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VGC’s Andy Robinson tells Zelda fans to “sit tight” regarding Wind Waker and Twilight Princess Switch ports

The Legend of Zelda producer Eiji Anouma mentioned during the Nintendo E3 2021 presentation that besides the Game & Watch: The Legend of Zelda, and the Hyrule Warriors Expansion Pass content, the company doesn’t “have any campaigns or other Nintendo Switch games planned” for The Legend of Zelda’s 35th anniversary. Previously Video Games Chronicle editor Andy Robinson and other insiders noted that the Kyoto-based company were planning to port the Wii U editions of The Legend of Zelda: The Wind Waker HD and Twilight Princess HD to the Switch, but sadly they weren’t mentioned during the presentation. Mr. Robinson appears to be confident that the games are coming to Switch at some point and says that Zelda fans should “sit tight.”

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21 thoughts on “VGC’s Andy Robinson tells Zelda fans to “sit tight” regarding Wind Waker and Twilight Princess Switch ports”

    1. Mario kart 9 was pure speculation at most. I don’t see it coming until 2023, because we just got mario kart home circuit last year. Pro probably still coming. And I have no idea what happened with Star Fox. But with leakers, its always going to be hit or miss

    2. Sometimes I feel like these “insiders” go with safe bets for what seems to make sense at the time. 4 years after release is usually when there’s some sort of hardware revision or successor, and the Switch is doing too well to get replaced right now.

  1. Sergio Abraham Perez Cervantes

    Probably not good to announce a compilation of two ports for 60 when you try to sell a 60 port… Just saying

  2. I would rather not have them released. Not every single 3D Zelda game needs to live on every Nintendo console. I would rather have them released on a successor console sometime between 2024 and 2028 and take advantage of the added power.

    Releasing them will only cannibalise their own zelda products.

    1. I really don’t think so. Of course they shouldn’t (and wouldn’t) release everything close to one another, but rather spread it out over a few years. And I think Zelda as a franchise is strong enough that even with two or three Zelda games releasing in a year they’d sell enough (of course granted thoat most of these are just remasters).

      Of course not all Zelda games have to be on a single system – but I really wouldn’t mind if they were. I want to play as many Zelda games as possible on my Switch. A handheld is just so much more convenient than having to take out my big, old Wii U and hook it up to my TV.

  3. Well Skyward Sword is more than a port. The mario collection was pretty much ports, slight tweaks but wouldn’t consider them remasters. WW & TP were already remastered on WiiU so they could pretty much just be ported from that.

    Zelda franchise has momentum and strong sales, doesn’t need those 3D ports at this time. Metroid, sounds like their trying to build momentum back up starting with Dread, then a Trilogy at some point.

        1. The franchise did not start with Ocarina of Time. Breath of the Wild, as was explicitly stated by Nintendo, was inspired by the original, and as such really is the most faithful sequel the franchise has ever gotten.

          1. BoTW is faithful in the sense that it’s a large overworld that you explore, but the shrines instead of dungeons feel like a cheap tradeoff. I don’t like the shrines as much in the same sense that I don’t like the moons in Mario Odyssey, each individual moon/shrine is less challenging than the stars/dungeons, so there’s a very small sense of satisfaction with completing all of them. I also think stuff like the heart pieces and heart containers were more faithfully adapted into OoT to SS than how we got more hearts in BoTW.

            1. “shrines instead of dungeons feel like a cheap tradeoff. ”

              This isn’t a criticism anyone can interact with in any meaningful way. It is entirely subjective, based exclusively on your feelings.

              ” I don’t like the shrines as much in the same sense that I don’t like the moons in Mario Odyssey, each individual moon/shrine is less challenging than the stars/dungeons, so there’s a very small sense of satisfaction with completing all of them.”

              I am 100% with you on Mario Odyssey. Don’t let me start, because I could do a legitimately hour long rant at how I think Odyssey barely qualifies as a game because the Power moons are so completely and totally without value. The problem with the comparison that I would take is that the more linear Eiji Aonuma Zelda games are WORSE at this. Aonuma dungeons tend to do two things extremely consistently.

              Try as hard as they can to forget that Zelda is a combat game, placing an over emphasis on puzzles, which were very loosely included at all in the classic titles.
              Make those puzzles as brain dead and easy as humanly possible. More often than not, the solution is 100% transparently obvious the instant you walk into the room, and its just a matter of physically moving the blocks or pulling the levers.

              “I also think stuff like the heart pieces and heart containers were more faithfully adapted into OoT to SS than how we got more hearts in BoTW.”

              While that may be true if you narrow in on heart containers specifically, in terms of how items are hidden in general, BOTW is IMO dramatically more faith to the original than the 2000’s titles. On the original NES, items were truly hidden. There were no predictable rules for where things could be or how you could get them. bombable walls did not have cracks in them. Burnable bushes had no indicator that they could be burned. Pushable rocks looked like any other rock. The more the series went on, the more secrets became “secrets”, and “finding” them became of less weight in the gameplay. In OoT-SS Zelda, you play the game by being told where to go, follow that path without deviation, and follow all the giant signs in neon lights telling you where the “hidden” items are. In NES Zelda, and BOTW, you pick a direction and explore, and the world doesn’t throw things at your, you throw yourself at the world. Test around. poke stuff, see what happens.

              1. I can see your point in a lot of these statements, but Zelda has always felt like a puzzle adventure type of game over anything else. Sure there are rooms in dungeons where you have to attack a swarm of enemies to get a key to progress to the next room, but that wasn’t really the main focus. Bosses tend to attack in a very predictable pattern, so you can argue that defeating them is a puzzle in of itself. 3D games from OoT to SS made the combat very predictable like in the 2d overhead titles, but in BoTW there was more variables and more of a feeling of randomness to work with to the point where it no longer feels overly basic like it used to. Sure it’s not something like Dark Souls or the data battles in KH3, but it’s definitely more complex compared to titles in the past. Now if we’re talking something like Zelda II, then that is the exception since it is VERY reliant on combat, and honestly feels out of place to me just like BoTW does. Not to say that is a bad thing, I actually am looking forward to BoTW 2 and want a sequel to Link’s Adventure.

  4. Honestly I feel like the Zelda game that could benefit most with a remake is the Oracle series. The system can detect saved data from the other games so that you don’t have to mess with passwords, and it would allow them to make the game Oracle of Secrets.

  5. The great thing about predictions like those, rather than talking about games in development that you can conduct actual research on, is that you are never wrong…it just isn’t time yet you see. Same with the Switch Pro.

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