Nintendo has revealed the adjustments made to the Water Temple in The Legend of Zelda: Ocarina of Time remake, specifically addressing its reputation for difficulty and complex navigation. In a Nintendo website interview, Eiji Aonuma, a developer on the original 1998 N64 title, discussed tackling this "overdue homework."

The original Water Temple is infamous among players for its intricate puzzle design and lack of clear guidance, leading to considerable frustration. HokWai Ng, from Nintendo's Production Group No.3, explained that the remake's philosophy was to preserve the original dungeon mechanics while enhancing playability. "For example, we placed objects in such a way that players intuitively figure out which direction to go," Ng stated, noting subtle layout differences from the original.

Aonuma elaborated on his personal connection to the Water Temple, aiming to create an experience where the underwater environment itself was enjoyable, inspired by his own interest in freediving. "However, with the dungeon’s complex structure and a lot of item toggling involved, you often had to open the menu screen repeatedly, making it hard to keep track of where you were and which way you were facing. We addressed those issues in this version," he said.

To achieve this, the remake streamlines item toggling, making it significantly easier for players to manage Link's equipment. Additionally, Nintendo has modified certain walls, replacing them with lattice-style structures that allow players to see through to adjacent rooms, improving spatial awareness and reducing the likelihood of getting lost. The wall lights that guided players to water-level-changing spots in the 3DS version are also present in the remake, and Link can now instantly equip or unequip his Iron Boots without pausing to access the equipment menu.

These changes aim to resolve the core issues that made the original Water Temple a point of contention for many players, while still retaining its challenging nature. Ng expressed a hope that the remake will foster intergenerational conversations, with younger players perhaps telling their parents, "Come on, it’s not that hard," in response to tales of past struggles in the temple.