The puzzles are amazing because they feel very natural. The game doesn't go out of its way to prevent you from "cheating" or solving the puzzle however you like. But it also doesn't feel like it was intended for there to be more than one solution. The intended solution is usually clear after the fact (even if you've solved it some other way); and it seems like the solution, but any other solution is also accepted. It feels as if I've really stumbled across this puzzle, and even if I can't figure it out, I can figure SOMETHING out, and that's alright.
And then there's that one annoying motion controlled puzzle with a way to bypass it that a bunch of journalists mentioned in their reviews, and it's as if it was designed with that trick in mind. So that journalists discover it and write about how this game is different.
Which is interesting. Almost like they thought of how to communicate that this game is different and how to best let people notice, and then they came up with that.
I think the motion control puzzle was a flub, though. The motion controls sucked. I ended up doing it the "right" way, but at no time did it feel like what I was doing to the controller and what was happening on the screen was correct; but I love that it's possible to find other ways.
The implicit steering is one of the things that Nintendo is famous for though. At least among game designers:
https://www.youtube.com/watch?v=ZH2wGpEZVgE
What the video doesn't point out is that if you don't run to the right, the timing of the jump to avoid the Goomba makes you hit that first question mark block by accident.
It shows. I played the entire game through use sleep mode on the switch between sessions. Not a single game breaking or fun breaking bug. The consistency throughout is phenomenal... Well, the people work on Death Mountain killed it; looks better than the other areas IMHO.
Where I work we are constantly reminded to spend time just playing the game and the whole studio (120+ people) regularly gather in the main meeting area, watching as someone plays through a mission.
What was mentioned in this video, however, is on a whole different level and it sounds amazing.
This particular process seems to have arisen from Nintendo's need to control quality. We've seen this in effect before with many games, but Metroid Prime and Retro Studios comes to mind. With a Warren Buffett like eye for potential Nintendo pulled on Retro to make Prime, and through sure will for quality helped guide their efforts and the final product into the amazeballs results of Metroid Prime. That need for uncompromising quality control, coupled with the challenges of a MASSIVE game(certainly more massive than anything they have undertaken) led them to try out this process that comes with obvious financial downsides. In the end, they are rightly satisfied with the results. Inspiring.
Except for some crucial passages in the game where it suddenly REALLY wants to hold your hand.
I am still loving the game but I would to see it stop shouting at me to shoot an arrow on the big glowing parts of [redacted]. I would have much prefered to figure that on my own.
I don't think they were worried about people not figuring out what to do. In other parts of the battles you have to figure out much harder stuff for yourself.
Sadly the switch does not let you choose the language of a game the same way that most desktop games do.
The scenario and characterization are not great, but with bad translations and voice acting, it weakens these moments a lot.