The game had good overall dungeon design. Several dungeons, particularly those featuring time-shift mechanics, were very well put together. A few hiccups (second fire dungeon really dragged), but overall pretty good.
It also had a good artstyle. Some people knock it, but the game does look pretty in motion. If you stop to admire it, it starts to come apart, but while playing it was quite pleasing.
Above all, I think the game had a great concept, both in terms of story and gameplay. An origin story, featuring 1:1 controls, was very intriguing. Pretty much every idea in this game, in concept, I liked.
The execution, however, was terrible.
In terms of characters, only one (Groose) was developed to an acceptable degree. Zelda and Link's relationship was, again, an interesting concept, but they and their characters went nowhere. No one else in the game's story even comes close to being well-written or well-developed.
The plot was completely insubstantial. Hours upon hours between significant story-relevant events, jam-packed with fetch quests and monotnous busy-work, accomplishing very little.
The story itself is both incredibly simplistic and utterly baffling. Characters make unbelievable decisions to enable rote storytelling.
The upgrade mechanic was ill-conceived and poorly executed, but the presence of upgrade components interrupting gameplay when collected means it cannot be ignored.
Traversing the world is needlessly time-consuming, and the inability to skip cutscenes, along with the repeated re-use of canned animation for transitions drags out the game's length without contributing anything of substance.
The basic swordplay is a boring mess. As movement is not required outside of boss fights, combat is little more than a series of timed motion swings; basically, QTE. It's only underscored by how easily the system is broken and exploited. Because enemies never adopt new strategies, and the same enemies are fought throught the game, this part of the gamplay gets really repetitive, really fast if you aren't dazzled by the idea of not-quite 1:1 sword fighting.
The game balances between telling the player too little and not enough. The signposting is either over-the-top or completely non-existent, and the game never misses an opportunity to throw Fi at the player, to almost no benefit.
In the end, the game is simply a massive waste of time, with almost nothing of substance to show for it, and the best I can say is that it was ambitious.
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