Saturday, February 28, 2026

Remaking The Legend of Zelda

The Legend of Zelda: The Hyrule Fantasy (fake game logo in red with the Triforce in the background)

A week ago the original The Legend of Zelda has entered its 40th year of existence, and maybe Nintendo is about to give fans a whole new way of experiencing the classic to celebrate this special anniversary. So, let's take a deeper look of how this could look like.

Of course, a remake always has been a possibility, but one that got dismissed by this blog several times. And there have been good reasons... The NES classics are rather bare-bones and if you start infusing elements from later Zelda games, you will eventually end up with a re-imagining, instead of a remake. And then this may as well become a whole new game of its own.

That's exactly what has happened with Oracle of Seasons. When Capcom was working on Zelda projects for the Game Boy Color, they first had pitched a remake of the first game in the style of Link's Awakening. But before you knew it, you were able to ride on a Dodongo and the project evolved into something else.

southwest corner of the Zelda I game world
Source: VGMaps.com

You can even see where the idea of changing the seasons may have come from, by looking at the game's world. There is this Akkala-like area of autumn trees to the southwest, while the graveyard to its north is surrounded by white trees and rocks, almost like it has been snowing there. And this sudden change of scenery could have been an inspiration for the game's core mechanic.

Anyway, this perspective has changed with the Link's Awakening remake, which is currently leading to whole bubble of potential follow-ups. There are even rumors that GREZZO has been busy with a third game already for a while now, a project called "Bernard", following "Richard" (the Link's Awakening remake) and "Edward" (Echoes of Wisdom). But we have no idea what "Bernard" actually is, where there are a number of possibilities, like a new coop Zelda game or even a dungeon maker.

But on top of the list is certainly a remake of the two Oracle games, which turned 25 years old just yesterday. However, Echoes of Wisdom came out only one and a half years ago and remaking two whole Zelda games since then is rather ambitious. Maybe a little too ambitious to make it in time for the 40th Anniversary. And that's why they could have considered something simpler: the original The Legend of Zelda.

Now, remaking the first Zelda in the new Link's Awakening style makes sense for a number of reasons. There is the aforementioned history of how Capcom was trying to achieve the same on the Game Boy Color, where this could be finally be realized. It could even serve as an interim step for remakes of Oracle of Ages & Season, since they could re-use new enemies (like the Bubble) and all of the bosses, where Aquamentus, Gleeok and co. were featured in the Oracle games as well.

It also makes sense in the context of Link's Awakening alone. While the Game Boy classic was originally meant to bring A Link to the Past to the handheld, it also looked back at the NES original to make it happen. You have the same screen-transitioning system, and as a result dungeons were constructed in a pattern of square rooms, which ultimately led to the Color Dungeon in the DX version as a homage and the whole Chamber Dungeon feature in the remake. Certain enemies, like the Pols Voice, Vire or even Gohma, also returned for the first time since the original.

comparing the tree cave in the NES classic to the Witch Hut in the Link's Awakening remake

And by re-using the assets of the Link's Awakening remake, as well as Echoes of Wisdom, they could actually cover quite a lot already. Most of the normal enemies would already have models. Items like Bombs, Boomerang and Bow have already been implemented before. And they could even re-use the meat echo for the bait item... The more you think about it, the more it feels like the game is halfway remade already.

Keep in mind, though, that such a remake would mainly be about modernizing the visuals and the combat in the current top-down Zelda style. But this alone would already make it much more accessible and fun. Some enemies, like Darknuts or the Wizzrobes, could become less aggravating, while others may even become more challenging, first and foremost the Lynels.

The world and the dungeons should stay the same, however, as it was intended. The overworld would become seamless, just like with Link's Awakening, and they may add some visual clues as to what trees you can burn and what rock walls can be blown up, because nobody got time for that nonsense today. But there is no reason to fill it with stuff that wasn't there before, unless they want to go down the same route as Oracle of Seasons.

You would also now be able to assign items to both the X and Y buttons, while the letter and potions may even work fully automatically, so you don't have to put them on a button at all. And for the remaining seven items the game could make use of the Breath of the Wild quick select, without it being a pain, since there are only so few.

One of those items could even get a dedicated button, where the best candidate is probably the Candle. You needed it all the time in dungeons to light up the dark rooms and this could get annoying very quickly, because it forced you to swap items every so often. Also, the screen-based usage of the Blue Candle won't make any sense when there are no transitioning screens any longer, so it may simply have a cooldown, which gets shortened by the Red Candle. And it should create a sphere of light around you inside dark rooms when you haven't used its fire yet, so you can still see a little bit.

The Bow could also be overhauled to use actual arrows as ammunition. And the shops that offered you an arrow now simply sell bundles of them for a refill. However, to still offer the classic functionality, the Magic Book now also upgrades the Bow (in addition to the Magical Rod), so that it still uses up Rupees when you're out of arrows. Kind of like how the Magic Armor in various Zelda games lets you deplete your Rupees instead of your health.

On the overworld the Clock power-up would probably freeze all enemies in sight or within a certain radius, like it does in Hyrule Warriors on the Master Quest map. And with the Bait it would be nice if you could carry more than just one at a time, so you're not just keeping it to bribe certain Goriyas.

Finally, the Compass would be another good candidate for a revision, because all it did in the original was showing you the location of the Triforce in a dungeon. It should still do that, of course, but it could also give you a signal in dungeon rooms that have a key, just like in Link's Awakening. Or it may even give a general signal whenever there is a secret related to defeating all enemies in a room.

And that's pretty much it. No fuzz, no nonsense, just the original game modernized. However, to make this a bit more interesting and to offer something new for most fans, this should also come with the maps and dungeons of the first BS-X Zelda game, released in the 90s for the Satellaview peripheral for the Super Nintendo. It was essentially a 16-Bit remake of the original, but it got broadcasted like a TV show with time-based events, where in each episode you were playing two dungeons.

Because of their unusual nature, these games have never been re-released by Nintendo in any way or form, but they still could remake the two maps and their unique dungeons without any of the event stuff. Fans have done it before, so it's entirely possible. In the remake it could look like this:

four screens with a classic artwork of Link looking at Hyrule. Classic Quest, Second Quest, Lost Quest Map 1, Lost Quest Map 2

When you start the game you get a choice between four different quests. The "Classic Quest" is the game as you know it. The "Second Quest" lets you play the devious altered version of the original, without naming yourself "Zelda" or beating the normal game first. And the "Lost Quest", which comes in two variants, would bring you to the maps from the BS-X Zelda.

This could even be seen as difficulty modes. The Classic Quest would be the normal difficult, the 2nd Quest hard, while the Lost Quests would be a lot easier, because their overworlds are only half the size and the dungeons were meant to be cleared within a short time. 

Of course, GREZZO could also add the usual Hero Mode option for those who are looking for a bigger challenge. But this probably should be implemented in the same way as in Echoes of Wisdom, meaning that you can just turn it on and off at any time.

Also like in Echoes of Wisdom, outfits could give Link a different appearance, to add some variety and novelty without altering the gameplay. This is where amiibo could come into the equation. For example, the 8-Bit Link could give you something like the Timeless Tunic from Tri Force Heroes, so that Link appears in a retro voxel style (and the music changes to the classic chiptunes from the NES). Or there could be a variant based on A Link Between Worlds, so he looks more like the classic Link, in case you don't like the toy style.

They should call this remake "The Legend of Zelda: The Hyrule Fantasy" to distinguish from the original – at least in the west, since this has been the subtitle of the Famicom Disk game in Japan. It should be available on the Nintendo Switch, but with a free upgrade for the Switch 2. And maybe this could even be something that they will simply shadow-drop at the end of a Nintendo Direct, where they will offer a physical release later on, similar to Metroid Prime Remastered. You know, as a surprise for the 40th Anniversary...

Friday, February 27, 2026

Replaying The Legend of Zelda via NSO

title screen as seen in the Nintendo Switch Online app

Last weekend was the beginning of the 40th Anniversary of The Legend of Zelda and that's a great reason to revisit the NES classic. Last time I played through the entire game was over nine years ago, on the Wii U, where I had made it my mission to play through most Zelda games again during the 30th Anniversary and before Breath of the Wild came out, starting a new era for the series.

Of course, it's not like I have had no contact with the game since then. I played a bit on the Game & Watch system that was released for the 35th Anniversary. And it was my favorite part of the Nintendo World Championships: NES Edition. But this was really about going through everything from start to finish again, both in the 1st and the 2nd Quest.

using the rewind menu

For this I was using the Nintendo Switch Online version, which brings one major novelty with it: you can now rewind at any time. Well, this has been a thing for many years now, so I'm a little late to the party, but it makes replaying the NES games a lot more forgiving and fun.

I wasn't using any guide maps at first, so I was simply guessing from my memory where I could bomb walls and burn trees, but my memories were a bit hazy. Luckily, you can just quickly rewind to not having wasted your bombs or having to go back and forth between screens to reload the candle.

Old man: "Let's play a money-making game."

The best usage in the early game turned out to be the money-making game, however. Make a pick and rewind whenever it was the wrong one. It is predetermined when you enter the cave, so you can just look at the result, rewind one step and then pick the positive value. This completely erases the need to farm Rupees in this game, making items like the Blue Ring quickly accessible.

Technically, all of this was already possible with Restore Points on the Virtual Console, but it was much more of a manual effort, because you needed to create a new save state every single time. Rewinding is so much more convenient that it makes me want to re-explore some other Zelda classics later this year, just to see what can be done with it.

Most importantly, it lets you quickly undo mistakes. You need to defeat a Dodongo, but only have exactly two bombs left? Not a problem any longer... Or in the 2nd Quest you will often go through one-way doors, where the other side is basically a trap that forces you to backtrack through the whole dungeon. Again, this isn't a problem any longer...

Speaking of the the 2nd Quest, here I was mostly following my "guide" from when I had played the game on the Nintendo 3DS right for the 30th Anniversary. The main difference was that I went through all of Level 8 right away, making it the second dungeon to complete.

holding up the Triforce piece at the end of Level 8, the big Spiral

Thanks to the rewind feature, all those triple Dodongos became rather trivial. And getting the Magical Key early was also a relief, because the keys are not evenly distributed throughout the 2nd Quest dungeons, where this can create annoying dead-ends, unless you have purchased keys in advance.

The 2nd Quest's Level 8 doesn't have any Blue Darknuts or Wizzrobes in it, making it easier in comparison to Levels 6 and 7. And I also often used the rewind when fighting those annoyances to minimize damage.

save file menu with a red Link and a raised sword and 16 Heart Containers and 0 game overs

By the way, you can save your game (without it counting as a death) by activating a second controller and then pressing Up + Select on the second controller in the item menu. This works just fine with the Nintendo Switch Online version. I've only used this once, right at the very end of the 2nd Quest, because the Restore Points are more convenient for saving, but I wanted to have actual save data present to get a sense of completion.

Oracle of Ages & Seasons: 25 Years

logo of both games next to each other with two screenshots below each, matching the color scheme of the logo

Today is Pokémon Day. And 25 years ago, on February 27th 2001, Nintendo and Capcom released a different spin on the "Blue and Red" formula with The Legend of Zelda: The Mysterious Seeds, which got divided into two chapters released as two separate games. They would later be known as Oracle of Ages and Oracle of Seasons to the west, and instead of being two different versions of the same game, they were two unique games in the same scope of their Game Boy Color predecessor, Link's Awakening DX, with the twist that you could connect their stories and worlds via passwords.

So, two new Zelda games came out on the same day and you had to decide which one to play first, where depending on this choice certain events in the games will play out differently. It was a fairly new concept, which adds a lot of replay value to both games, because you have to play each of them at least twice to experience all of the story and collect all of the items. (And at least four times to experience absolutely everything, due to some other choices you can make.)

It wasn't the only thing to let these games stand out within the Zelda series, even to this date, as their titles may indicate. Oracle of Ages brought the time traveling ideas from Ocarina of Time to the next level, where can swap between past and present on the spot with hundreds of years between, while small changes in the past may have big effects on the present. And Oracle of Seasons lets you alter the world's time of the year, where lakes freeze in winter and dry out in summer.

These games were quite ambitious for Game Boy titles and you can already experience them on the Nintendo Switch, via the Nintendo Switch Online offerings. However, the password system is far from intuitive, which is why this blog has been a strong advocate for a remake, ever since Link's Awakening was announced for the Nintendo Switch. You can read all about this idea in the Oracle of Worlds article from 2019, which I later renamed into Seeds of Courage, following the release of Echoes of Wisdom.

The Legend of Zelda: Seeds of Courage fake game logo

But the concept is quite simple: same engine and look as the new Link's Awakening and Echoes of Wisdom, one single game, no passwords. You start by choosing either "Holodrum" or "Labrynna" as the starting point of Link's adventure and everything unfolds naturally from there. After beating the first story chapter, you will then be transported into the other land, but the Maku Trees are now connected via a portal, so that you can easily travel back and forth both lands without switching between games.

That's the short version, but my ideas from 2019 have stayed mostly unchanged. After Echoes of Wisdom, however, it makes sense to revise the Magic Rings to work in the same way as the accessories, meaning that you should be able to equip multiple rings at once and carry them all around. This would make a number of rings a lot more useful in certain situations, which you otherwise probably would just ignore.

Now, this title would become a Nintendo Switch 2 exclusive and there may even be a good technical reason for this. Switching between the ages and seasons isn't as simple as switching between screens in the original, because you would have to load a whole other world. And maybe on the Nintendo Switch 2 this can be achieved without major loading times.

In any case, such a remake would be the perfect way to celebrate both the 25th Anniversary of the Oracle games, as well as the 40th Anniversary of The Legend of Zelda in the year 2026. After all, Oracle of Seasons was half a remake of the NES classic. Maybe they could make use of that fact and feature the classic enemies and bosses in new ways that re-explore the original Zelda... Or maybe they will remake the first game first and then re-use those assets for the Oracles afterwards.

Saturday, February 21, 2026

40th Anniversary of Zelda

The Legend of Zelda: 40th Anniversary (self-made logo)

On February 21st 1986, ゼルダの伝説 (The Legend of Zelda): THE HYRULE FANTASY was released for the Famicom Disk System in Japan. 40 years later the game has left a legacy like rarely any other, with a succession of 20 more titles, half of them remastered or remade, a rich variety of different art styles and gameplay ideas, and even an ongoing spin-off series with Hyrule Warriors.

The Legend of Zelda is the reason why this blog exists, though I was still in the making myself when the original came out. But Europe had to wait until November 1987 anyway to get their NES version.

screenshot of the first screen in the game world

When you first played the game you were presented with a choice: will you go left, right, up, or down into that cave? Well, you won't get very far if you don't go into the cave first, but that's a lesson for you to learn and it's really up to you. It is your adventure. And it's this level of freedom that later inspired Breath of the Wild to go in a bold new direction, where even the rocky walls aren't an obstacle any longer, bringing the series to a whole new level of popularity and success.

Despite that, Nintendo had decided to skip over celebrating the 35th Anniversary in 2021, save for a Game & Watch system. And to be fair, 35 years are an odd anniversary, where it doesn't necessarily scream for attention, but that's different in the case of four whole decades. Nintendo won't let this opportunity for marketing slip away, especially when they have a whole Legend of Zelda movie coming out next year (even though the series will be 41 years old by then).

But don't hold your breath just yet. They are still in the middle of advertising the 40th Anniversary of Super Mario Bros., where Mar10 day is coming up, the Nintendo Switch 2 Edition of Super Mario Bros. Wonder and of course the Super Mario Galaxy Movie on April 1st. We shouldn't expect to hear about the Zelda anniversary from its creators before that's all behind us. And this also has been true in the past, where they have waited until June to announce something for 25th and 35th Anniversaries and even until September in case of the 30th.

So, at this point we can only speculate and here it's easy to bring up a number of ideas from the past, like those for the 35th Anniversary that weren't meant to be at the time:

  • A game collection
  • Special-themed hardware
  • A dungeon / shrine maker 

Giving us The Wind Waker HD and Twilight Princess HD in a collection is still on top of many fan wishlists, where similar to Super Mario Galaxy + Super Mario Galaxy 2 this could run on both the Nintendo Switch and Switch 2, offering something for the fans who have yet to migrate to the new system. However... it's probably more in Nintendo's interest for those people to move on and also to subscribe to the Expansion Pack of the Nintendo Switch Online service, which gives you access to GameCube games on the Switch 2, including The Wind Waker. They will certainly also add Twilight Princess at some point, maybe even this year, and an HD collection would only make such offerings less interesting.

screenshot of entering Hyrule Field in Twilight Princess HD

By the way, it will also be the 20th Anniversary of Twilight Princess, sitting right in the middle of the franchise's history. There won't be any better timing to bring this game back, but this may come down to releasing Twilight Princess as part of the NSO GameCube library and finally adding its soundtrack to Nintendo Music. We can anticipate this to happen in the very least.

As for Special Editions of the latest hardware, that's a strong possibility, since the Nintendo Switch 2 doesn't have much to offer yet. Resident Evil Re9uiem will be the first game to come with a themed Pro Controller and that's really it. We could also see a Pro Controller for the 40th Anniversary, or some Joy-Cons, or maybe even a whole Nintendo Switch 2.

But Zelda-themed hardware usually launched alongside a new game, like Tears of the Kingdom and Echoes of Wisdom in the more recent years. It's a bit early for a brandnew Zelda game, though. If we're getting some release in 2026, then it will likely be a side project.

One such side project could be the equivalent to the Super Mario Maker, which became a thing during the 30th Anniversary of Super Mario Bros., more than ten years ago. And it's time that Zelda gets something of its own here. This could be a top-down dungeon maker experience, or a Shrine Maker based on Breath of the Wild and Tears of the Kingdom. Both could have realistically been in development at Nintendo / GREZZO for many years now, in parallel to the latest games.

Something simpler would be the Zelda World Championships, which is like the Nintendo World Championships, where you play short slices of the games and try to solve tasks as quickly as possible. But instead of different games from one system, this would be focused solely on the history of the Zelda series, featuring the two NES classics, A Link to the Past, Link's Awakening DXOcarina of Time and more.

Alternatively, we could be looking at a remake. The internet is currently obsessed with the idea of remaking Ocarina of Time again, which will happen eventually, but it needs the right studio for the job. And GREZZO, the developers behind Ocarina of Time 3D, effectively became the top-down Zelda team over the last decade. Speaking of, a remake of Oracle of Ages & Seasons may actually be the more likely candidate.

Of course, it hasn't even been two years since the release of Echoes of Wisdom, so this is a bit too hopeful, but they can re-use a lot of assets from both the Link's Awakening remake and Echoes of Wisdom, which could have sped up the development significantly. They also wouldn't have to create new environments and scenarios, just recreate old ones and mash them together in a more satisfying package.

Well, such a remake doesn't necessarily have to do anything with the ongoing anniversary. In fact, they rarely ever do. Ocarina of Time 3D was tied into the 25th, but this happened retroactively. Meanwhile, both Twilight Princess HD and Skyward Sword HD came out in the year of an anniversary, but weren't marketed as such.

fighting Aquamentus in Oracle of Seasons

Yet, the Oracle games are in a more unique position, because their development started out as a remake itself – a remake of the very first Zelda game, the one we're all celebrating today. As a result, nearly all of the game's enemies and bosses can be encountered in the GBC classics, which are also seeing their own major anniversary in less than a week: it has been 25 years since their launch on February 27th, 2001.

If they were to remake Oracle of Ages & Seasons, then those assets could theoretically be even used for a remake of The Legend of Zelda. Nothing too crazy, just the original game in the Link's Awakening style, as it was once intended by Capcom. This would be a throwback to a throwback and the ultimate deal for the anniversary, which also could be released for both the Switch and the Switch 2. Maybe they will even have focused on such a project first, because it doesn't require as much development effort, before moving on to the Oracle games in the next step.

Otherwise, Nintendo could also repeat some of things they had done for past anniversaries:

  • Start a new symphony orchestra tour
  • Launch some more Zelda amiibo
  • Release a new book 

The simplest option are amiibo, where they already have been some trustworthy rumors earlier this year that Nintendo will be breathing them in 2026. We're still waiting for the amiibo of Mineru's Construct, but that one will be entirely separate. (Or maybe it launches alongside that Shrine Maker?) For the 40th Anniversary they could just go over the entire series and fill some gaps: Zelda from Ocarina of Time and Echoes of Wisdom, or Din, Nayru and Farore as the Oracles, or Twili Midna, Fi, Linebeck, Ravio...

But it wouldn't be Nintendo if they didn't come up with something special, something that no one is expecting or even talking about. It could be a new cooperation with another video game franchise, some unique merchandise or events, or introducing Rupees as an actual currency in Japan. Let's wait and find out, though the Nintendo of late has been playing it quite safe and by the numbers. However, after the two lackluster anniversaries in 2016 and 2021, which paled in comparison to their Super Mario counterparts, it would be nice to see some more attention on our favorite franchise.

 

Happy 40th Anniversary, The Legend of Zelda! 

Friday, January 30, 2026

Animal Crossing: New Horizons – Update 3.0 Impressions

Ancient Princess Zelda at the west beach in New Horizons

In November 2021 the 2.0 update for Animal Crossing: New Horizons was released and said to be the last major one. Luckily, four years later Nintendo has changed their mind about it and added a variety of new features alongside a Nintendo Switch 2 Edition for the game. This includes a collaboration with The Legend of Zelda, so let's take a look together!

 

The Legend of Zelda x amiibo 

Let's actually start with the Zelda stuff, though pretty much all of it was shown in the announcement already. The only thing that hasn't appeared in the official footage was the Heart, which can be picked up in the same style as the Rupee(s).

It's generally a lot of fun to fully change into either Link or Zelda with a wink of your shiny new Tri Rod. I've never been 100% happy with the dress-up options in this game, even though there is quite a lot, but now I'm content. This is all I will need going forward. Well, it would have been nice if there was a second variant for Princess Zelda, like her appearance from the classic games or even Echoes of Wisdom, but what we have is lovely.

picture of my upper room, which contains all the new Zelda items

The interactions with the different items are also really neat. The Triforce makes the intro sound from A Link to the Past, the Goddess Statues bring their signature glow and you can wake up the Decayed Guardian. You can also "collect" the Rupees and Hearts, where it's a lot of fun to create some (secret) trails with them on your island. The Rupees can even be customized into six different colors (green, blue, red, purple, silver and gold), while the Goddess Statue has adorned variants based on Kakariko, Goron City and Rito Village.

in front of Tulin's house which has a Goddess Statue next to it adorned with flowers like in Rito Village

Sadly, the treasure chest did not return, where it also could have had different variants from Breath of the Wild and Tears of the Kingdom. Instead, the Master Sword will play the typical key item melody when you touch it... It also would have been nice if there were a second set of wall and floor, e.g. one based on the Sheikah Shrines. This would have been a great fit for designing indoor environments.

But the largest omission are certainly the Zelda villagers who are not returning from New Leaf. Both Mineru and Tulin feel quite special with their designs and are fantastic additions to the game, where I was quick to add  them to my island. However, I could have a whole Kakariko Village filled with characters from the Zelda franchise if Nintendo wasn't so selective about this.

Mineru and Tulin doing yoga together on the main plaza

A good excuse would have been if the recent additions introduced new personality subtypes, a C-type so to say, where they get special dialogues revolving around their respective franchises. Mineru and Tulin could have forever talked about Hyrule, the Demon King and Secret Stones, for example. But that's not the case, where instead they both got the plain A-type and act like any other villager in the game.

To be fair, their designs are quite sophisticated and detailed, e.g. Mineru actually opens her third eye whenever she is surprised, which certainly has surprised me the first time. But otherwise we're looking at low effort implementations, where they could have done the same for Epona and friends. It's just that then they really would have needed more floors and walls based on Zelda to make their houses more distinct from each other.

 

Quality of Life

What has been a real treat are some of the smaller improvements, especially everything revolving around the storage and crafting. Not only can you have up to 9000 items now stored away, it will automatically take items from your storage when you're crafting things on your island. This frees up almost 25% of your inventory, because you now can just keep the different crafting materials, like wood and stone, in the storage, instead of always carrying some around.

And yeah, there is the new batch crafting functionality as well, where both of this probably only got added for the new hotel DIY deliveries. You can even now buy 50 Customization Kits at once and they also can be used from your storage, where customized items will score you a few extra hotel tickets. These are all good improvements, but it feels like Nintendo was purely concerned about crafting things for the hotel and nothing else, because there are plenty of other things in this game that could use some streamlining.

Zelda shouting with the megaphone at the hotel

And the new megaphone, which is exclusive to the Nintendo Switch 2 Edition, is absolutely horrible. It rarely ever works, where it just calls Kapp'n most of the time for some reason. Maybe he's the fallback, but why would they make a character who always sits in the same place the fallback? And when the characters are inside buildings, they won't respond anyway, so it won't help you with villagers lost inside the museum. At least the loading times on Switch 2 are faster, so a restart (which resets your villager's positions) isn't as annoying as it used to be.

 

The Hotel

Your residents won't be the only ones lost on your island after this update. Easily the biggest change comes with the new hotel, which is ran by Kapp'n's family. At least now when he's sitting at your dock all day long, he's basically home...

This is a smaller version of the paid Happy Home Paradise expansion, except that this is properly integrated into the actual game and has a real impact on your island. In the expansion you were making these vacation homes for individual characters and there was no real reason to ever revisit them once you're done. It was its own little cosmos, where your villagers can appear on your island and in the resort basically at the same time...

But the hotel and its rooms, of which there are eight fixed ones in total, become essentially a part of your main island. As a result tourists will now arrive as guests, in addition to the rare person on the campsite. And unlike the campers they will freely wander around, where they even can go into shops and the museum, which completely changes the feel of your island, which used to be a fairly exclusive place. It now truly becomes a resort, whether you like it or not.

Zelda in a tiny room together with a tiger, Rowan

You can also visit the tourists in their rooms, which gives you an incentive to actually make these rooms look nice. However, without the Happy Home Paradise DLC you will be missing a number of design options. This isn't just about items, like the partition or the pillars, because you won't be able to change the size of the room or their soundscape, for example. And this makes the hotel feel like another hook to get you into buying the expansion if you hadn't already.

Luckily, it doesn't seem like you can make a bad job here. The Happy Home Paradise had this awkward scoring system, where you have to spend at least 20 minutes designing a home. That's not the case here, so you can just quickly throw something together and get your 200 or 300 hotel tickets out of it. 

And then there is the question whether you even want any of this to begin with. Maybe you have a themed island and carefully curated villagers, where you don't want any tourists running around. In that case your only option is to forever ignore the hotel, which will lock you out of many of the new furniture items, including the retro Nintendo systems.

Zelda at the outfit stands for tourists

At least you can provide your unwelcomed guests with clothing matching your island. In my case I went with the outfits of Tulin and Mineru combined with Majora's Mask and Tri. Both headpieces glow in the dark, which make them quite the eyecatcher.

But there also isn't really much to do with these tourists. If you happen to run into one of their former residents, they will remember you for some heartfelt moments. Tourists that have visited your island before will also remember you, where you can learn the names of everyone over time. But here's a missed opportunity by not letting you do more.

looking at Aurora with Tri on her head in the dark

First of all, they only ever stay for a single day, which certainly should have been longer to make it seem like they are actually on a vacation and not just some randomized game feature. It especially makes putting any effort into the VIP rooms completely pointless, because you will be designing them for a single night. It would have been much more realistic and dynamic if the tourists were staying for a random number of days, arriving only when there are free rooms.

And if the tourists were to stay longer, this could have allowed the player to form a bond with them, maybe even in the form of some activities, like different games. At the end of their vacation they then could send you a letter with their photo as their thanks. Now, that would be truly engaging! I have never considered collecting the photos of all possible villagers as a realistic goal, but if it was working like this, then I would certainly attempt it and have a reason to play much more from now.

 

Retro Gaming

As a reward for doing all the stuff around the hotel you can order some new furniture items, as well as a series of new special items around Nintendo. These include the NES, Super NES and Game Boy, which even let you play a game on them, just like in the classic Animal Crossing games.

However, this is by far the biggest disappoint in this entire update. There is only one given game for each system and it's probably not the one you would pick. The NES lets you play Ice Climbers, for example, yikes...

standing in my home as Champion Link before a table with the Game Boy on it
No Awakening for Link here

And despite this massive limitation, they still had the audacity to ask for a Nintendo Switch Online membership in order to start them... Plus, the systems only really cover the basic subscription and not even all of that. There is no GBA, no N64 and no GameCube for you to enjoy here. In the very least they could have added a Game Boy Pocket and Color.

I'm not expecting them to give you access to the entire library here, but they could have made this a bit more playful. You should be able to customize the systems to swap their cartridge from a selection of eight different games. Let me pick The Legend of Zelda, A Link to the Past and Link's Awakening, please.

 

Slumber Islands

The other big new feature next to the hotel is the ability to create your own dream islands. They are just not called "dream islands", because that was already a thing to share your main island at any time. But it uses the same entry point: any bed, where you will be greeted by Luna in your dreams, who will guide you the whole thing.

You get save slots for three additional islands, which you can delete and restart at any time. You can pick between three sizes: small, medium and large. The small one has the size of the little islands that you can reach via Nook Miles and large is the same size as your main island. You're also given one of four different patterns for how the Slumber Island can look like.

changing the terrain with a construction helmet and shovel

And then you're free to change the landscape and decorate as you please, where you can use anything from your catalog (making cataloguing everything quite valuable) and even summon any villager you ever had before on your island. Your house will also be there, which can be fully changed and redecorated from scratch.

This is huge... at least to me. Over the years I had a couple of ideas of what I could do with my island, but which would have turned into a massive waste of space. One of those ideas always has been making a gallery of all the insect and fish models, which I have all collected as one of my previous goals in this game, only to put them into my storage at the end. But there is simply not enough space to display them all on my island, especially since I like to keep things more practical and gameplay-oriented.

However, here I can now design a whole insect and fish island and take all the space I'll need for this. Sadly, you can't invite special characters to these dream islands via amiibo, so that I could have invited C.J. and Flick.

Another idea I had was recreating some island from The Legend of Zelda: Phantom Hourglass, because the Nintendo DS Zelda games feel quite similar to New Horizons with how the landscapes are structured and with how you move around. For example, you can jump across gaps on elevations. That basically invites you to remake something for the fun of it. And the best candidate seemed to be Maze Island, because it's square-shaped and only uses simple elements, while the idea itself isn't a stranger to Animal Crossing either. Of course you wouldn't want your main island to be a maze, but it's the perfect thing to built for one of your Slumber Islands. So... that's what I did:

showing the section with the three treasures, there are fences and hedges on the elevations

It took me a whole Sunday and getting this right came with some frustrations, but I had fun in the process and I'm proud of the end result. I will show this off in greater detail at a later point, together with my updated main island.

The Slumber Islands are also great for simply prototyping. Maybe you have an idea for a change on your island, but you want to see how it looks first before you invest the time, effort and Bells to make it happen on your real island. 

 

Wishes for Further Updates

The golden rule of Nintendo is always to leave something to be desired. And should they eventually give their customers what they desire, this shall still leave new things to be desired. It has always been like that... But they are not completely deaf to feedback and maybe we will be getting a version 3.1 in the near future, which may address some of the aforementioned issues:

  • Let tourists stay longer and give us new interactions to obtain their photos.
  • Let the player decide whether tourists are allowed on their island or not. 
  • Expand the Legend of Zelda collaboration to bring back Epona, Ganon, Medli and Wolf Link as villagers and the Treasure Chest, Princess Zelda Dress and Wig as items, plus the Sheikah Shrine Wall and Floor as new items.
  • Expand the Splatoon collaboration to bring back Inkwell and the Spawn Point.
  • Let the players swap the games of the NES, Super NES, Famicom, Super Famicom and Game Boy systems via customization.
  • Add Game Boy Pocket, Game Boy Color, Game Boy Advance, Nintendo 64 and Nintendo GameCube.
  • Allow to summon characters to Slumber Islands via amiibo. 

Those are really just small suggestions that would make the recent additions a bit more wholesome and polished.

Monday, January 26, 2026

Nintendo Switch 2: Potential Game Upgrades with Content

DK holding to some grass on the ceiling with Dixie on his back

Nintendo has released a free update for Donkey Kong Country Returns HD, which not only upgrades the game for the Nintendo Switch 2, but also adds some new features, like a playable Dixie Kong and the new Turbo Attack mode. The nice thing is that these additions are found on the original Nintendo Switch as well. During the first wave of free Switch game updates back in June there hasn't been anything like this, where the closest thing was the new Echo favorite functionality in The Legend of Zelda: Echoes of Wisdom.

If there were any new contents or big new features, it was usually tied to a "Nintendo Switch 2 Edition", which costs some extra money. In case of Animal Crossing: New Horizons, however, the Switch 2 Edition takes a backseat to the big 3.0 update, which brings a lot of new things on the table, even to players who are still on the Nintendo Switch.

This is a welcome shift and makes you think about what other games could see a similar treatment: upgrade them for the new hardware while offering something new to enjoy on both generations. So, here are some ideas where I would like to see this happen...

 

Donkey Kong Country: Tropical Freeze

It's a no-brainer. They could add the Turbo Attack mode to bring it on the same page as Donkey Kong Country Returns HD, but they should try to make it more fun... Forever Entertainment may even be working on this as we speak, because they clearly took Dixie out of Tropical Freeze, which means that they have been touching the sequel.

 

Hyrule Warriors: Age of Calamity

If Koei Tecmo were to update one of the older Hyrule Warriors games, then Age of Calamity should have priority, because it really needs this for the performance alone. A Nintendo Switch 2 Edition of the game got already discussed on this blog last year, so let's keep this brief. But there is certainly some potential for some smaller content additions to both versions of the game, like Zelda's Royal Attire outfit or re-obtaining any special weapons. Or they could make things a bit more interesting by adding Astor as a playable character.

 

Hyrule Warriors: Definitive Edition

As already mentioned, this should get in line after Age of Calamity. Nevertheless, it would be nice to see this updated to 4K as well. The game already supports full HD resolution on the Nintendo Switch 2 in handheld mode by accident, which is interesting.

Compared to its successors the game feels quite outdated, however, where it's questionable that Koei Tecmo would bother with adding new contents. But if they did, this would be the perfect opportunity to finally fill that 30th character slot after 10 years. Of course, adding a new character isn't as "trivial" as in the newer games, because they should get missions in Adventure Mode for all their upgrades.

One idea could be Zelda & Tri from Echoes of Wisdom, where you also get a small, new Adventure Map based on the game with rifts and different Echoes as Item Cards. This could be lovely and maybe also a nice gesture for the 40th Anniversary. But this is a very unlikely scenario, especially when people are still asking for a playable Ganondorf in Age of Imprisonment... And they should rather focus on that.

 

Metroid Prime Remastered

This should bring it to the same level as Metroid Prime 4: Beyond, supporting the same visual modes and Joy-Con mouse controls. But this is also the perfect opportunity to finally bring back the Fusion Suit, which hasn't been available in the remaster for some reason...

 

Super Smash Bros. Ultimate

They should just do the exact same thing as Donkey Kong Country Returns HD and finally add Dixie Kong as a playable character. Well, Sora was a good final character and new characters would also require them to make more amiibo, but apparently Nintendo will be going wild with amiibo this year anyway.

And the recent developments have pushed the doors wide open for some new Super Smash Bros. Ultimate contents. Masahiro Sakurai and his team at Bandai Namco have only just released Kirby Air Riders. So, even if the man was willing to make another Smash Bros. in his lifetime, it would take years for this new game to be finished. And like with Animal Crossing, it makes sense to offer something in the meantime, where a Nintendo Switch 2 Edition of the previous title is in order.

For such a Nintendo Switch 2 Edition they could introduce a new game mode, which is more hardware-hungry and therefore wouldn't have been possible on the Switch. Maybe something akin to Smash Run from Super Smash Bros. for Nintendo 3DS, but bigger. After all, it was based on City Trial, which was a big deal in Air Riders. But that's just an example...

In any case, additions like fighters and stages should be done for both the Nintendo Switch and Switch 2 versions, so they stay compatible in online play. I wouldn't expect anything major from this, like a whole third Fighters Pass, simply because the big additions will be saved for the next Smash Bros. game. But they could give us some free additions of characters in established franchises, which may even include new Echo Fighters (Hilda from A Link Between Worlds would be lovely).

Actually, Echo Fighters might be the way to go here, because they would allow for some easy additions, while technically keeping Sora as the last numbered fighter. They could even make Dixie Kong happen as an echo of Diddy. And maybe they will bring back some of the missing stages, like Woolly World (in celebration of Yoshi in the Super Mario Galaxy Movie):

screenshot of the Woolly World stage from Super Smash Bros. for Wii U

They would be filling some gaps, while creating player retention during the launch of a Nintendo Switch 2 Edition. It's the exact same strategy as with Animal Crossing: New Horizons and makes perfect sense for this year.

Thursday, January 22, 2026

Metroid Prime 4 – Start of the Sylux Saga

Sylux posing

There is a new interview with Metroid Prime series producer, Kensuke Tanabe, and in this interview he confirms a number of things. First of all, Metroid Prime 4: Beyond was indeed meant to be the first game in a whole saga around Sylux, which explains why he is still taking a backseat for the most part. When talking about Metroid Prime 5, I speculated as much.

However, while Tanabe has worked towards this setup for a very long time, he is now also retiring from his job and Metroid Prime 4 is the last game he will have worked on for Nintendo. A whole era is coming to an end here, but maybe that's for the best. The Metroid Prime Trilogy will always be remembered as one of the best video game trilogies of all time, where Tanabe played a major role in shaping it. But with Metroid Prime: Federation Force and Metroid Prime 4: Beyond he pursued rather questionable ideas, obsessed with the Galactic Federation and a mystery villain.

Well, he started this whole "Sylux Saga" and now it's someone else's turn to finish it, where Risa Tabata will take over his role. She has worked as an assistant producer on all Metroid Prime games (except for Hunters) and will finally step up into the producer role, which is very exciting. Let's see what she will bring on the table in cooperation with Retro Studios.

 

Source: Nintendo Dream via NintendoEverything / ResetEra