Okay just finished at around the 43 hour mark. I did all the sidequests with the exception of a few pieces of heart here and there.
Overall I think the game was very good, but the whole experience was a bipolar one. Things were done either extremely well, or were extremely frustrating.
So onto my review:
In the past, I've made posts about the direction that I'd like to see the Zelda series go from a gameplay standpoint. Nintendo has made a point to say the focus and game highlights of the Zelda series is the dungeons, and I've never felt that way. I loved exploring the Overworlds, and I want Nintendo to go back to an Open World much like the first one was (and Zelda II.) I want to get my ass kicked by Lynels when I wander into an area that I'm not supposed to be yet. I want to accidentally stumble onto a dungeon. Those are the things I'd like to see. I'm not saying it has to be Skyrim or anything, but having some sense of exploration and trepidation when you set foot into the world would be nice.
Skyward Sword is NOT that game. In fact, this is probably the most linear of the Zelda series thus far. The "Overworld" itself is almost an afterthought; a means to get to the ground and areas for mini-games and a few treasures here and there. This was disappointing but not entirely unexpected for me, and so I played it for the game it was.
Once you get to the ground though, the design is top-notch. Though the areas themselves are smaller and tighter, I loved how it was bustling with enemies and treasures. I loved seeing paths that were just out of reach. Nintendo is the master of throwing you into a confusing setting, and then having the player intuitively, slowly start to understand until the whole area makes sense. This game did this on several moments and there were some definite epiphanies in puzzle solving... as long as you didn't have your hand held (more later.)
The dungeons carry on the smart design. Each one felt unique, and varied from the next, although I WOULD like Nintendo to maybe just ditch the "Fire/Water/Desert/Forest"-esque motif and just allow for more creativity as have been seen in the later SS and TP dungeons. I also think that while the "Enter Dungeon: find map: find treasure: find big key (or equivalent): fight boss" formula works, I'd like to see Nintendo shake it up too. Having said that I did like most of the items, and I appreciated that they were not abandoned shortly after they were found. By the end, I was still using all of them with the exception of maybe one.
The upgrade system was a neat idea, though the fact that you could lose your shield at an inopportune time was frustrating. What I LOVED though was the feeling of the sword itself. As the game progresses, you DEFINITELY notice a difference and do feel that it is doing more damage... which was more noticeable in this game then the others because of the deliberate attacks that you have to do yourself.
This was also the first Zelda game which had characters that seemed a little more fleshed out then before. NPC's were really well done and memorable and the side quests for the most part were varied and fun. In terms of the main characters and plot, it's not going to win awards, but there were some developments that had me a least somewhat emotional affected. Notably, the stuff leading up to the end game (maybe the last 5-6 hours) was well done, especially for a Nintendo game.
So then what are the things that didn't work then? I've already talked about some of the bigger points that I would've liked to see (exploration, etc.) so here's basically the rest of the grab bag things that didn't work for me.
The hand holding was too much. Solutions to puzzles were told, and Fi didn't shut up to let you figure stuff out. Also she told you too much stuff in general. You don't have to paraphrase what somebody else just told me with the Goddamn keywords highlighted for me. I don't get why Nintendo does this, especially with their whole Gossip-Stone "here's how to do it" hint system. They should just add that and leave everyone else the hell alone.
The resetting bug/treasure thing each time you load up. So when I was playing today I was towards the last parts of the game. There's a segment where you're racing to your destination... taking down slews of enemies and your adrenaline is pumping and then the game stops, Link holds up a a Monster Horn and then it GOES TO THE DAMN INVENTORY SCREEN. It's like Nintendo heard the complaints of this happening with TP and then in the most passively-aggressive way said "ok, we fixed it! Now go screw yourself." It's beyond annoying.
The controls were a mixed bag. For the most part, they worked pretty well. But for a game that relies on precision "for the most part" didn't seem good enough. I applaud Nintendo with what they did in terms of (most) of the sword controls, control of the items, etc. It really does immerse you in the game and adds new game play strategies. However, I don't really feel more immersed shaking my remote up and down to make my bird go higher. Nintendo needs to realize that while we understand that they want to push motion control for immersion sake, they shouldn't push for the sake of doing so. As for the specific motion controls that i had trouble with, the stabbing motion in general was waaaay too spotty. It always feels like there's a delay, and a lot of times it will register a different movement. It wouldn't be so bad except that the stab itself plays a big part in some key moments.
The music. Okay. Before SS, I was one of the ones that really wanted Nintendo to go with full orchestration. For that, I'm thrilled that SS featured a lot of orchestrated music. In fact, they almost embraced it giving us the Symphony CD to boot (I've long said that TP had a very underappreciated score that simply lacked the orchestrated fidelity that it deserved and I think the medley on the CD makes that point clearly.) Unfortunately, orchestration does not guarantee stunning composition and I thought the music in the game itself was only okay. While there were some standouts (Fi's theme, and some of the boss themes) a lot of it was simply forgettable. Despite Nintendo going with orchestrations for the first time in a Zelda game, they seemed almost... reserved and conservative as opposed to the full embrace of the Galaxy games.
Somebody earlier said that the quality of the music of the 3D Zeldas has veered from what Nintendo did in the earlier NES/SNES/GB games, and I'd have to agree. Ever since OoT Nintendo has been relying more on creating ambiance and atmosphere rather then melodic themes and I would like to see them go back to that.
Padding. Towards the end of the game, there's some definite padding in the length that I think was NOT necessary. I think everyone that beat the game knows what I'm talking about.
Overall, I thought the game was really good but I think I've outlined some of the areas that I found extremely frustrating. Oh well. Here's to the next one...