now they're going back.
The first time I pressed Z and the camera snapped in behind Link's shoulder, I didn't know I was being taught anything. I thought I was fighting a Stalfos in the Forest Temple, and losing, badly, to a thing made of bones and bad intentions.
That's the trick of Ocarina of Time. It taught you constantly and never announced the lesson. Nintendo's new Ask the Developer interview — volume 24, parts one and two — finally names the team behind the Switch 2 version: EPD Production Group No. 3. Internal. The same group that's handled almost every Zelda since the early 2000s.
That's the best news in the interview by a wide margin. A remake handed to an outside studio can be faithful or it can be inventive, but it can't reliably be either on purpose, because it doesn't know which details were load-bearing and which were accidents. Group No. 3 knows. They're the people who decided, in 1998, that the answer to 3D combat was to stop making players aim. Lock the camera to the enemy. Let the player think about the fight instead of the frame.
I pressed a shoulder button to lock onto the Flamelurker in Demon's Souls — a game I beat three times and never once enjoyed — and it's the same idea in different clothes. Every lock-on in every action game since is downstream of that decision. Nobody credits it now because it feels like gravity.
There's a reading of this news that's genuinely boring: same team, same building, no drama. I get it. But the studio credit is the one part of a remake announcement that tells you what kind of object you're getting, and it usually shows up in the credits long after you've already formed your opinion.
The Ask the Developer series is the closest Nintendo gets to candor, and it's usually worth reading for the failure stories — the mechanic that got cut, the dungeon that got rebuilt four times. Parts one and two are about how the original was made, which is a slightly odd thing to publish alongside a remake announcement and also the exact thing I want. The team talking about what they got wrong in 1998 is a better trailer than a trailer.
Here's the thread I keep pulling. The same production group made Breath of the Wild. From roughly 2011 to 2017 that team took Ocarina's grammar apart piece by piece — the key opens the door, the dungeon unlocks the region, the region unlocks the next dungeon. Breath of the Wild deleted the keys and let you walk to the edge of the map if the mood took you. It's a strange, admirable thing for an institution to dismantle its own most successful idea in the same building, sometimes with the same hands. Now those hands are going back to the locked doors. You don't get that arc from a contractor on a two-year schedule. You get it from people who have been arguing about the same problem for twenty-five years.
This is the part of games writing I care about most, and it's the part that's hardest to prove. Games teach. Not as a metaphor — actually, transferably. I learned elemental weakness on Route 119 before I was ten, and it clicked again in Dragon Age a decade later without me having to think about it once. Ocarina taught a generation where to point a camera. Nobody wrote that down. It just went into the water supply.
So what do I want from the remake? I want it to be a little bit wrong. A perfectly faithful rebuild of a game that already works is a museum piece, and I can visit the museum any time — I have, across roughly nine separate purchases. The version worth owning is the one where the team who knows exactly which details were structural moves two of them and lets you feel the floor shift.
I don't know what it looks like. Nintendo hasn't shown enough, and the interview is about process rather than product, so I'm not going to pretend a team credit is a review. It isn't. It's a signal about where the ambition lives and who's allowed to have opinions about it.
If you never finished Ocarina, this isn't me telling you to fix that. I set games down all the time and I don't feel bad about it. But there's a specific kind of person who played the first three dungeons in 1998, got stuck, put the controller down, and has been vaguely meaning to go back for twenty-seven years. This remake is for them more than it is for me. I already know the Water Temple. They get to find out.
But there's one thing I'll check when it arrives. The Water Temple's water level is either going to be exactly as it was, or it isn't going to be there at all. There's no middle. Within a minute of walking into that room I'll know which team showed up — the one preserving a memory, or the one still trying to solve the problem.
Frequently Asked Questions
According to Nintendo's Ask the Developer interview volume 24, it's being handled internally by Nintendo EPD Production Group No. 3 — the same group responsible for nearly every Zelda entry since the early 2000s.
Institutional memory. A team that didn't build the original can be faithful or inventive, but not reliably on purpose, because it can't tell which details were structural and which were accidents. Group No. 3 made those calls the first time.
Not confirmed. The interview covers development process rather than the finished product, and Nintendo hasn't shown enough of the game to judge how much has actually changed.
"A remake built by the team that made the original and then spent two decades dismantling it is the only version of this project worth being excited about."
— TED
