As for how I think it's going to work is rather difficult for me to explain right... I just see it being somewhat balanced, I suppose. I mean, let's go ahead and assume that there's more than just Skyloft up in the air, and let's go ahead and assume you can't just land anywhere you want, y'know? I'm sure they'll figure out a solid way to get it down. I don't have all the answers, and that's why my quest doesn't have a flying mount for Link.
If you want to know what I'm thinking of when I say RPG, I think the closest comparison would be Secret of Mana.
The game has an overworld that can be traversed in close-up map mode -- fighting ground enemies and all -- from one end of the world to the other, and yet it has a dragon you can fly. You can call him from pretty much anywhere on the overworld, but once you are airborne, he can only drop you off at certain points.
Seeing how TP made use of "falcon grass" and "horse grass," I expect they'll have designated spots where you can call your bird. It's landing that I wonder about. Will the game use the same overworld map when you're in the air? Will there be designated landing spots? Will you be able to land anywhere with flat land? Or will grasslands be the only valid landing spot?... There are many ways to designate landing spots, but if they go with that, it'll still be basically the same system.
Yes, it's possible there will be air battles, but even though SS is not an RPG, how the game will "focus" on battles is still a valid question. Traditionally, almost the entirety of the game is on a set scale, and every enemy you encounter in it interacts with the environment exactly as it appears. The only exception is that the maps are divided into areas that you "warp" between when you enter or exit. (Contrast ZC, where every single screen is its own separate area.)
Normally, enemies can't follow Link between areas, so the designers have to be judicious about where they put the borders. They COULD put a border between "on land" and "airborne" -- have flying enemies only attack Link while he is in the air. Or they could merge the two, which would require flying enemies to switch between two distinct behaviors on the fly.
So while enemies will have to be adapted to how the flying and landing system works, no matter what they choose, there's an enemy behavior style that can be fit to match it. That's why I don't think airborne combat will necessarily determine how the flying and landing system works.
RE: Villain Theories:
I think that trying to guess what's going to happen solely by what the revealed villain looks like could in no way make the game more enjoyable. If you're right, congratulations; you just ruined the surprise. If you're wrong, well then, you might get upset from putting so much stock into your theory. Either way, I think it's a lose-lose situation.
I don't want to talk about what I expect from the villain except in vague, general terms. Rest assured, if enough people guess, SOMEone is going to be close enough to claim they "knew all along." Let's give the story-writers of this project a little more freedom and not try to second-guess everything they are about to do.
RE: Character Art:
Oh, I also wanted to mention the new character art.
Those birds look kinda funky, though. Can't say I find them all that appealing... and I normally love birds.





