Obviously, I'm excited for the Ocarina of Time remake, though not without trepidation.
Art style-wise, I'm fine with stylized graphics, but I hope they come up with an art style that can lean into the much darker nature of OoT (especially with areas like the Bottom of the Well and the Shadow Temple).
Gameplay-wise, I hope they don't change it too much, other than streamlining controls when necessary. Honestly, I don't think I even want the dungeons to be changed that much. My hot take has always been that Twilight Princess felt in some ways like an Ocarina of Time 2.0—the dungeons were themed very similarly to OoT's except much bigger and longer, and I got fatigued by playing through them. Granted, maybe part of that was because there were no save spots in the dungeons, and if there were, maybe I'd be more on board with longer, more elaborate dungeons.
The biggest change I'd like would be to make Hyrule Field almost like an open-world hub area. An interesting comment I saw was that OoT would have been considered "open world" within the technological constraints of its time, and it would be nice to replicate how large Hyrule Field felt in OoT at the time except with modern technology. Of course, that would also require more things to do within Hyrule Field; I definitely don't want a repeat of Twilight Princess's Hyrule Field (huge but with nothing to do).
I know the fandom is pretty split between "linear" Zelda and open-world Zelda. It's interesting to me that Skyward Sword was probably the most linear Zelda and came out right before Breath of the Wild reinvented the franchise; although Skyward Sword did have exploration in the sky. (Incidentally, Skyward Sword is just a step under my favorite Zelda games, and I'd probably replay it if not for the fact that I found the Imprisoned boss fights to be pretty tedious.) Zelda games have always been about exploration. Heck, even Wind Waker had the pretty expansive ocean exploration. I'm honestly pretty excited to see how Nintendo can evolve Ocarina of Time to maintain the game's core identity while also expanding the exploration of that game.
Art style-wise, I'm fine with stylized graphics, but I hope they come up with an art style that can lean into the much darker nature of OoT (especially with areas like the Bottom of the Well and the Shadow Temple).
Gameplay-wise, I hope they don't change it too much, other than streamlining controls when necessary. Honestly, I don't think I even want the dungeons to be changed that much. My hot take has always been that Twilight Princess felt in some ways like an Ocarina of Time 2.0—the dungeons were themed very similarly to OoT's except much bigger and longer, and I got fatigued by playing through them. Granted, maybe part of that was because there were no save spots in the dungeons, and if there were, maybe I'd be more on board with longer, more elaborate dungeons.
The biggest change I'd like would be to make Hyrule Field almost like an open-world hub area. An interesting comment I saw was that OoT would have been considered "open world" within the technological constraints of its time, and it would be nice to replicate how large Hyrule Field felt in OoT at the time except with modern technology. Of course, that would also require more things to do within Hyrule Field; I definitely don't want a repeat of Twilight Princess's Hyrule Field (huge but with nothing to do).
I know the fandom is pretty split between "linear" Zelda and open-world Zelda. It's interesting to me that Skyward Sword was probably the most linear Zelda and came out right before Breath of the Wild reinvented the franchise; although Skyward Sword did have exploration in the sky. (Incidentally, Skyward Sword is just a step under my favorite Zelda games, and I'd probably replay it if not for the fact that I found the Imprisoned boss fights to be pretty tedious.) Zelda games have always been about exploration. Heck, even Wind Waker had the pretty expansive ocean exploration. I'm honestly pretty excited to see how Nintendo can evolve Ocarina of Time to maintain the game's core identity while also expanding the exploration of that game.