So i've just beat SS, 3 years later and my opinion is still as high as it was before, however I think I took off some of fanboy goggles a bit (read: a bit) and there are a lot of design choices that simply went over my head first time through.
Also warning, this is going to be a long post:
Controls
I mean obviously controls were a key point to SS, and honestly they are still completely fresh considering there is no game that plays quite like it. On my second (well technically third, I beat the game twice in a row upon release) play through, I did notice some unnecessary motion inputs that could have easily been mapped to the analogue stick or buttons. Swing mechanic was completely useless, as is the balancing thing, rolling in the game was accurate enough but It's really, really unimportant. The button layout was great however, everything was in reach and it never felt overly cumbersome. Even the 1 & 2 buttons didn't give me any troubles considering how scarcely I used them.
But let's talk about the "big" misses of the motion controls, flying and swimming. Flying was great in my opinion, but I think it would have been better off as analogue controlled. The entire mechanic is about gaining enough altitude and then diving down, so it's a lot of movement on the player's part. Granted, going from right to left was as smooth as it can be, and the wing flapping input isn't that bad either. But pointing downwards was not comfortable at all, especially if you are expected to hold this position of 10 seconds or so. And no, changing the grip does not make things better, because it removes the immersion of the game. It's very accurate, and very fun, but they needed to do something about the dive.
Swimming is by far the greatest offender. Again, the system works, and it is accurate, but it's just not preferable. making the 'normal' swim with the analogue stick but diving down with the wiimote was weird design choice on Nintendo's part. I made an observation on my first play through that absolutely no mechanic in this game required the player to invert the analogue stick. So it makes sense that any 3D controlled mechanic would use the Wiimote instead. But other than the downwards motion I mentioned in the flying section, the animation was incredibly stiff, it felt like I was controlling a lump of wood rather than a person. And the idea of changing between control methods while in the water was off-putting. Still, the shaking mechanic was wonderful.
The rest of the controls, however, were brilliant. The item management system was outstandingly good. I was able to switch between all eight equipment with ease, and each one of them controlled beautifully. I don't think even the harshest critic will disagree with me on this one. Considering the nature of the game you are required to constantly change between items, and it was as smooth as butter.
Combat
The combat worked beautifully. At least control wise, it takes some practice but other than that it truly was immersive. The problems with combat are all purely mechanical based. First, the criticism of the combat degrading to "guess the direction and swing" is mostly true. But I don't think that's bad in and of itself. The problem with the combat is that it doesn't make any use of space at all. There's no point in cornering your opponents. Hell there's no option to, every hit you deal will land on the enemy but there is no way to push them backwards. I noticed this the most with Ghirahim's battles. Even though the developers wanted to use the space in these fights they did artificially. Ghirahim teleports across the room for no reason . You don't gain any grounds, there's no point to do that. It all boils down to swiping the right direction and defending every now and then.
Just this simple addition of the combat would have made it FAR more dynamic than it was in SS. make us move, give us a reason to move. The only two instances where space mattered in combat was in the mid boss of the sandship and the first part of the final battle with ghirahim, where you had to knock him down the levitating areas. Those are also the most exhilarating fights in terms of swordplay in the entire game. I wish there were more of that. Sure, you backed out of a fight to charge a skyward strike every now and then, But they didn't add much to be honest.
And then, of course, is the issue that the direction you attack on don't make a damn difference, and that is such a shame. Because the way you hold the wiimote naturally gives advantage of certain directions over the others. WHY DIDN'T THEY MAKE USE OF THAT?!
Allow me to explain: if you played the game then you will notice that most of your hits were horizontal, that's because they are the easiest to pull off within the context of the game. These could have been used to land the quick hits. The second easiest option were downward diagonal slashes But they are also harder to pull off consecutively . These could have been a little big more powerful than the horizontal swipe. The next level are the downward vertical slashes. These could have been pathetically weak but are good at throwing off the opponent's guard, the more powerful the defense is, the more downward vertical swipes it takes to throw it off. The last set are the diagonal and vertical upward strikes. These are the most powerful strikes and can be used send enemies back to gain more space. Finally you have the stabs, but I don't know what could be done with that TBH.
Just these simple attributes add a lot to the combat and it might even transform it completely. What was there in SS was good, but I think it could have been excellent. To conclude, I really do hope that motion controls find a way back to this Wii U zelda, just trim the fat and make it more complex. Because it can, and it will be glorious.
I think I'll stop for now. I still want to talk about the over world structure, pacing, story, dungeons, and overall presentation but I'll leave that for later. If you guys think this type of discussion isn't appropriate for this thread then please direct me to a place where i can discuss my analysis. Peace!