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Nintendo Cut Fast Travel From Ocarina of Time Remake

Nintendo built fast travel into the Ocarina of Time remake and then tore it back out, saying it was robbing players of the game's best moments.

By Katie Olson

Nintendo had fast travel sitting right there in the Ocarina of Time remake, built and working, and then threw it away. According to Eurogamer, the team borrowed the idea from Breath of the Wild, tried it on for size, and realized it was quietly ruining the thing that makes Hyrule Field worth crossing in the first place: the walk itself.

You know the feeling they were protecting. The first time you heard that owl interrupt you uninvited, the first cucco you startled into a frenzy you didn't mean to start, the fairy fountain you only found because you got lost looking for something else. Eurogamer's report frames the decision as Nintendo noticing players would skip straight past all of it, admitting they were, in their words, missing out on the moments of discovery. That owl is reportedly getting trimmed back too this time around, which tells you the team was already trimming anything that slows a player down against their will. Fast travel would have slowed nothing down, and that was exactly the problem.

Here is the small, bright list of what that restraint actually buys you:

  • A field that still has secrets in it instead of a loading screen shortcut through them
  • An owl who finally knows when to be quiet
  • A remake that trusts you to enjoy the trip, not just the arrival
  • A publishing industry that keeps bolting fast travel onto games built around exploration, then wonders why nobody remembers the map

Nintendo had the easy, modern convenience fully built and chose the harder, slower, better thing instead. Most studios wouldn't have had the nerve to delete a feature that already worked.