And yet you don't seem to have any interest in trying to understand why people feel that way.
The fact that you actually compiled your list from a play through astonishes me since you basically managed to miss why Midna doesn't generate the type of antipathy Fi does.
From Skyward Sword's second dungeon:
https://www.youtube.com/watch?v=sfHYuGuDo4Q&feature=youtu.be&t=198
This is the trifecta. Fi popping up out of nowhere. Fi saying something completely worthless. And to top it all off the writing sucks because the choice to go with a robot character basically guaranteed it was going to suck.
And if you're trying to understand why there are differences in reaction to the two characters you can't just ignore that Midna, if the first dungeon is any indication, doesn't interrupt the gameplay.
Of course, what Midna says and what clues she's conveying and how it's written are also important too. And I don't see any missteps here. Remember, TP's first dungeon is far more complex than SS is. The monkeys open the pathways through the dungeon but they are an indirect item. They are triggered by the player using actual items and interacting with the dungeon in a more normal way.
It's helpful for Nintendo to convey what those little guys are doing. Every small cinematic and Midna appearance reinforces this component of overall dungeon design. I don't have any issue with any stoppage during the first dungeon, which probably amounted to less than ten over an hour long temple.
The list is neutral. All it does is lay down bare facts in effort to look at what the actual differences between the games are.
Now how is compiling the list from videos from games I've already played bad? You say it's bad and provide no reason why. I mention the Fi moment you keep harping on in my list but you act like it isn't there.
Yes, Fi pops out of nowhere and tells you that if you Z-target an enemy and call her she will tell you info about the enemy. It's not completely useless but it is annoying and definitely bad. Saying that having a character be a robot makes it almost guaranteed to suck makes it sound like you have something against robots in general and don't want to even try to like them.
Midna's text in the dungeon does interrupt gameplay. You can't play the game while she is talking so it is interrupting. Obviously you mean that it doesn't initialize the interruption, but the interruption that they are part of would be shorter if she didn't tell you the obvious. You act like because there are examples where Midna's interaction is after a cutscene that means there aren't examples where they aren't or that Fi doesn't do the same thing.
Midna interrupts all the time:
Midna stops you to tell you going into the twilight is a one way trip. She does this all 3 times. You have to talk to her again once you reach the twilight and confirm that you want to enter, so why make it 2 separate events? Why does she have to remind us at all?
Midna interrupts gameplay to point out a gate and a dig spot that you already know how to use.
Midna compliments you on taming Epona and tells you that riding her should speed things up.
Midna stops you to point out that a statue is missing and that you should use wolf senses. Then says you should find the statue.
And there are issues like how much Midna forces tutorials. Fi asks if you want her to explain a new mechanic and then just lets you go on your way. Midna has really drawn out tutorials for her mechanics. Like the entire Hyrule Castle and Ordon Village sequence at the beginning of the game is tutorial heavy. Like
this whole sequence is really poorly done. Or
this section where Midna forces you to fail twice before introducing her charge attack.
Midna's monkey business is unnecessary. You have monkeys jumping up and down, clapping, screaming, and beckoning you with their arms and Midna's contribution is "Looks like that monkey is beckoning you." The monkeys enter the area with the boss door and each one sits on a platform. There are empty spots. Midna pops up and tells you there are probably still monkeys missing.
Fat it trimmed? Do you class fat as an overworld that actually has content in comparison to a few chests on a small landmass in the sky? Making levels more linear in favor of wider spaces? Could you elaborate on that for us please.
Skyward Swords world felt severely disjointed (Can be said it's due to the world below the sky being uninhabited and untouched). I should have been able to go from each area to one another, instead of having to return to the sky, fly to another zone and drop down. Heaven forbid you need to warp to another area within the zone your in. Time to go back to the sky, fly back around to the drop point you came from and go back down.
I won't go further until I understand what you meant by "trimmed fat".
Well, obviously they reduced the amount of times your helper helps you along your journey. They reduced the amount of tutorials by a lot. The game flows a lot better with tasks giving more of a sense that you are actually moving forward rather than spinning in circles waiting for the next dungeon to open. Going between the dungeons in TP feels like a chore, or a set of chores, because the events that occur between them are poorly scripted and implemented. They're so easy and the game holds your hand so much that it feels like you are just going through motions.
They didn't make levels more linear. TP is just as linear. You have to go through the provinces in the order prescribed. Hyrule Field in TP is analogous to the Sky in SS and is pretty much just as empty. You find stuff hidden both but there's not much to do in it besides move between destinations. They did make the areas connected to the Sky much more complex than those connected to Hyrule Field, though. For example: in TP Death Mountain is just a straight path where you have to stop every minute or so to grapple with a goron while in SS Eldin Volcano is a huge sprawling path full of puzzles to solve in order to move forward.
You are taking the "context" qualifier out place here. It's was in reference to using the number of interruptions as a way to proof that one character is less annoying than the other. Saying that one does 10 and the other 5, withouth "context" is meaningless.
Again, the context was written in the list. It's not just numbers.
Let's give it some of the "context" im talking about, shall we Moon:
Ancient cistern:
Link enters area with the Boss Door, cinematic scene showing the areas of interest then...
1] Fi pops: Master, i have taken the liberty to confirm that a door is located at the uppermost section of this statue. The lock is unfamilar to me"
Link reaches the top section where the boss door is located. There lies a stone tablet with an inscription:
"Look for the key that lies beneath the earth."
2] Fi pops: Based on the patterns we have seen so far, I believe the key mentioned on the stone marker is the key requiered to unlock the device ahead of us."
Link enters the area with the boss key, ambient cinematic showing the area and boss key chest...
3] Fi pops: Master, i have some important information that im certain you will want to hear. There's a large trasure chest in the area. There is 85% probability it contains the key that will open the door we observed at the top of the stone statue".
Now, bare in mind that in a first playthrough the text speed is super slow, It's excruciating to say the least.
And this is for a dungeon that it's midway to the game. i can't remember any other companions in the series pulling something like that off. THIS IS NOT FICTION ladies and gentleman, this is 100% factual, as it happens in the game.
Well, the first one is no worse than Midna pointing out the missing statue in the Temple of Time. I imagine that in playtesting players never found the door in Ancient Cistern or noticed the missing statue in Temple of Time so they had the helper point it out. The second one is bad, but optional. Likewise I left the part where Midna makes a comment about the compass when you find it in Forest Temple off the list because technically you don't have to pick up the compass. The third one is designed to show you that the boss key chest is under the stone statue. That entire room is designed just to show you the underground in the state with the statue up because the next time you enter the area via the statue itself the statue is covering the pit with the chest. They have Fi point it out because it's really really important to figuring out the central puzzle of the dungeon, and they throw in a joke to make it more fun (Fi is only 85% certain that the chest contains the boss key). People instead took it as the game thinking they didn't know what a boss key chest was.
I've been arguing this point for years, it's best to just let it go.
Posting memes and sniping my character in unrelated threads is not good arguing.