Whew. Well, I'm not sure where to even begin with this one. My wife and I have been playing the game for several weeks, and we beat it a couple of days ago. (There are going to be unmarked spoilers in this post and thread, BTW.) We ended up clocking 90+ hours on the save file, although we semi-regularly left it paused for multiple hours, so I'd say a good 20 or so hours of that is from the game sitting there paused, calling to us to forget about meals and sleep and to come play it some more. So 70ish hours is probably more accurate, which I'd say is quite a lengthy Zelda game. We did complete all of the sidequests (excepting optional games which we at least tried out), rescued Batreaux, collected all pieces of heart, completed each Goddess Cube and respective treasure chest, and upgraded all necessary equipment.
As I said, I don't even know where to start, really. I guess I should say first and foremost that I absolutely loved the game and it's certain to be one of my favorite Zeldas, although I've finished it too recently to have the perspective just yet to know where I'd rank it overall in the games I've played in the series (pretty much all of them except 1/2 and the DS ones).
To me, what made the game so special is what I understand was a turn-off for a lot of players. Rather than vast, open and connected spaces to explore, the game sections off various chunks of the world into explorable puzzles to be solved, like outdoor dungeons. I like NPCs as much as the next person. Heck, I love the sidequests in Majora's Mask, which really make the game for me. But I felt like this game had a great and different idea for how to explore a world in Zelda. I'm not sure it's important to me that every subsequent Zelda follow this same philosophy--one thing I love about the franchise is that it's always reinventing itself--but it worked really well for me, here. I love that you revisit these puzzling areas in new and creative ways, be it through use of a new item, or those amazing forays into the Silent Realm.
Though flying, like swordplay, took me some practice to get used to, I came to really enjoy my time soaring through The Sky. It's a bit like sailing in Wind Waker. I will say I was hoping the upgrade air-spin move would help me to fly around more quickly, a la the Swift Sail, but you fly around decently quickly to begin with so that wasn't too much of a disappointment. I liked exploring the islands, especially once the Thunderhead was unlocked. The Lumpy Pumpkin was a neat little locale to check out, and Skyloft itself felt like a large combination of Windfall Island and Kakariko Village (the OoT version), plenty lively and the NPCs were definitely plenty diverse and engaging.
Specifically, I loved the Batreaux sidequest. I thought it was endlessly fascinating that his human form ended up being a person who looked pretty much exactly like he did as a "monster." Just goes to show that (a) it's possible people would have accepted him as he already was and (b) the grass is often greener on the other side, and I guess (c) if the people of SkyLoft really were terrified of Batreaux in his original form but accepted him as a human, that says something interesting to me about xenophobia and how a slight change in a person's appearance is enough for acceptance or rejection, as we often see in real life. It actually makes me think of that movie Focus, where William H. Macy plays a man who gets a new pair of glasses and is accused by anti-Semites of being Jewish because of that small change in his appearances. Anyway, I enjoyed the Batreaux sidequests quite a bit. The individual NPC gratitude crystal quests helped add flavor to Skyloft and reminded me of a cross between the Bomber's Notebook and Kinstone Fusion sidequests in MM and MC, respectively.
I'm really jumping around here quite a bit, so I'll talk a bit about bosses. This game has some of the most epic and memorable bosses of any Zelda I've played, and that's really saying something. Even though a battle like Tentalus wasn't terribly difficult, it was plenty epic and cinematic to play through. I'd say Koloktos was my overall fave, though it's hard to pick. The Ghirahim battles were extraordinarily visceral and really relied on your swordsmanship (which took some time to learn, as did the controls in general, but felt so good once you got the hang of 'em), even more so than the final battle with Demise. I did 8/10 Thunder Dragon battles to get the Hylian Shield. Koloktos was my final battle and I landed the final blow with 1/2 heart to my name. Just brutal! Totally satisfying, though.
What can I say of the twist with Impa? I hoped I was right in predicting it and it was so satisfying when it was revealed. It revealed hidden depths to her character and deepened the importance of Groose to the overall plot. It's endlessly fascinating to me to try to parse out the Zelda lore, and connections like this (past to future Impa) really strike a chord with me. I presume as well that just as the Zoras and Kokiri one day evolve into the Ritos and Koroks of the Great Sea, the Parella and Kikwis would one day become Zoras and Kokiri. Really neat touch with the timeline placement, there. Same thing with Demise's hatred reincarnating as Ganon (and presumably others). I believe this was also the first time Zelda was confirmed to be the descendant/reincarnation of Hylia, although I might be mistaken about that.
I suppose now's as good a time as any to talk about Fi, who's always a polarizing figure around these parts. Going in I was armed with the knowledge of how much a lot of people disliked her as a companion, so maybe I just kind of knew what to expect, but I really actually liked her character, and I didn't find her too grating or intrusive at all, and not anything worse than other Zelda companions. Sure, on occasion she told me r e a l l y slowly about the Wiimote batteries being low, but in general she wasn't too bad, and I found her interpretive dances kind of hilarious, and I liked the bond between her and MaxJenET. I like that she is within the Master Sword now, protecting future Links and allowing them to wield its full power. I like that she and Ghirahim are subtly revealed to be two sides of the same coin, each serving their own Master, one the picture of poise and calm, the other filled with delusion and unbridled madness.
I'm sure there are other things I could still talk about. The epic dungeons, which I barely touched upon, from the brilliant Timeshift Stone mechanics in the Lanayru Mining Facility to the Buddhist minimalism of the Ancient Cistern, to the modular brilliance of Sky Keep. The OST, which was Zelda music at its classic, sweeping best. The various collectable bugs and treasure with their subtle interactions with the environment (I had to look up in the guide to find out I could collect bird feathers and bees!), the delight of catching a string of Tadtones successfully, and the satisfying click of correctly deciphering the placement of a thematic Boss Key, be it an Ancient Circuit or a Blessed Idol. For now, though, I'll just leave it at this: this is a great Zelda game, and I loved every minute of it.
https://www.youtube.com/watch?v=nRbROTdOgj0