- Sword control is great and makes the battles very dynamic. Simply using different angles to attack intensifies the gameplay so much more and the enemy AI is fun to play against. A damn fly trap was dodging a lot of my thrusts this one time.

- Loved that the sword projectile is back. Let your sword charge up and swing horizontally for a wide sonic boom like projectile or thrust forward for a fast and precise fireball like projectile.
- Using the nunchuck motion as the shield is a little off-putting but I got really used to it after a couple playthroughs.
- The ancillary weapons are very cool.
- Bomb rolling is awesome.
- The whip moves in the way you would expect a whip to and is very responsive at how you start up the whip motion. Good for grabbing far off gems/hearts and cutting tons of grass in an instant. =P
- The beetle is neat in the sense you can use it for reconnaissance in an unknown area, grab rupees/hearts in hard to reach areas, or just stunning enemies. Controls like the airplane in Wii Sports Resort.
- Didn't use the bow and arrow much but it controlled like archery in Wii Sports Resort.
- The watercolor artstyle is really awesome. It gives the game a very unique yet beautiful look to it. The watercolor stuff isn't as prevalent when up close, but I do get a little Wind Waker vibe from the graphics.
- The B button ancillary menu thing takes a bit to get used to as well, but it isn't so bad after a little time with it.
I wouldnt want a game with no direction at all. There would be NPC and plenty to do with some type of hint or idea of where you need to go. The answer wouldnt be right in your face. Since its Zelda a huge part of the world will be blocked off until you get certain items anyway, so its not like you will get totally lost.