The newest Ask the Developer interviews are positively packed with attention-grabbing tidbits about the making of Ocarina of Time on Switch 2. One such story is all about the sport’s reimagined visuals, which Nintendo was even form enough to share some initial sketches of.
According to Art Director Aya Shida, the crew was consciously combating a battle between making the sport more real looking with the improved energy of the Switch 2, and retaining the spirit of the authentic — a considerably darkish world, crammed with bizarre characters. She therefore relied on phrases like “a puppet-show feel” and “the analogue feel of practical effects films” during development to mirror the objective: “both create a convincing sense that the characters truly exist within their respective fantasy worlds”.
When it came to these characters, the crew wished to protect their “familiar presence” first and foremost, before including “designs unique to this game” on prime. Hence, we finish up with a recognisable Child Link, but with far more costume bells and whistles hooked up.
Here’s a handful of the design sketches themselves, so you can see how the characters were initially conceptualised:
The same can be said for the sport’s iconic maps. “We didn’t want to change the feel of each location or the way the locations connected with one another,” Director HokWai Ng says in the interview, “both of which are so characteristic of The Legend of Zelda: Ocarina of Time”. The crew therefore went back to one of the artists who had labored on illustrations for the N64 authentic, and requested them to draw a new map for the sport.
We even get to see this very sketch, too:

Such an strategy resulted in the type we see immediately, which, we must say, has grown on us over the last few months — it actually is fairly the looker, eh?
One factor that is already rubbing some people up the fallacious method, thoughts you, is how the sport seemingly opts for SMAA over DLSS for its upscaling and anti-aliasing tech. Footage of the sport’s preloaded mental property discover has been doing the rounds on social media, where AMD FSR 1.0 and SMAA are listed under third-party applied sciences over Nvidia’s DLSS. The same strategy was taken on Donkey Kong Bananza, we should level out.
Based on everything that we’ve seen of the sport so far, the DLSS departure would not appear to have had all that much damaging impression on the completed outcome, but it’s still a disgrace to see even Nintendo’s largest video games lacking out — significantly after all the DLSS hype in the console’s reveal.