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Sony has raised its sales forecast for its gaming business, while announcing an official sales figure for Marvel’s Wolverine for the first time.
Sony said it had raised the sales forecast for its Game & Network Services Segment, which includes PlayStation, by 6% due to an “increase in sales of non-first-party game software titles.” Similarly, Sony raised the profit forecast for its gaming business by 6%, also citing the impact of an increase in sales of non-first-party games, but adding in an improvement in costs, and the impact of sales from network services (PlayStation Plus, etc).
Now, we all know what Sony is talking about here, or at least what it is mostly talking about: Grand Theft Auto 6. Sony’s partnership with Rockstar Games for GTA 6 has seen the PS5 at the forefront of the game’s marketing, so much so that the casual observer might not even know the game is also coming to Xbox Series X and S. Gameplay shown so far is from PS5 only, and marketing material says GTA 6 “plays best on PS5.”
Dragging profits down during the forecast for the current financial year, which ends March 31, 2027, is the delay to Sony Santa Monica’s God of War Laufey from February to May. But with GTA 6 set to become the biggest entertainment launch of all time, Sony will no doubt be comfortable with the sales shift into its next financial year.
Meanwhile, Sony said Marvel’s Wolverine sales had exceeded 2.4 million units. That’s as of November 4 — or 50 days after launch. To put that into context, fellow PS5 exclusive Ghost of Yotei sold 3.3 million units in 32 days, or just over a month after going on sale in October last year. Astro Bot had sold 1.5 million copies 58 days after going on sale in 2024.
Marvel’s Wolverine is well behind Insomniac’s previous game, Marvel’s Spider-Man 2, which sold a huge 2.5 million on day one (October 2023), 5 million just 11 days after launch, and 10 million after 107 days. The big question for Wolverine will be how well it continues to sell, with the crucial holiday season coming up.
Here’s what Sony had to say about Wolverine today:
“Regarding first-party titles, cumulative sales of Marvel’s Wolverine, released in September, exceeded 2.4 million units, contributing to the improved results of the entire segment for the quarter. We leveraged our expertise building the Marvel’s Spider-Man franchise to create a differentiated action game experience for Marvel’s Wolverine. Users have praised the new title for its highly immersive action, high-quality production, and richly layered storytelling.”
PS5 sales continue to decline, as Sony had said they would at this stage of the console’s lifecycle, but the company insisted “the PS platform continues to expand and grow in a stable manner.”
And there was a brief note on its plans for the next generation of hardware, which is expected to involve a PS6 and possibly a handheld. “Looking ahead to next fiscal year, we aim to continue to enhance user engagement and further strengthen monetization through the release of strong titles and the expansion of our service. We also intend to make solid progress in preparing for the next generation platform.”
Other notable financial results include the number of monthly active users (MAUs) across the PlayStation platform increasing 7% in September compared to the same month of the previous fiscal year to 127 million accounts — that’s a record high for September. Sony said this indicates “the baseline of engagement is steadily improving.”
Sony has of course raised the price of PS5 in response to memory scarcity fueled by the AI boom, but it downplayed the impact on its bottom line. “With regard to PlayStation (PS5) hardware, we have been able to offset the rise in memory prices through adjustments to promotions and pricing, as well as additional cost-reduction, and we expect hardware profitability for the current fiscal year to remain on par with the previous fiscal year,” it said.
“Regarding memory procurement for next fiscal year, based on discussions held so far with various suppliers, we have aligned on the quantity of memory needed for our projected hardware unit sales,” it continued.


Nintendo has ruled out further Switch 2 price rises while reporting falling console sales and reduced profit.
According to Bloomberg, operating profit fell 16% to 73.9 billion yen (approx. $467 million) during the three months to September 30, off the back of a 15% decline in sales. CNBC said Nintendo sold 2.67 million Switch 2 units in the quarter, down 41% from the same period last year and down from the 3.82 million units that were sold during the first quarter of the current financial year (April to June 2026). Nintendo raised the price of Switch 2 in September, fueled by the ongoing ‘RAMpocalypse’ that has also seen Microsoft and Sony raise the price of their consoles.
Despite this, Reuters reported that Nintendo President Shuntaro Furukawa insisted Nintendo had enough memory to meet its forecasted Switch 2 sales of 16.5 million units for the financial year ending March 2027, and is not considering further price changes.
Nintendo launches the Ocarina of Time remake today, and investors are hoping it will boost sales of the Switch 2 during the holiday sales season. Reuters said that investors remain concerned that the memory situation, as well as a “lack of high-profile titles” for Switch 2 this year, could negatively affect the console's momentum.
Nintendo's financial report reveals data for the first half of the current financial year, (from April to September 2026). During that six month period, Nintendo sold 6.49 million Switch 2 units, down from the 10.36 million it sold during the same period last year.
But there's important context to note here. Lifetime sales of the Switch 2 are now 26.35 million, which means it’s still outpacing the original Switch in terms of launch aligned sales (the first six quarters after release). It’s also worth noting that the Switch 2 enjoyed a record-breaking launch, fueled by ample stock availability, that saw it become the fastest-selling console of all time, so it was always going to be up against tough comparisons during its second year.
And countering apparent concern from investors, shares in Nintendo jumped 8.13% today following the release of the Ocarina of Time remake and the company's financial report.
As for video game sales, Tomodachi Life: Living the Dream sold 8.81 million units, Rhythm Heaven Groove sold 2.89 million units, and Splatoon Raiders sold 2.42 million units. Mario Kart World, which launched alongside the Switch 2 last year, “continued to sell steadily,” Nintendo said, shifting a further 1.78 million units during the two quarters.
Elsewhere, StarFox, released in June, sold 1.17 million units, and Fire Emblem: Fortune’s Weave, released in September, sold 1.34 million units. The expectation is that Nintendo will have some big hitters for Switch 2 in 2027, including, fans hope, the next mainline Super Mario game. Pokémon Winds & Pokémon Waves are confirmed for next year.
“Nintendo’s only real blockbuster this fiscal year is the Ocarina Of Time remake," Serkan Toto, CEO of Kantan Games, told CNBC. "It’s not enough to make investors happy, especially after the device is now as expensive as it is.
“It’s getting harder and harder to sell video game hardware these days, and only hits help. Nintendo must step on the gas and deliver more big games next fiscal year to make sure the Switch 2 momentum continues.”


The Legend of Zelda: Ocarina of Time remake is framed as a legend retold. It opens on a tapestry depicting Hyrule’s people and places, as a narrator reflects on Link’s journey like it’s a valuable story worth passing down. For Zelda producers Eiji Aonuma and Hidemaro Fujibayashi, a desire to pass the original game down to a younger group of Zelda developers is one of the main reasons this remake exists:
“There are much younger developers who are working on this game, and I do think this is a really valuable experience for them to familiarize themselves first with the original Ocarina of Time and then have their own reinterpretation of it,” Aonuma said. “And to have those conversations throughout the course of development that may aid them in future projects as well.”
This is just one way the pair is reflecting on this franchise they’ve spent decades working on. I spoke to Aonuma and Fujibayashi for nearly an hour ahead of the release of Ocarina of Time, and we discussed the elements that make a Zelda game, how real-world inspirations and expertise play into game development at Nintendo, and their strongest memories and reflections as the Zelda franchise celebrates its 40th anniversary. Read on for my full conversation, including one of Aonuma’s key memories with Zelda creator Shigeru Miyamoto: "Hey, Mr. Aonuma, you know you can't really cut a wooden crate with a sword, right?"
IGN: It is great to meet you both. I'd like to start by congratulating you on tonight's launch of the Legend of Zelda: Ocarina of Time, as well as the 40th anniversary of The Legend of Zelda.
Both: Thank you.
IGN: The opening cutscene of Ocarina of Time's remake and its tapestry present this remake as a legend being passed down. I can't help but think of the parallels with its development. Mr. Aonuma, you said that you wanted your team to understand the significance of Ocarina of Time. In a way, you're passing down a legend of your own, and I'm wondering if this connection was on your mind throughout development.
Eiji Aonuma: So the specific cutscene with the tapestry was not necessarily something that I had created with that in mind in terms of handing down a legacy, as you say. That was something that developers who were working more directly on the game contributed to. But for me, certainly as you mentioned, there are much younger developers who are working on this game, and I do think this is a really valuable experience for them to familiarize themselves first with the original Ocarina of Time and then have their own reinterpretation of it. And to have those conversations throughout the course of development that may aid them in future projects as well.
IGN: I'd like to ask about that more because one of my takeaways from this game is how much value I find in the traditional 3D Zelda formula, and you’ve said newer developers understanding the structure is one of the purposes of this remake. But it's also caused you both to revisit this traditional Zelda formula after several years away. Revisiting it with fresh eyes, what positive aspects of this more linear type of 3D Zelda have stuck out the most?
Hidemaro Fujibayashi: As you mentioned, Ocarina of Time perhaps could be described as simpler. And going back to Zelda as a whole, regardless of whether it's an old Zelda game like the initial original Zelda or newer ones, I think the core of what makes a Zelda game, from my experience and thinking, is that it's the combination of exploration and discovery. And that's something that has been with the Zelda series, starting from the very first Zelda game all the way to recent games like Tears of the Kingdom. And I think that's a common through line. And even as we’ve gotten into newer games that have the open-air gameplay style, it becomes a little bit more complex. But as we return to a more focused 3D Zelda experience, as you mentioned, it's kind of given us an opportunity to bring the comforts and the play styles of the modern games.
For example, having a second control analog stick so that you can control the camera. That really eases the experience of gameplay so that coming back to a more straightforward, focused experience really allows the player to focus on the core aspect of Zelda, which, again, is exploration and discovery. And so there's almost this multiplicative gameplay that allows you to dive even deeper into the idea of exploration, discovery. And that's something that I really felt like I kind of reconfirmed within myself that that is really what makes a Zelda game a Zelda game.
IGN: I'd love to know when this project started development. Mr. Aonuma, you've mentioned that this was a great way to celebrate Zelda's 40th anniversary. I'm wondering when the idea came up and if it was before or after Tears of the Kingdom was released.
Aonuma: It's hard to say exactly when the decision came about to remake Ocarina of Time in this way. I do believe it was after the Tears of Kingdom development had ended, we started to see staff being released to other projects that we were talking about the 40th anniversary timing coming up, and what would be best to celebrate an anniversary like this. So as we were discussing it and looking back over the Zelda franchise through the years, we talked about Ocarina of Time being a really good starting point for a lot of people who have played the franchise, and my professional starting point with the series as well. And I was really curious to see how the younger generation of developers at Nintendo would interpret a game like this for a new generation, for new players. So it's a little hard to nail down the exact timing because there were so many steps along the way, but I do believe it was after the development of Tears of the Kingdom had finished.
I was really curious to see how the younger generation of developers at Nintendo would interpret a game like this for a new generation...IGN: Mr. Fujibayashi, I noticed this was your first time serving as producer on a Zelda game after directing the last few. What was that transition like for you? Was it difficult to take a step back in any specific situations?
Fujibayashi: Even though my role on this title has been producer, I feel like my producer role has been relatively close to the front lines of development. But in terms of maybe a challenge that I faced was, because we now have a younger staff that's working with us, when I'm discussing things like what makes a Zelda or when I'm trying to provide advice or guidance, we have such a vast range of ages in our team. And some of the language we use or some of the way we communicate is a little bit different. So I found myself needing to adjust and recognize if this person has been involved with the series for a long time or if this person is new to the series. And adjusting the way I provide advice or, say, be involved with ideations with those people, I really felt like I had to kind of pull out my wisdom to make sure that the communication works for the person that I'm speaking to.
IGN: I've finished Ocarina of Time on Switch 2, and I really loved it. What struck me was the intertwining of these two eras that you've mentioned of modern presentation and controls through an old-school Zelda world. And I found this overlapping muscle memory of, originally I would expect Link to auto jump and he didn't and I fell. Or, I thought I could climb a rock and I couldn’t. My brain was pulling from Breath of the Wild and pulling from the original Ocarina of Time. What's something that sticks out to you about blending these two eras of Zelda together that makes this remake special?
Aonuma: There were certainly a lot of moments in development where our younger developers on the staff were considering how to familiarize and reinterpret the original Ocarina of Time. And we didn't tell them what to do in terms of “change this or don't change that,” but rather they would come to the experience and try to feel a natural need for something. And I think two examples are both shifting to a manual camera control, and an auto jump system, where they decided that it was justified to make a change. Now, of course, in some cases, this might mean that you're adding additional review that's necessary because you have to control player access if they can jump absolutely anywhere. But I do believe that it adds a greater feeling of freedom compared to the original jump system in the game. And I hope that that is something players find to be a really good fit. I know that if they are more recent Zelda players who have a lot of experience with Tears of the Kingdom and Breath of the Wild, that's perhaps going to feel like a more natural choice for them.
In the end, those decisions around manual camera and freedom of jumping, I think bring a certain freshness to the remake while still maintaining a lot of the feel of the original. So I hope that both returning players like yourself who are very familiar with the original as well as completely new players are going to find something fresh or invigorating about that experience. But certainly I had a few moments where I fell into some deep pits myself, so don't worry. [Laughs]
IGN: [Laughs] I was admiring the new motion aiming, which feels great. And then I walked right off a bridge. So you've said that you left it to the team to make any changes they felt were necessary. Was there anything from the original Ocarina of Time that was untouchable and had to stay the same?
Fujibayashi: There isn't one specific “this” or one specific “that” we wanted to change, but as we started up on the development of this game, there was obviously the younger staff that were basically the directors for the game. One thing we made sure we did right off the bat is really clearly define what we're going to change, what we're not going to change. And when it comes to what we wanted to change, we wanted to encourage the team to really leverage the capabilities of the Nintendo Switch 2 hardware. That leads to things like the ability to control the camera or the ability to jump anywhere. It also goes into things like renewing the graphics in its entirety and increasing the quality of the sound. Like for example, in this title, all of the background music is in 5.1 channel surround sound.
So if you listen to the game with headphones on, it really provides an immersive experience. And then going to the things that we weren't going to change, we really thought about, “Okay, what was it that the original Ocarina of Time development team wanted to convey? What's the experience that they wanted to convey through this game?” And that's what we focused on as something that we want to convey as is. And those are the two kind of guiding principles as we began development.
IGN: So Mr. Aonuma, you've mentioned that you would hold lectures along the way during this game's development. What's an example of what those lectures would be about? And were these scheduled or were these spontaneous talks that you had with the team?
Aonuma: So I would say these were less teaching lectures and more discussions where I was really asking them how they felt playing the original, how they were interpreting it. And that led to so many moments where I would see how they were interacting with it and say, “Oh, if you feel that way, then feel free to suggest a change in that area that would address the thing that you're seeing.” So I didn't want anyone to be too conscious of rules like I was laying down the law in that sort of sense. Most of these conversations I would say were probably with the directors and it was often a matter of like, “So I understand how you feel playing the original. Is that something that you would want to change?” And sometimes they were the ones who would come back and say, “No, I don't want to change it.” I feel like we had a repetition of that kind of series of conversations over the course of the project.
IGN: Was there a specific moment where a younger team member approached you with something about the original Ocarina of Time that made you think about it in a new way?
Aonuma: I think for me, something that stood out about a lot of these conversations with these younger developers about how they were interpreting the original game, is they would sometimes come to me and say, "Okay, I can tell that this aspect is really important." And they would describe something that hadn't necessarily been part of our thinking or our intent at the time. So in my mind I'm thinking, "Oh no, it's not really important in terms of an intentional thing that we were going for." But because they had that reaction, because they had that feeling, that's what was important. And so, in the moment, I can't say, "Oh no, that wasn't important." I listen to them and I say, "Okay, I see how that was important to you and I see which direction it's leading you to want to go and looking for a way to support the important part."
IGN: Is there a specific example of that interaction that sticks out the most?
Fujibayashi: So there's actually a million of those, probably way more than you would imagine. So it's really hard to pick out one. Nothing really stands out as the one.
Aonuma: I agree. There's probably too many of those kinds of incidents to pick one and really elevate that. But I will say that sort of as a category of this kind of interaction, something that we saw a lot in our conversations with younger developers as they were interpreting the original is a discussion of how to balance the amount of imagination that you are asking the player to bring to the gameplay experience, the amount of problem solving you want to allow them to do, that's really deeply affected by the information gap you leave. And so we would have these level setting conversations of, “Okay, if you do too much here, you're actually providing so much information to the player that they're not going to make that jump and feel the satisfaction of it.” So there was a lot of balancing around how to leave exactly the right kind of gap for them to have a satisfying experience.
IGN: Mr. Fujibayashi, you said one of the things that makes Nintendo special is developers who pull from their own expertise outside of video games. And I really love that, I find that inspiring. And I loved hearing that the developers experimented with fabric and thread when designing the clothes in the remake. What's a real world hobby, passion, or interest of yours that has influenced the Zelda series?
Fujibayashi: Because my involvement with the Ocarina of Time remake was not as a director, there's nothing that directly impacted this game. But when it goes back to things like Breath of the Wild or Tears of the Kingdom, when I was directing the game, things like the kind of food that we put into the game or a lot of the survival aspects of those two games, I think may have took some inspiration from the fact that I grew up on the countryside, so playing around in the mountains, playing around the rivers, those kinds of very basic things that probably all people have experienced to some extent. I think that probably has impacted the way I approach some of the aspects of those games.
And I spoke about myself, but for this title, some of the designers, for example, as you mentioned, would go out into the real world to experience some of the fabric they might want to recreate in the game, or they might go check out some rocks outside in the real world to really create a world that seems like it actually exists. Those are things that I think, as you mentioned, are what makes Nintendo developers special, and what you said really holds true for this title as well.
They were studying actual people playing [an ocarina] and, in some cases, were an ocarina player themselves...Aonuma: One example of this that I was particularly interested in was the way that the animation staff approached recreating the movements of playing the Ocarina itself. They were studying actual people playing and in some cases, were an ocarina player themselves, to get the feel of it, to understand the movements of the hands and how to coordinate that in the animation.
IGN: That's very cool. In the Ask the Developer, it was revealed that a “puppet show feel” and “analog practical effects films” were discussed during development. And I understand that in the original Ocarina of Time’s development, a field trip to a samurai stage show influenced the Z-targeting system. Did this anecdote come up at all during development of the remake?
Aonuma: You're referencing what's actually a very famous story within Nintendo during the development of the original Ocarina of Time. When people were approaching how to deal with the camera control during sword fighting scenes, before they came upon the idea of Z-targeting, they said, "Hey, let's go see an actual sword fight at this movie village theme park," I believe it was. And when they did so, they had this idea of like, "Okay, what if we fix the point that is orbiting around the target?" But I think more than that, what's important is how this relates to the general idea of looking at the real world and finding a motif that you can bring into the game that is helpful to bring an additional sense of realism or immersion or ease of play there. And certainly there are many examples of that in Ocarina of Time, both in the original and the remake. And we've even seen developers bringing some aspect of their own personal lives or everyday life into the experience of the game as well.
IGN: I'd like to ask, of all the quirky side characters in Hyrule, I'd love to hear each of your favorites. Not main characters or sages, but the townsfolk you only talk to a handful of times. My favorite is the magic bean seller. I love how his sales pitch gains this bravado as the “demand” for his product goes up.
Aonuma: So for me, I think one thing that stands out as a fun subcharacter is Ingo at Lon Lon Ranch, who is, you'll remember from the story, a bad guy, but not a real villain, let's say. And this was a chance to draw out a little bit more of his story and the experience of him, but more than anything, coming to the remake and coming back after the change of time saying like, "Oh, he's still alive." There's a kind of moment of joy for the player to feel that as well.
Fujibayashi: So for me, I think it's Dampe. Even in the original game, he kind of has this unique aura because he's obviously walking around in a graveyard, what is he doing there? And you assume that it's just going to be a conversation, then the mini game starts and then the reward turns out to be something actually really, really great. So it was a very unique and surprising encounter. So that really stuck with me.
IGN: Were there conversations during development about including Master Quest or any additional content from Ocarina of Time's original development that did not make it to the Nintendo 64 game?
Aonuma: So certainly anytime that we release a game, if there's an opportunity for the devs to consider what might come in the future, we want to leave that possibility open to them and support their interests. But I don't think that we would announce anything specific at this time. But one thing that is a new element that I think is interesting to bring up is the Hall of Fallen Foes, which you would have not remembered from the original Ocarina of Time, but having defeated enemies in the world, you can then see models of them, see descriptions, and even recreate some boss battles.
IGN: I'd like to wrap up asking a couple of questions about Zelda's 40th anniversary as a whole. In playing Ocarina of Time, I came to a similar realization as Mr. Fujibayashi, that Zelda games are about exploration and discovery no matter top down, 3D, open air, whatever form they take. Looking back on the last 40 years of The Legend of Zelda, which you've both been a significant part of, what's the biggest reflection about the series that's been on your mind?
Aonuma: So when we talk about what makes the core of the Zelda experience, there's one anecdote that I do want to relate where Mr. Miyamoto came to me late at night and he said, "Hey, Mr. Aonuma, you know you can't really cut a wooden crate with a sword, right?" And I was thinking to myself like, "Why are you coming to me when you're so busy with something like this?" But I think that really goes to the core experience of Zelda style gameplay where you want to see something that is relatable from real life. You have the predictability of how things might work in the real world and you can use that to intuitively consider what might happen in the game. There's a lot of satisfaction that comes from that. Even being able to slice a sign and then see the pieces float away in the water, that can be really satisfying for people, knowing that there are consequences to your actions that are predictable from your own real world experience and might lead you to think, "Oh, what else could I do in this game that I could do in the real world and would be predictable?" So anytime you can create that kind of experience for the player, I think it has a real impact in terms of bringing them into thinking about their actions in the game.
Mr. Miyamoto came to me late at night and he said, "Hey, Mr. Aonuma, you know you can't really cut a wooden crate with a sword, right?" And I was thinking to myself like, "Why are you coming to me when you're so busy with something like this?"Lots of things that you can do certainly in recent games, if we consider Breath of the Wild and Tears of the Kingdom, the physics system allows you to recreate so many kinds of interactions in the world that maybe you might be able to do in the real world as well. When we connect that to another part of the core of the Zelda franchise, which is exploration and discovery, you have this cycle of you look for a thing, you think about how to address the thing, you make a discovery, and then you think about where to go from there. And I think those are the values that all link together to support this sense of what is the essence of The Legend of Zelda franchise.
IGN: Besides Ocarina of Time, which Zelda game is the most special to each of you?
Aonuma: So special, it's interesting. Let me see. Since we've been talking about the development of Ocarina of Time, maybe it's good to acknowledge the source of some of the ideas that I brought to the development of that project. And for me, this would be The Legend of Zelda: A Link to the Past. I think before playing that game, to me, games were something that you either win or lose. And once I started to play A Link to the Past, that's when I started to realize they could be something else entirely. They could be a game that has a fully fleshed out world feel, something that seems so real, you can almost touch it. And I felt the impact of exploration and discovery in that game. Once you have that moment of realizing like, “Oh, you can do that in this game,” that's what inspired me to think about how to make games that gave the same kind of experience to players in the future.
And I was very fortunate to then be pulled into a Zelda project after that. So in that sense, I would say A Link to the Past is very special to me in that regard. If Ocarina of Time was my professional start with the Legend of Zelda franchise, then perhaps A Link to the Past is the origin of a lot of the ideas that I brought to it.
Fujibayashi: When we talk about a title that's special to me, usually I answer what is kind of my prime point, my original point with Zelda, and I always respond with the first initial original Zelda. But when it comes to something special to me, I think it might be Skyward Sword. And that has to do with some of the hardware limitations, actually. The idea of jumping from the sky, diving all the way down to the ground or being able to climb anywhere, those were, and through that, basically removing the idea of a set course or how to navigate a game, all of that was something that we wanted to do, but I wasn't able to do because of the hardware limitations. But that idea, the core ideas of that type of gameplay was there, which ultimately turned into an open-air game play style like you see in Breath of the Wild and Tears of the Kingdom.
So really I think since after that, now that we had Nintendo Switch, the hardware allowed us to do the things that I wanted to do then. And when I say it that way, it might sound like these were just restrictions and a negative experience, but it wasn't so in that all of those hardware limitations really allowed me to think creatively. And I feel that I was able to really imagine the game I wanted to create and the game that took shape was Skyward Sword, but also the ideas that shaped Breath of the Wild and Tears of the Kingdom were also kind of born at that point.
IGN: I agree. I think there's beauty in limitation. Thank you both so much. I appreciate your time, and congrats again. It was great speaking with you both.
Thanks for reading. While you're here, check out my full review of The Legend of Zelda: Ocarina of Time.
Editor's note: parts of this interview were edited for length and clarity. We were also not permitted to ask about specific projects outside of Ocarina of Time.


The Legend of Zelda: Ocarina of Time remake is out now, and so we have confirmation of the full English voice cast for the first time.
As fans had suspected following the release of official trailers for the game, Matthew Mercer from the Dungeons & Dragons web series Critical Role, reprises his role as Ganondorf from The Legend of Zelda: Tears of the Kingdom. Prolific voice actor Erica Mendez plays Zelda, and Navi is voiced by Lisa Reimold.
While the original Ocarina of Time, released in 1998 on the N64, did not feature any voiced dialogue, the remake features voice acting in its cutscenes. Link, of course, remains silent throughout — as he does in all the Zelda games. The full list, which IGN has verified via the credits, is below.
The Legend of Zelda: Ocarina of Time remake full English voice cast:Navi: Lisa ReimoldZelda / Sheik: Erica MendezGanondorf: Matt MercerGreat Deku Tree: Richard EpcarSaria: Suzie YeungKaepora Gaebora / Rauru: Frank TodaroImpa: Laura PostDarunia: Josh PetersdorfRuto: Anne YatcoDeku Tree Sprout: Deva Marie GregoryNabooru: Cristina VeeKoume / Kotake / Twinrova: Reba BuhrVoice support: Daniel Bushey, Rachel Seeley, Danny Hunt, Haley Hanna HuntWe’ve got plenty more on the Ocarina of Time remake, including our review and our how long to beat article. Be sure to check out our expanding Ocarina of Time Remake Walkthrough for comprehensive guides on each main quest area and dungeon, plus where to get Early Heart Pieces, Early Gold Skulltulas, and Early Item Bag Expansions. If you’re looking for more, don’t miss our complete guides to All Pieces of Heart, All Gold Skulltulas, and All Empty Bottles!


World of Warcraft Forever is finally here, and the gates to this alternate version of Azeroth open at 3 PM PST / 6 PM EST. All the signs from the beta are pointing to Forever being one of the biggest launches in Warcraft history, with so many people testing the game that developers claimed it put up "the craziest numbers" they've seen in 17 years.
Even after expanding the level cap in the beta, it was still capped at level 30, and most people – outside of some promotions – had to buy an expensive Skyborne pack to get in. Once the live servers go up, the only barrier to playing WoW Forever is going to be an active WoW subscription or a friend code. (And there are going to be a lot of friend codes out there.)
But while WoW Forever promises to be a huge launch and a return to form for many WoW fans, the real test is going to be how well the servers hold up. I've been playing Blizzard's games my entire life, and it's pretty much a given that something is going to go wrong when Blizzard flicks the switch to open up the game. Even last week, when Blizzard opened its name reservation system, European players couldn't get in for hours, and American players were greeted with long server queues and disconnects. So, I expect the full launch to be, well, spicy.
But I'm going to be in the trenches, trying to get in myself and keeping an eye on the community to find all the cool stuff people are talking about, and gathering all of that here. So, whether you're stuck at work while the servers go up, or you're inevitably frustrated by the servers buckling under the weight of millions of MMO fans, stay tuned for all the fun. Live updates are below.
World of Warcraft Forever Live BlogAll times are in EST
12:45am: After such a successful launch, Blizzard posted about the servers that WoW Forever is running on. And, well, hopefully Sam Altman isn't watching, because apparently the WoWF servers are running on 251,136GB of RAM.
*Slaps Roof of WoW: Forever*
This baby is running on:
3,924 Virtual Machines
251,136 GB of Memory
70,480 CPU Cores https://t.co/P9PdRBzke7
8:15 pm: Even a couple hours in, it seems like World of Warcraft Forever is the smoothest Blizzard launch in years. Even after the pain that the servers felt when name reservations went live last week, everything seems pretty buttoned up. I'm seeing fewer and fewer people having problems getting into the game, and the issues now seem limited to folks getting frustrated at faction limits and the sheer amount of people competing for mobs.
I'm going to keep my eyes open for anything else going on, but for most people, you should be able to just log in and get lost in Azeroth. And, that's honestly the highest praise I could give to a massive live game launch like this.
7:43 pm: I'm finally on the way to Brill, and as soon as I got past the gate, I rounded a corner, and got blown away by some incredible lighting. Blizzard really did knock the graphics upgrades out of the park with WoW Forever. If you have powerful enough hardware, trust me, max the game out, at least for a little bit.

7:37 pm: Some more problems are starting to appear. In the forums, there's a thread suggesting that there are AMD driver problems that are causing driver timeouts. Let me know down below if you've been running into driver issues.
Apparently the problem is a black screen, followed by a hard system reboot. And it looks like this bug has persisted through the beta, according to the player who posted the thread. But this might be a problem on AMD's end, rather than Blizzard. The game is running without issue for me on an Nvidia card.
7:22 pm: There are still people stuck at the ruleset menu, and Blizzard hasn't provided an update on that bug yet. But at least people seem to have a sense of humor about it.
How people at the ruleset menu look at people in the login queue.7:08 pm: Blizzard is aware of problems with payment processing, so if you're struggling with actually subscribing to the game to play, they're working on it.
@RAM2191 As soon as possible! Website issues are due to the amount of traffic, keep trying as you can, maybe even wait just a few minutes. ^CC
— Blizzard CS - The Americas (@BlizzardCS) November 4, 20267:00 pm: We're an hour into the launch and the servers feel great. No real lag, and I haven't been disconnected yet. I've also seen some reports of new Horde characters being disabled due to the high demand on PvP servers. So much for people not wanting to play monsters.
Just speaking anecdotally, but there were so many Undead players that I had to group up with four other people to finish one of the first quests. But, that's exactly what Forever's devs want you to do.
6:36 pm: Just killed enough zombies to finish the first quest, there are just so many people in Tirisfal right now. But, while the launch seems to have gone smoothly for most people, I've started seeing some players that are having trouble getting online. Some people are also reporting that the characters they reserved aren't there anymore.
6:30 pm: IGN's review in progress from Len Hafer just went live! There's obviously no verdict yet, but it seems good so far.
6:23 pm: If you're still getting gray rulesets bug, it seems like most people have been able to fix it by closing the game and re-entering the queue. I know it sucks to have to sit in line again, but it seems like the queues are going pretty quick so far. But, of course, that could change.
6:13 pm: Wait, I'm in! Looks like the server is at least working for me, and there's a veritable army of Undead here in Tirisfal Glades. Even in the forums, people seem pleasantly surprised by how quick the server queue went. But there are still some people who are getting kicked offline as soon as they get to the character select screen.

6:10 pm: Blizzard is aware of the problem with 'Rulesets' not being available, and BlizzardCS has reported it to the devs. Hopefully it's a quick fix. But even though it seems like people are going to have to wait a while to get in, it is kind of nostalgic to sit here waiting for the server queue. And I don't seem to be the only one who thinks so.
Is it wrong that I kinda like launches like this https://t.co/Ibjayw6N25
— Geeky Pastimes (@geekypastimes) November 4, 20266:05 pm: I'm back in the queue, but this time with 2,135 people ahead of me. I just went to the forums to check if other people are having problems, and the forums are down. Let me know down below if you're able to get in.
6:00 pm: And here we go, World of Warcraft Forever is live, and I was immediately greeted by a login queue. But only with 128 people ahead of me. Not bad! Lets see if I get in. Well, I got in, but all the rulesets are 'temporarily unavailable.' Cool.

5:50 pm: Servers are up in 10 minutes, or at least they're supposed to be. But with the level of excitement that people have for WoWF, I wouldn't be surprised if the servers struggle for a little bit. But no matter what happens, remember, you will get in eventually.
IF YOURE IN LINE AT THE WOW FOREVER LOG IN SCREEN STAY IN LINE DONT LEAVE THEY LEGALLY HAVE TO LET YOU IN THE SERVERS PER THE CONSTITUTION KNOW YOUR RIGHTS 🇺🇸 🇺🇸
— Krista (@KristaStreams) November 4, 20265:36 pm: The first legendary weapon in World of Warcraft Forever is a healing weapon called Taldramir, The Whispering Wood. It's cool enough that Blizzard is showing love to healers, but apparently it also had it made in real life, too. I'm getting ready for the launch by logging into retail just one more time before Forever kicks off in earnest.
And, of course, the first thing I see is someone in trade chat saying "alright kids see you in a couple months or years depending on how good Forever is"
A legendary stream deserves a new Legendary Weapon 💥
Introducing Taldramir, the Whispering Wood, forged in partnership with @WetaWorkshop 🔨 https://t.co/D3orhPhcM0
5:15 pm: We're 45 minutes out, but people already seem excited to get in.
One Last Time.Today I am playing World of Warcraft Forever. Tomorrow I am playing World of Warcraft forever. The next day I am playing World of Warcraft Forever. The day after that I am playing World of Warcraft Forever. The day after that I am playing World of Warcraft Forever. Forever.
— gloomi 🚬🌧 (@gloomi_x) November 4, 2026Once again, my wife decided we needed a cake for launch day
Congratulations to the entire @Warcraft team and best of luck on a great WoW Forever launch!
Also wishing a speedy recovery to everyone who suddenly came down with the flu this morning 😔👀
Everyone In The Queue Tonight
5:00 pm: The servers are scheduled to go online in about an hour, and just in the last couple of days there's been a lot happening for WoW Forever. For instance, in response to the patch notes that went out Monday night, the Shaman class discord shut down in protest of the changes, something that happened with ret Paladins last year in Midnight.
Still, the biggest question on my mind ahead of the launch is 'how will the servers handle the load?' Even in the best case scenario, I expect some pretty beefy server queues that we'll have to sit through. And, as a reminder, there are new Nvidia graphics drivers, so if you're on a Team Green card, take this hour before launch to update your drivers.

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