Trang chủEsportsSwitch 2, Zelda's 40th Anniversary and Kirby 2027: Notes from Busan After a Nintendo Direct

Switch 2, Zelda's 40th Anniversary and Kirby 2027: Notes from Busan After a Nintendo Direct

**Câu trả lời cốt lõi:** Buổi Nintendo Direct công bố The Legend of Zelda: Ocarina of Time Remake nhân kỷ niệm 40 năm thương hiệu Zelda, cùng Fire Emblem: Fortune's Weave, Mario Kart World, Metroid Ravenous, Kirby and the World Beyond (2027), Final Fantasy VII: Revelation, Crisis Core: Final Fantasy VII Reunion và Professor Layton and the New World of Steam; phần lớn tựa game độc quyền Switch 2, hỗ trợ Switch đời đầu đang khép dần. **Dữ kiện chính:** - The Legend of Zelda: Ocarina of Time Remake đã trình chiếu gameplay, gắn với kỷ niệm 40 năm thương hiệu The Legend of Zelda. - Phần lớn trò chơi được trình chiếu là độc quyền Switch 2; Switch đời đầu nhận ít tựa hơn. - Kirby and the World Beyond là tựa hiếm hoi có mốc thời gian rõ ràng: năm 2027. - Crisis Core: Final Fantasy VII Reunion được gọi là công bố bất ngờ; Final Fantasy VII: Revelation cũng xuất hiện. - Nguồn không chứa giải đấu, đội tuyển, tuyển thủ, thể thức, tiền thưởng hay dữ liệu cân bằng. **Nguồn:** Bản tổng hợp thông tin về buổi Nintendo Direct; ngày công bố không được nêu trong tài liệu nguồn. **Hỏi đáp liên quan:** - Hỏi: Những trò chơi nào được công bố trong Nintendo Direct? Đáp: The Legend of Zelda: Ocarina of Time Remake, Fire Emblem: Fortune's Weave, Mario Kart World, Metroid Ravenous, Kirby and the World Beyond, Final Fantasy VII: Revelation, Crisis Core: Final Fantasy VII Reunion, Professor Layton and the New World of Steam. - Hỏi: Switch đời đầu còn được hỗ trợ không? Đáp: Vẫn nhận một số trò chơi, nhưng hỗ trợ đang chậm rãi khép lại khi phần lớn tựa game chuyển sang độc quyền Switch 2. - Hỏi: Buổi Nintendo Direct có thông tin thể thao điện tử nào không? Đáp: Không, nguồn không nêu giải đấu, đội tuyển, thể thức hay bản cập nhật cân bằng nào.

Three in the morning in Busan. Outside the window the waves keep hitting the rocks with the rhythm I have heard for seven years. Inside the room there is one lit screen and one cup of coffee gone cold long ago. The Nintendo Direct ran to its final stretch, the trailer for The Legend of Zelda: Ocarina of Time Remake came up, and my hand stopped on the keyboard.

I carry a professional habit from my internship years at a small esports outlet: whenever something makes me quiet, I write down the silence itself instead of writing down the emotion. That night the silence lasted exactly four seconds. Then came Final Fantasy VII: Revelation. Then Crisis Core: Final Fantasy VII Reunion. Then Fire Emblem: Fortune's Weave. Then Mario Kart World. Then Metroid Ravenous. Then Kirby and the World Beyond.

When the screen went dark I realised I had watched this presentation with the eye of a newsman, not the eye of a player. And the first thing that hit me was not which game looked better than which. The first thing that hit me was the small line of text naming the platform underneath every trailer.

That is why I am writing this at nearly four in the morning, between two waves, with a rather dry question: how is Nintendo redrawing its hardware boundary, and how will Vietnamese players following this event on social media feel that boundary over the next twelve months?

Context: a list, and a shift sitting underneath the list

Told the ordinary way, the Nintendo Direct was just a list. On the Nintendo side there was The Legend of Zelda: Ocarina of Time Remake with gameplay shown, timed to the 40th anniversary of the Zelda franchise, and per the announcement aired during the Direct, the celebrations will run through the year. In the same group: Fire Emblem: Fortune's Weave, Mario Kart World, Metroid Ravenous, and Kirby and the World Beyond, dated to 2027. On the third-party side: Final Fantasy VII: Revelation, Crisis Core: Final Fantasy VII Reunion — called an unexpected reveal by the host — and Professor Layton and the New World of Steam.

A list is easy to read. But three structural details matter more than the list.

One: most of the games shown are exclusive to Switch 2. Two: owners of the original Switch still get some games, but markedly fewer. Three, and this is the line written very softly in the material I cross-referenced: support for the original Switch is slowly winding down.

Those three details together stop being a story about games. They become a story about product lifecycle.

I follow this industry from an odd perch: a Vietnamese writer covering esports for the Korean market, living in Busan, where gaming culture splits in two halves. One half is the PC cafe, with mechanical keyboards sounding like rain. The other half is the living room, with a controller and a television. Those two halves meet on exactly one question: can the machine I already own still play the game I want. That kind of information is not glamorous, but it decides whether money leaves a wallet.

In this batch, most titles carry no release date. Only one clear marker: Kirby and the World Beyond, 2027.

Analysis: memory is the fuel, hardware is the engine

There is a line I keep in my notebook: Sweat on a keyboard is no less sacred than sweat on grass. That line is true of players. It is not true of a product launch.

The Direct had not a drop of sweat. It had light, music, trailers cut to the frame, and one phrase repeated across the coverage: "long-awaited". The Legend of Zelda: Ocarina of Time Remake was described as long-awaited. Crisis Core: Final Fantasy VII Reunion was described as unexpected.

I want to pull those two words apart and look at them separately.

"Long-awaited" describes the buyer, not the seller. It says Nintendo knows exactly how someone who once held a Nintendo 64 controller feels now. "Unexpected" describes the announcement calendar: something outside press predictions. Both are information about communications strategy. Neither is information about product quality. And on quality, there is still nothing to say: most titles have no release date, no hands-on assessment, no price.

Put another way, players are being invited to place their trust in a memory.

That is a rational strategy. The 40th anniversary of The Legend of Zelda is fuel that advertising money cannot buy, and slotting a remake of the franchise's most-cited title into that exact year is a clean calculation. But I have learned one thing in this trade: anything staged beautifully carries a price paid in something else.

Switch 2, Zelda's 40th Anniversary and Kirby 2027: Notes from Busan After a Nintendo Direct

What is the price here?

If most of the titles shown are Switch 2 exclusives, that memory fuel only burns for people who have bought, or will buy, a Switch 2. For the person still holding an original Switch — the machine sold over a very long window that created precisely the customer base now being called "long-waiting" — the Direct was both an invitation and a reminder that the support road is getting shorter.

I do not want to inflate this into tragedy. A console has a lifecycle. Every manufacturer does this, and every consumer knows it. But one nuance deserves its correct name: hardware exclusivity is not a creative choice, it is a distribution decision. And a distribution decision always produces winners and losers.

The winner here is Switch 2, the new player base, the people who waited long enough. The loser is the original Switch owner with no upgrade plan. In a market like Vietnam — where consoles are often bought used, second-hand, passed between owners — the sentence "some games still release on the original Switch" matters more than any beautiful trailer.

And here I have to say something an esports writer usually has to say, and it is slightly uncomfortable: across this entire presentation, there was not one data point belonging to esports.

No tournament. No team. No player. No schedule, no qualifier, no format, no prize pool. Not one line resembling "balance update", no character power figures, no pick rate, no ban rate, no match tempo — in other words, the entire set of things I dissect weekly. Mario Kart World has a long-standing competitive racing community. Metroid has a speedrunning and time-attack scene. Fire Emblem has a turn-based competitive community. But a community is not a tournament, and a game with competitive potential does not automatically become a discipline. A discipline needs someone to organise it, publish a format, set rules and pay prize money. Those things get announced separately. Here, there was none of it.

Does that absence mean anything? Yes. It shows Nintendo still positions its franchises as family entertainment and memory products, not as competition platforms. At least for now.

And this is where the Direct gets more interesting than it looks. A company preparing to ship a new generation usually has two ways to tell its story: tell it through technical power, or tell it through memory. Nintendo chose the second, and chose carefully. Slotting The Legend of Zelda: Ocarina of Time Remake into the 40th year, placing Kirby and the World Beyond in 2027, keeping Final Fantasy in the narrative — that is a choreography of time. It tells players: your past is here, your future is here too, only both now sit on a new machine.

From a business standpoint there is nothing to criticise. From a writer's standpoint there is one thing worth recording: when a brand uses memory as fuel, the quality of that memory becomes its single biggest risk. If the remake of a legendary title is not good enough, the damage does not stop at sales. It lands where people stop believing in being invited by memory.

Based on my experience following matches and product presentations over twelve years, these launch events always share one rhythm: the first twenty minutes are spectacle, the next thirty are scheduling, and the part people remember most is the part that was never said.

One more note on the industry's transmission chain, because it explains why a presentation in Japan matters to someone sitting in Busan and to a player in Hanoi. Upstream are publishers and platform holders. Midstream is the release ecosystem: distribution, dealers, the used-hardware market, shops selling discs and cards. Downstream are players, content creators and small communities. An exclusivity decision upstream travels the whole chain and lands downstream as a very ordinary sentence: "so I have to buy a new machine". In Korea, the console market is far smaller than the PC market, so a Direct does not create a big wave. In Vietnam, where console is already a niche, the effect is even slower. Slow, however, is not the same as absent.

Contrarian angle: the quiet loser of a perfect launch

Every presentation has one character who is never named. In this one, that character was the original Switch.

There is a line I learned from Russian football, from the summer when a big team held the ball for most of the match and still went home after the group stage: the weak do not need victory to become legends. That line is true on grass. It is not true of hardware.

On grass, losing can be beautiful. In the console market, losing is a short notification that the game you want will not release on the machine you own. There is no literary tragedy in it. There is only a person who has to decide: buy, wait, or walk away.

I want to set one cold fact beside the beauty of the Zelda trailer. Most titles in this Direct have no release date. No price. No pre-order data. Not a single performance number to compare the two generations. Which means every "this is amazing" reaction that appeared on social media within hours of the presentation was built on belief, not on information. That is not wrong — belief is part of gaming culture, and I have believed that way myself. But a writer who believes must state clearly what he believes in.

Here I believe exactly one thing: a remake of The Legend of Zelda: Ocarina of Time will draw attention, not because it is new, but because a great many people once played it during a different chapter of their lives. That is an observation about collective memory, not a prediction about quality.

And there is one more paradox I want to raise, even if it is a little uncomfortable for me. People come to a Direct for the trailers. What makes them stay is usually the silence between trailers — the moment the screen goes dark and the viewer asks, "so when does it come out". In this Direct that silence was fairly long. It was not a technical fault. It was a choice: keep viewers waiting as long as possible while the concrete information stays in the drawer.

There is another way to read it, and I think it is the better one. Holding back release dates avoids announcing a date and then moving it. In this industry one delay is a small scar; repeated delays become lost trust. Nintendo chose silence first and words later. That is disciplined behaviour, not disrespect toward players.

I write that not to defend anyone. I write it because I have been wrong before: I once took a publisher's silence as contempt. Later I understood that in some cases silence is the only way to keep a promise.

Takeaway: what will be counted by the end of the year

I left the screen as Busan began to brighten. The chair I sat in was still warm, and I have a habit of leaving it that way for a moment before standing up — a way of acknowledging I was just somewhere.

What I take from this Direct is not a list of games. It is a question that will be answered by very concrete facts over the next twelve months. The Legend of Zelda: Ocarina of Time Remake will get a release date, and where that date lands inside the 40th-anniversary year will matter. Kirby and the World Beyond already has one marker — 2027 — and that marker will test how far Nintendo intends to keep original Switch owners aboard. Final Fantasy VII: Revelation and Crisis Core: Final Fantasy VII Reunion will show how heavily third parties are betting on Switch 2.

And the bigger question, the one an esports writer like me is obliged to leave behind: once memory has been used as fuel, what will the next chapter of the story be written with — a release date, a tournament, or another anniversary lap?

The ground is still there. The crowd has gone home. And the ball, for the first time, is telling its own story.

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