I think in his zeal to criticise Ocarina he ignores a lot of stuff that was true of the 2D games as well. Also, one of the things that stuck in my mind was his complaint that the Zelda games got increasingly more signposted after the original. The reason for that is, if you play the original Zelda, you can run around the overworld for hours and, if you don't get killed or the game doesn't completely glitch on you because it really slows down when there are too many enemies on the screen, you can still not find the thing you were supposed to be looking for. This would be fine if you could beat the dungeons in any order, but no. You sometimes need a particular item from one dungeon to advance to the next dungeon.
Zelda games getting more signposted after the original, I'd argue is a good thing. Granted it wasn't on the high-end of Nintendo "figure it out yourself" bullshit, but it was there. I'd also argue that world building is part of sign-posting; the first Zelda was so fucking barebones you'd be hard pressed to believe there were towns or civilization and you weren't just some dude who got dropped into some uninhabitable stretch of land where everything is trying to kill you. Your only support being a handful of weirdos who decided to live out in the hellscape and talk to you in cryptic fashion; "It's dangerous to go alone, take this" being the most straight-forward speak in the entire game. The second game's overworld at least had roads and other things and there were actual towns with people who lived there apparently, and some may offer advice that's not as cryptic, but you're still in the old Nintendo figure shit out on your own. But then in Link to the Past, you can get an actual visual on Kakariko Town, Hyrule Castle, The Lost Woods, Death Mountain, and a number of other landmarks. Sure shit was signposted, and NPCs who wanted to help you would literally mark shit on your map, and all you had to do was figure out how to get there, which wasn't always as easy as it sounded, but there were at least explanations of what was going on. I still remember in Zelda II, there's a kid who ran away and got lost, and you have to rescue him; rescuing him is literally finding what looks like a small Link doll, touching it, and holding it over your head. If you don't even talk to the NPC or draw a line connecting the two, you literally have no fucking clue what that thing is or what you just did. You get lost, become desperate, start talking to every NPC you can and "OH! YOU FOUND THE CHILD!" - Uh, I did what now?
And don't get me wrong, I enjoy older Nintendo games (because I'm old and Stockholm Syndrome from my childhood). I'll sit down and play the fuck out of Legacy of the Wizard, but under no circumstance will I argue the game or experience or whatever is more pure because there's no handholding or sign-posting. You're given five characters, four of each have their own part of the underground dungeon to explore, boss to defeat, and crown to collect, the fifth being the one who can defeat the final boss; and none of this is explained to you, good luck figuring it out on your own.