1) I said the dungeons were linear. I said the puzzles weren't hard. That doesn't automatically confirm I feel the dungeon design and/or puzzle design was...well...anything. Some may infer this as I didn't like them. In fact, I'm hardcore 2D Zelda fanatic. In reality, the dungeons, minus some crafty sequence breaks thanks to us speedrunners, are extremely linear in all the Zelda titles. There's an illusion that "you can go left or right" at a fork, thus it is "not linear". Only you find if you go right, you have to come right back and go left anyway. They're aren't, except again for speedrunners, more than 1 way to the finish line in these dungeons. There's typically Path A, which while it may branch around, still goes in one path. It is not like Metroid Prime where you can go around eventually and make your way to areas via different paths rather than going alongset a route that is not negotiable. In fact, not since Zelda 1 have we had any real breakin in linearity. In fact, minus the damn sequence breaking phenomenom, only Zelda 1 is exhibitive of this concept of "non-linear". You do not have to beat dungeons 1-8 in numerical order. There are actually multiple ways to a spot in a dungeon. With each successive Zelda game, this trait has died, so much that it no longer exists and people talk about it in complete ignorance. The only thing Zelda has partially retained is the right to explore the overworld as you see fit. Phantom Hourglass actually did something right. It went back to that damn HIDDEN dungeon mentality. OMGWTFBBQ KTHXBYE. You had to actually EXPLORE a bit to find stuff, though a lot of it was still spoon-fed sadly.
2) As for the controls, here we go. It's nothing more than the Wii all over. You have improved aiming and accuracy, but it doesn't draw you any deeper into the game. In fact, it makes you even more conscious you're playing a game. Part of Zelda is being "Link", and experiencing what he experiences (for those of you still with an imagination left). For all it's been dogged and dissed, the beauty of Zelda has always been in the eye of the beholder, that each person had a unique experience with it because of the way it was designed. That's why you have thousands of rabbid fanboys arguing who Link should end up with, and fangirls who think Link is a girl. That's why you have people arguing when a small bit of Link is changed because those people are the ones who identified with the element changed. In large part, not many "get" what is Zelda, and too many focus on something that isn't ever what Mr. Miyamoto wanted Zelda to become. I've been saying this in respect to the timeline for ages now - if you don't get it, you dont' get the point of what Miyamoto was doing with Zelda. While I do appreciate a great story, the reason I got hooked on Zelda was because of an experience that drew me into the world of Hyrule, and made me believe I mattered in the game. I feel this happens with many fans, and beyond just a game experience, it's a personal experience and that is why despite everything, it's still pretty much the most beloved franchise, so much that Game Developers, Industry Experts, Journalists, Media Types, Fans, Critics, etc...all revere it. Just watch people discuss it. Going back to the controls - congratulations! Nintendogs came out, when? There's already been software to prove DS works. There was no need for Phantom Hourglass to prove the DS works. It also isn't the future of Zelda, but rather, an unique experiment that wasn't perfect, but ultimately very satisfying. Some things worked. Some things didn't. I won't downplay the achievements in control, but it is not the revolution. People are out to make it more than it is and will be, but it was still something significant.
3) As for some of the unique things...did any of you play Trace Memory? Most of the "unique" DS stuff was ripped right out of the game. Blowing on stuff? Closing the DS to "copy" the top screen to the bottom? Writing on objects? Drawing on maps? Trace Memory came out when? It's great Zelda incoporated this stuff, and it is a breath of fresh air to Zelda fans, but again, stop proclaing this as a revolutionary DS title. It's very good, and a unique Zelda title, but don't get too ahead of yourselves. It is standing on the shoulders of some other pioneers, and in essence, the game is still "Zelda". I didn't see one thing in that game that hadn't been tried before with other mechanics.
So before you go spouting off I shouldn't review a certain Zelda title, maybe you should understand a review is nothing more than a crticial opinion. And I feel confident enough my background knowledge of gaming and the Zelda series make me more-than-qualified to effectively judge this title.