This is game is causing just a neverending flow of contradictory feelings. For every one great thing, it's almost always immediately balanced out by another really poor design choice. I'm almost shocked at the amount of ideas in here that such a seasoned development crew like the Zelda team could STILL think is acceptable in this day and age. They half go out of their way to ruin all their clever puzzles by just having people blurt out the answer anyway. I can't tell you the number of times I've had to literally force myself to look away from the screen so as not to have the answer ruined for me. This is sub tier-C development philosophy, not fit even for shovelware devs. They should truly know better, and this is the worst I've ever seen it in a Zelda game not called Phantom Hourglass. I should have expected it - every time Nintendo goes into one of their "experimental Zelda" titles, they see the need to add a billion hints and tutorial segments so as not to offend their shitty subset of casual gamers who must be cripples or mentally handicapped as to really need this much handholding. At least that's who I imagine they're playtesting this with.
Other than that, I mean, I love the before dungeon segments when they're not getting overly fetchy, and I love the visual design, and the music is great, and the puzzles are starting to get really good (provided I am not getting the answers spoiled for me because of the game's inept hint system), and the bosses are incredible. But boy Nintendo has spoiled a lot of good will with this shito.
Combat motion is a failure 40% of the time, just slows the pacing down and so far has done little to nothing to actually amplify the quality of non-boss encounters. So maybe they should have done motion+ for bosses only, and reverted to a more standard button combat system or something for general encounters. I hate having to hope a motion is correctly interpreted, else suffer the game's shitty wrath.