You know, I agree there is a lot of good in the game to talk about. The presentation and story has grown up considerably, using the range weapons no longer puts you into first person mode, and Z-targeting has been changed so that you can hold 'Z' and continue to lock on to new targets automatically after killing the first. These are some of the many nice features of Twilight Princess. The thing is, there are many things that are simply counter-intuitive.
One thing that I really didn't like at all was the way the controller was set up. There are numerous blunders in the control scheme.
For starters I would like to say that I'm very happy with my Wii, and I think the controller will be a great new way to play games. That being said, I also feel that Twilight Princess managed to capture quality in only one aspect of the controller: pointing. There precision of the aiming in Zelda is far beyond any Zelda before. Unfortunately, that is the extent of the positive influence of the Wiimote. Beyond precision and speed aiming feels clumsy. The reason for this is because the controls are awkward. In order to turn the screen left and right you have to use the analog stick on the nunchuck, to go up and down you must drag the on-screen reticule to the top and bottom respectively. It would have made more sense, and allowed for more freedom of movement, if the controls while aiming a bow were more akin to other Wii shooting games: allow free walking/strafing with the analog stick, and allow for turning and aiming with the pointer.
There is another, even more problematic issue with aiming: you can't access the pause screens while aiming. I don't know why, you just can't do it. It doesn't make any sense to me.
The control weirdness doesn't stop there. The button mapping changes depending on what situation you are in. If you are aiming then you press 'A' to back out, on pause screens press 'B' to back out. If you are aiming you may also shake your Wiimote to break out your sword and bring you back to the regular view. This feature has caused problems for me on numerous occasions when trying to hit quick moving enemies with the bow. What I have come to figure is that the Wiimote simply does not have the button capacity that the Game Cube and N64 had. You would think with a D-pad ready and waiting that there would be more than enough buttons, especially since this used as 4 buttons in this game, and not as a D-pad at all. Well, that's all well and good, but the D-pad is used to switch between weapons mapped to the rear 'B' button. Again, in odd fashion, this functionality changes depending on what items are assigned to the D-pad. Items like the Iron Boots simply become active when you press their D-pad direction; others are sent to the 'B' button and then have to be activated for use by a push of the rear Wiimote trigger. Why can't my bow just pop up when I call for it? It becomes visible on the character model, so why can't it just put me into shooting view and call up my reticule too? It brings a sluggish feeling when playing this game. It is an action game with some quick enemies that are best taken care of before they get a chance to start their onslaught; the controls need to be a single button push.
Now for even MORE on the use of the 'B' button. In the past three Zelda games the player would assign one item to each of about three buttons. They were those buttons until you decided to change them to other buttons. There was a certain reliability and assurance in this system that pressing left-'C' would bring up your bow, or right-'C' might bring up your hookshot. When playing Wii you have to be a lot more careful with your assignments. If you assign all three D-pad slots as well as your 'B' slot you have four items about ready to use. The problem arises when you swap out the 'B' slot with one of your other items. Now your previously assigned buttons have changed. You can literally change the position of every single assigned button by using this process, and it makes managing your active items needlessly difficult. Again, why can't a press of the proper D-pad direction just bring up the item I want to use?
Finally moving on from item use (even though I can really say more about if I were so inclined).
There is one skill in the game that is used by motion sensing of the nunchuck. At the same time, however, another move is assigned to motion sensing by the nunchuck. One is a skill you gain during game play, and so I won't give it away, but the other is the standard spin attack. Just about every time I try to use the other skill I spin instead. It can be amazingly frustrating when trying to fight certain enemies that are best countered with the special skill. Not only do you miss the opportunity to use the skill but it also spins you around, shield and all, making you vulnerable to attacks.
One last control gripe is Navi. Why the heck doesn't the fairy do ANYTHING? It doesn't help you choose a 'Z' Target, it doesn't move the camera, it doesn't do anything. It is essentially eye-candy and a little indicator to let you know where your cursor will be when you go into shooting mode. Every other use goes out the window by poor implementation or various other selection/camera constraints. I think that Navi could have been used much more effectively.
Although it seems like I dislike this Zelda very much, I don't. I love this game. I'm about 40 hours into it with only a few left to go. The controls are poor but the story-telling and direction is the best it has ever been. The cinematics are wonderful and really help you feel the characters and the mood more. The story is quite a bit more grown up, and that is what makes this game so great.
The bottom line is that this game is fantastic, but heavily flawed. I firmly believe that if a game with a style similar to this one in place of Wind Waker this title would be considered a very average Zelda at best. The fact that this game brings the player back to the style as Ocarina, and then pushes it even further, is what will really drive fans to love it. The story is big, the world is big, and the characters feel alive. Ocarina, in my opinion, makes this game look like a bad port. Where Ocarina was an example of controller mastery, Twilight Princess is an example of direction mastery. The game is a blast to play, and its fun to be a part of; but it's too darn frustrating to take the place of a game that, for the time, was more complete than anything else I have ever played.
Although I have not had an opportunity to try this game for the Cube, I would advise most fans without a Wii to reconsider getting one just for the purpose of playing this game. The visual style and great cut scenes are the reason to play this game, not the new controller. This is not the title to prove the worth of this system (that's what Metroid is for ;-) ).