<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Switch 2 on Locodigital</title><link>https://locodigital.com.br/en/tags/switch-2/</link><description>Recent content in Switch 2 on Locodigital</description><generator>Hugo</generator><language>en-US</language><lastBuildDate>Mon, 09 Nov 2026 09:30:00 -0300</lastBuildDate><atom:link href="https://locodigital.com.br/en/tags/switch-2/index.xml" rel="self" type="application/rss+xml"/><item><title>Ocarina of Time Remake vs N64: What Changed, Worth It?</title><link>https://locodigital.com.br/en/games/ocarina-of-time-remake-vs-n64-whats-changed/</link><pubDate>Mon, 09 Nov 2026 09:30:00 -0300</pubDate><guid>https://locodigital.com.br/en/games/ocarina-of-time-remake-vs-n64-whats-changed/</guid><description>&lt;p&gt;In 1998, Link couldn&amp;rsquo;t jump. You ran toward a ledge and the game decided for you. Nearly 30 years later, the &lt;em&gt;The Legend of Zelda: Ocarina of Time&lt;/em&gt; remake arrived on Switch 2 (November 5, 2026) with a jump button, a free camera and triple the frame rate the N64 could manage. The question everyone is typing: what actually changed, and is it worth picking over the original?&lt;/p&gt;
&lt;h2 id="quick-answer-what-changes-and-what-stays"&gt;Quick answer: what changes and what stays&lt;/h2&gt;
&lt;table&gt;
&lt;thead&gt;&lt;tr&gt;&lt;th&gt;Area&lt;/th&gt;&lt;th&gt;N64 (1998)&lt;/th&gt;&lt;th&gt;Switch 2 remake (2026)&lt;/th&gt;&lt;/tr&gt;&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;&lt;td&gt;Performance&lt;/td&gt;&lt;td&gt;about 20 fps&lt;/td&gt;&lt;td&gt;60 fps&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;Resolution&lt;/td&gt;&lt;td&gt;—&lt;/td&gt;&lt;td&gt;1080p–1440p docked; 720p–1080p handheld&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;Jumping&lt;/td&gt;&lt;td&gt;automatic at ledges&lt;/td&gt;&lt;td&gt;dedicated jump button and a run command&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;Camera&lt;/td&gt;&lt;td&gt;fixed angles, Z recenters&lt;/td&gt;&lt;td&gt;free camera on the right stick&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;Items&lt;/td&gt;&lt;td&gt;pause menu, 3 C-buttons&lt;/td&gt;&lt;td&gt;real-time swapping&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;Aiming&lt;/td&gt;&lt;td&gt;analog stick&lt;/td&gt;&lt;td&gt;motion (gyro) controls&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;Day/night in towns&lt;/td&gt;&lt;td&gt;time frozen&lt;/td&gt;&lt;td&gt;time keeps running&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;Voices&lt;/td&gt;&lt;td&gt;no spoken dialogue&lt;/td&gt;&lt;td&gt;fully voiced cutscenes&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
&lt;p&gt;Sources: &lt;a href="https://www.nintendolife.com/news/2026/11/video-zelda-ocarina-of-time-side-by-side-graphics-comparison-switch-2-3ds-n64"&gt;Nintendo Life&lt;/a&gt; (fps and resolution, citing Digital Foundry) and &lt;a href="https://www.keengamer.com/articles/features/ocarina-of-time-remake-vs-original-biggest-changes-and-new-player-tips/"&gt;KeenGamer&lt;/a&gt; (controls and time in towns).&lt;/p&gt;</description></item></channel></rss>