I'm replaying Twilight Princess right now, and the game gets entirely too much hate around here. Two things are apparent- that this is one of the best Zelda games ever, and the formula is getting a bit well-worn. It's not tired, old, or broken, in fact it's as great as ever, it's just very familiar to anyone that's been doing this for 20 years like myself. Every Zelda game has many strengths, and not really what I would call "weaknesses", but elements that previous Zeldas did better.
Strengths-
-Pacing and variety. This is a big element of TP that is always overlooked. Whether you think calling them "setpieces" is heresy or not, the first half of the game has sections where you're protecting a horse-drawn carraige from enemy fire, flying a giant bird up stream via mind control, and sumo-wrestling Gorons. If these were done poorly, perhaps they could be dismissed as "gimmicks" or "mini-games", but they add to the experience tremendously and break up the "dungeon"-interlude-"dungeon" structure which could become menotnous. In the second half of the game, the pacing falls into just that, but its hit a nice stride by that time. MP3:Corruption did this as well, and it worked great in that game too.
-The wolf form. I'm beginning to understand Aunoma's mantra about having "different ways of exploring the environment". I really enjoy exploring places as a wolf and having a completely different set of abilities and limitations. It forces you to think differently and enables you to take different routes and have different experiences using the same architecture.
-Midna. The best developed character in the series' history. She begins by using Link like a tool and then believably the two start to trust each other and form a strong bond. She's funny, sassy, likable, strong, obnoxious, noble, and desperate- a complex character that you as the player grow to love.
-The dungeons- TP fights A Link to the Past for best in the series in my mind. Those arguing about key placement are stuck on the little details and missing the big picture. For example: The Lakebed Temple is probably the best "water" dungeon in the series- the idea of rerouting water flow is a lot more interesting and thought provoking architecturally than simple changing it up and down. The game has by far the best "first dungeon" of any Zelda title as the monkey recruiting gives it a unique vibe and strategy much as Snowpeak did with its soup ingredients. Arbiter's Grounds and City in the Sky are near the top of the list of Best Dungeons in the series simply for their awesomeness. Plus there's 9 of them, nothing feels half-assed or cut.
-New additions to old items and new items. A boomerang that creates tornadoes. Iron Boots that are used on magnetic surfaces. Combining bombs with arrows for long distances. A hookshot that lowers and retracts. Part of what makes the first few dungeons so wonderful is these great evolutions- using an old friend in a new way. I fear SS's iterations will be boring in comparison.
A Mixed Bag-
-The art style- Nintendo knows how to make art compliment or make up for technology, and TP's art builds on the engine's strengths- lighting and water effects. Remember the second TP trailer? The Twilight Realm looked like a cloud of soot and smog. The revamped twilight realm is beautiful and many of the game's cutscenes take place with dusk level lighting. However, this art style also has some drawbacks. The textures look rough when environments take a turn for the huge, and some of the characters look a bit weird...like Beth.
-The overworld. I personally enjoy it, because even though it is a bit empty at times, there's quite a lot of hidden caves, heart pieces, and golden insects. The world lulls you into a false sense of security by not throwing a lot in your face, which becomes deceiving as there's really there's a lot to find. Though it has its strengths, i do think that a bit more could've been done at times, a few interesting elements could've been added in the fields. The towns in particular could be better- Castle Town is wasted and i would've like to see Kakariko rebuild itself and change a little as the game progressed. This would give the feeling of a world that was alive and moving.
-The music- By no means bad, but far behind Ocarina or Wind Waker. A few standouts like Midna's Lament and some remixes of Saria's Song are quite nice.
The bad-
-The plot- It's pretty straightforward and kind of dies down after Arbiter's Grounds. I would've like it to go somewhere really interesting like "OMG! Hyrule is beneath the Ocean!" but it never really does. Midna's paralysis halfway through is probably the most interesting turn of events. Besides the late reveal of Midna's true identity, the game needed something else- maybe some kind of kick to tie it into other Zeldas. The end of WW had some great speeches from the King and Ganondorf, and TP just doesn't compare.
-Characters not named Midna- Zant is pretty ambiguously badass, but then when you get to know him he just becomes a nut. The game tries to make you care about the kids from Ordon, but it doesn't really succeed. Ilia in particular is cold as an amnesiac, and then once you help her regain her memory, there's not much payoff. This is a wasted opportunity. I really like Telma though.
-NPCs- The inhabitants of Hyrule are the least interesting and well developed of the 3D Zeldas, with Majoras Mask taking that prize, with WW in 2nd and OOT in 3rd. As I said before, I would love Castle Town and Kakariko to be a bit more lively and with some more intimate personality.
-Rupees, rupees, rupees- the game throws rupees everywhere, from caves to explore to dumb little chests right in front of your face in dungeons. Then they use this to move sidequests forward, such as rebuilding the bridge to castle town, but i feel there should've been a more interesting way of doing this.
Overall, TP is one of the meatiest and most polished and complete Zelda experiences, without the gaping holes of WW or the underdeveloped ideas of say, Phantom Hourglass. It is not the most unique, as it for all intents and purposes, a direct sequel to OOT. 100 years is nothin' over a timeline that probably spans millenia. You get a feeling of deja vu because you are literally revisiting the same places that have changed quite a bit in a century, but retained some of their vibe. While the world could've been more dynamic and the plot more twisty, Midna, the wolf/twilight mechanics, the greatly designed dungeons, revamped items, and epic and varied set pieces create a great Zelda game. Some of the other elements could've been stronger, but they still have their own moments. Twilight Princess's personality is not as creepy as MM or as charming as WW, but it is still an epic and dark tale.