And at last, Skyward Sword has been put down. It seems my opinion on it has somewhat soured lately, and I'm not as enchanted by it as I used to be. Make no mistake, I do think it's a good game, with some very good elements. But there's maybe a few things that mar the overall experience, especially on repeat playthroughs...
For starters, let's talk about text speed. It is agonizing. In most Zelda games, text goes along at a decent pace, with many opportunities to speed it up at a push of a button to display all text at once. In Skyward Sword... holding A only increases the speed the text shows up. It makes conversations really drag. Not so much story dialogue, because it still appears about as fast as I can read it, but on repeat dialogue, or dialogue I don't care about, or multiple dialogue boxes before I can even upgrade my gear? Just skip ahead already! I know this text or I don't care about it, let me past it so I can get back to the game!
There's just... so much that interrupts your gameplay experience or prolongs your lack of control. Menus being shoved in your face, game features agonizingly explained instead of allowing us to do some experimentation, collectibles forcing a menu in your face (which returns every time you reset the game), maps of a new area being slowly zoomed in and rotated instead of letting you just look at the map yourself, characters repeating directions and explaining where to go despite you already knowing what to do... It's just a major pain in the ass. Even the HUD itself gets in your face! New dowsing target? The C button will blink and beep until you dowse. Fi has a message? A chime plays and your sword hilt continually glows. Yes, I can see my hearts are low! Yes, I know my batteries are nearly depleted because there's already an icon telling me this! I don't want to dowse, stop yelling at me!
I can't even ignore tutorial messages; for example, in the beginning, an instructor on the school's roof asks me to target him and talk to him. Instead I think, "Nah, I'll just run up these blocks and climb up there to talk to you in person." But as I try to, I'm greeted with him admonishing me for ignoring my instructor and then I talk to him... only to be told how to do the thing I was already going to do. It sets the tone very well... 
Game's not all bad. Despite these moments of interruption, when I'm actually playing? I'm having tons of fun! For the most part. I've always said before that the sword controls are quite good and fun, and the aiming stuff is fine once you get used to it, but everything else... is kind of tacked on. You used to be able to throw bombs by pressing a button? Nope, make a lobbing motion instead! Twilight Princess had you control your swimming with the control stick? Screw that, tilt your remote to swim! All of this just feels really tacked on and unnecessary. Where it annoys me the most is swimming and whenever it asks you to draw, which thankfully is only required once. It's just very annoying and I would've liked traditional controls where possible.
But let's be honest, this game's dungeons are pretty fantastic. They're all pretty unique and wonderful and I have a hell of a great time exploring them, figuring out their puzzles. They're easily the high point of this game. Well, except for a couple dungeons that felt kind of tedious and— Oh wait. That's the overworld.
Sigh... I don't like the overworld in this game. The sky is boring (SKIES SHOULDN'T BE BORING) and the surface are glorified dungeons most of the time. They get tiring to explore when the game keeps having you revisit the areas with little new to explore. The exception is Lanayru; each visit takes you to new areas that are fun in their own right, including the best area in the game in the Lanayru Sand Sea. Its first visit does fall into that "glorified dungeon" territory though... So if you really like dungeons, you'll be fine! ... but if you're me, you're left wanting a real world to explore, not a sequence of events. There's also so, so little off the beaten path that it saddens me.
All this revisiting areas just feels like padding in the long run, taking a game with little surface area and making it seem larger than it is. I don't like it. It feels like the DS Zelda game formula, beefed up to be on consoles. Is it better than those two games? Yes. But it's a style I'm not too fond of.
Skyward Sword is a good game. It's pretty, has a good story, great music, but it has many faults. Also the Imprisoned, I don't think I need to elaborate. But it's so controlled, so focused, it no longer really feels like a true adventure like the previous Zelda games were. At least there's Groose.
When I set off on this adventure of replaying certain Zelda titles, it was with the goal of watching how the series progressed from the beginning up until now. And let me tell you, what a stark contrast it is. We went from maybe too little help to too much help. Open adventure to scripted pathways. Skyward Sword, Spirit Tracks, and to some extent Phantom Hourglass were stifling adventures, and I need some room to breathe. Turns out, Breath of the Wild is needed to remind us what made this series great: Adventure, at your own pace, not dictated to you. I'm so looking forward to this game now, even more than before.
But let's not forget A Link Between Worlds, shall we? I've only just started it because I needed to dive into that adventure again. And it's so liberating. Sure, there's a sequence forced on you at the beginning (do I really need to save in the introductory sequence?), but you get control so fast, the world is completely open, the text is fast, it's just so satisfying. I'm free! No handholding, just exploration! Sure, there's a couple scripted events in the early game, but you can approach them at your own pace and they aren't too lengthy of a detour.
I'm going to enjoy this.