Yoshi
Headmaster of Console Warrior Jugendstrafanstalt
It has the following faults:
- It has added a stamina bar
- It has added some rudimentary forging
Nothing else and these things play rather miniscule roles. I think Skyward Sword is the best Zelda game there is. It has a fantastic pacing with almost no empty space, the world design is packed with interesting puzzles and the overworld was designed in a way to really always offer fresh gameplay content even on revisits. My absolute favourite moment was when I had to revist the volcano area the last time and was strapped of my items and had to figure out how to traverse the environment with a completely different toolset. Even though I hate stealth and this was the stealth moment in SS, I was absolutely in awe how masterful the design was to accomodate for these very different playthroughs of the areas, offering completely distinct puzzles. Also Skyward Sword came up with a lot of new puzzles that were not present in previous Zeldas and offered even a completely new style of puzzles, the large environmental puzzles
There is nothing (serious) wrong with Zelda SS's design, only with its reception.
EDIT: Regarding the padding: Mechanically I don't see where there is padding in SS. Presentational, maybe, but gameplay wise each revisit of a location (bar the one short trip to the first dungeon, which was still part of a fantastic puzzle) was filled with new, unique gameplay content. This also holsd for the Imprisoned, that is fought three times, but it's still three different sets of behaviour, that are not even strictly iterative (I find the second phase the hardest).
- It has added a stamina bar
- It has added some rudimentary forging
Nothing else and these things play rather miniscule roles. I think Skyward Sword is the best Zelda game there is. It has a fantastic pacing with almost no empty space, the world design is packed with interesting puzzles and the overworld was designed in a way to really always offer fresh gameplay content even on revisits. My absolute favourite moment was when I had to revist the volcano area the last time and was strapped of my items and had to figure out how to traverse the environment with a completely different toolset. Even though I hate stealth and this was the stealth moment in SS, I was absolutely in awe how masterful the design was to accomodate for these very different playthroughs of the areas, offering completely distinct puzzles. Also Skyward Sword came up with a lot of new puzzles that were not present in previous Zeldas and offered even a completely new style of puzzles, the large environmental puzzles
There is nothing (serious) wrong with Zelda SS's design, only with its reception.
EDIT: Regarding the padding: Mechanically I don't see where there is padding in SS. Presentational, maybe, but gameplay wise each revisit of a location (bar the one short trip to the first dungeon, which was still part of a fantastic puzzle) was filled with new, unique gameplay content. This also holsd for the Imprisoned, that is fought three times, but it's still three different sets of behaviour, that are not even strictly iterative (I find the second phase the hardest).