I never really had any issues with the motion controls, if you go a bit too wild with the controller then it did need a bit of re calibration, but once I toned down the wild swinging I had very little issue, except when the batteries needed recharging, plus I found the shield the easiest thing to use. I also found it to have the least padding of all Zelda games, but it's something most games of this ilk are always guilty of, fetch quests blegh.
well for me, the senseless, trolling fetch quests in Skyward Sword feel the most infuriating by far. Wind Waker gets a lot of crap for the Triforce shard quest near the end, but that's one, big digestible segment that can be broken up while completing the last two Temples.
En route to the Fire Sanctuary in Skyward Sword, this sequence occurs:
1) pass by a waterfall
2) find a random flame blocking the path, learn that water can put it out
3) go back to the waterfall, fill your empty bottle with water
4) put out the fire
5) go into the next room, learn there's
another flame blocking the
next door
6) walk back even further to the original waterfall, fill an empty bottle with water, walk back
7) put out the fire
8) go to the next room/dungeon entrance, find an *even bigger* fire which can only be put out with *lots* more water than available at the waterfall
9) learn that you need to travel back to a completely different region to get an item that can put out the fire
10) travel to that region, swim through some corridors, get the item and have a companion carry it with you
11) COMPLETELY ARBITRARILY AND FOR NO REASON have the game force you to land in a different section of the map far away from your goal, drops enemies along the path back up to where you wanted to go, fail the quest if your companion gets injured, and have the companion follow unnecessarily closely in order to make it more difficult.
12) put out the fire
13) enter the Fire Sanctuary
in exchange for this 20 minute ordeal, we have successfully
walked down a corridor.
there is no narrative aspect gained by this. it isn't a puzzle, and there are no gameplay concepts tested besides "can you use an empty bottle?" and "kill enemies the same way you've already done". We don't even learn the surrounding terrain any better, because this happens about 2/3rds of the way through the game and forces backtracking across places we've already been. it's just an aggressive, pointed stalling tactic so IGN will brag about the game having 40 hours of gameplay.
In Ocarina of Time, is it a fetch quest to have to return to Hyrule Castle Town and buy the Keaton Mask before the guard allows you to go up Death Mountain? Yes, but it does two extremely important things at the same time: first, it introduces/dips your toe into the gameplay mechanics of the mask trading game. And perhaps more importantly, it has a strong narrative role. It's realistic that a Royal Guard wouldn't let a 10 year old boy up Death Mountain so easily, and it also emphasizes
he's 10. Link's age is obviously extremely important in Ocarina of Time, so anything that heightens the differences between pre and post Temple of Time Link adds value to the core of the game itself. If Nintendo cut the Keaton Mask quest, the game would be faster, but also worse. That's a well designed fetch quest.
I'm mostly still playing because the dungeon puzzles are legitimately well designed, and I want to keep playing with Fi to find how deep the rabbit hole of stupid goes. "Caution! Did you know you are low on health? Find health!"