As a huge Zelda fan, Skyward Sword had my attention, through the times that everyone was hating on the graphics, up through the hype train as it was garnering 10s from unexpected publications. Regardless of how others felt at the time, I wanted it, and I wanted it bad. However, when I finally got my hands on it, I had a few preconceived notions. I was expecting big things from the controls, even bigger things from the story, and was also prepared for a somewhat differently constructed game. These ideas had been thrown around IGN and elsewhere and these were my expectations. Did I think I would like it more than Ocarina of Time? Frankly no, because that game had a magic that would take a miracle to achieve. But I still had high expectations.
As I finally saw the credits roll, my head was swamped with mixed feelings. Part of me was saying, "That's it? I want even more!!". Another part was saying, "Wow, that was an amazingly well constructed game". Yet another was murmuring, "Hmm, that was fun but....". Skyward Sword is a tough game to process and say "Is this good" or "It's better than this game". It's just so different on so many levels, yet so familiar. Quite simply, it just has to be experienced.
All in all, I think Skyward Sword is a fantastic game that is the product of years of thought from some of the best game developers in the world. It is so well made, so obviously tweaked to perfection, that you can tell Nintendo was aiming for the very top with this one. It retains many of the features, constructs, and feelings that make Zelda so adored, while innovating in the more functional and experiential parts, preventing it from feeling old and rehashed like most games out there. And yet, it just is missing something. Somewhere in all the perfectly built areas and wonderfully tweaked AI, the game was missing that sense of magic and awe that nearly every Zelda has. That feeling when you first walk out into Hyrule field. That feeling as you sink into the depths and suddenly see Hyrule Castle. That feeling of just wondering the landscape on your horse. While the game was dishing out amazing gameplay in spades, the intangibles just seemed to be lacking a bit.
I don't know exactly the reason for this, but perhaps it can be uncovered looking at all the bits and parts of this massive game. Obviously, controls are the most noticeable change. And they work. Please don't argue that. It's responsive, especially sword play, and totally changes this franchise for the better. Going back to Twilight Princess, I was attempting to guide my sword before realizing that for whatever reason, the direction your moving determined the direction of your blade back in the old system. Trying to swat bats out of the air, I forgot that I have to lock on and waggle (or mash B) away until my sword lands a hit. Simply put, I do not want to go back to the old method of sword combat. And all the extra little uses just fill in the usage of the Wiimote. Most of it works, even if it doesn't add a whole lot, and greatly simplifies control. All this whining about calibration can be put to rest, as I never once needed recalibrate. Recenter my cursor, yes, but that's because it's designed to not force you to face the TV. This wonderfully relieves you of having to "find" the IR sensor bar every time you want to aim or look around. Hopefully you can see that the motion controls really make Zelda new again, and as Rich said, I don't want to go back.

Items are incredibly balanced and well used. You'll be using them all throughout the entire game, all with very unique and effection motion controls
The other thing that changed the most? The pacing and construct of the game. The main focus is no longer on dungeons and temples, but rather everything. Every bit of land is used for some puzzle, some battle, some type of action somewhere in the adventure. No longer are you always pushing into new territory, but rather finding new, hidden secrets in places you've already visited. Opening up passages to locations that you walked past last time. It's a very different take on the Zelda formula and really focuses the game on well, the game. You're constantly having to do something and every corner could have a secret. The dungeons are actually quite short now, but it feels fine since you've been solving puzzles and fighting enemies for hours already anyway. And these mini dungeons call upon some great puzzles in their own right, and yes, the final dungeon is absolutely brilliant. It totally caught me off guard, but wow. That thing was crazy. Along with these dungeons are definitely some of the best boss battles. They're not the greatest, most fearsome foes, but the fight themselves are creative, challenging, and immensely satisfying.
Really that goes with every enemy you fight. So unlike Twilight Princess and really every Zelda, every enemy you fight is a little challenge. Because of the motion plus sword combat, you actually have to think about fighting, as enemies watch your sword placement and defend appropriately. It's immensely satisfying, if a bit tough at first. But you feel like you're constantly getting better, even as enemies continually grow in difficulty and change in strategy. Yet, it rarely is frustrating. As I said, the controls just work, and in the same way, the AI is tweaked to just work with those new controls.

Fighting foes such as these actually takes skill now and provides some of the most fun challenges thanks to the excellent motion controlled combat
Hopefully your seeing what I mean that this game is well constructed. Everything is thought out, pieced together, and works together. It's fresh content, fresh ideas, and really pushes the legendary franchise in a new direction. But I stated it before: it was just missing a little bit of something. That magic that is often the reason Nintendo games are so unique and so incredible. Perhaps it was the suffocated story, with so much potential but that got stagnated due to so much overwhelming gameplay content. Hours of gameplay separated some fantastic cut scenes and story developments that it felt incredibly staggered and not smooth. Perhaps it was the lack of much to really explore and adventure, a staple of the franchise that basically defines the adventure genre. While there's a ton to do, sometimes you just want to go out in a vast plain and take in the sights. Perhaps it was just too different, making it not feel like a Zelda game anymore. Maybe the soundtrack just didn't stand out, despite it's use of an orchestra. The graphics were excellent, clean despite the lack of HD, but maybe in this day an age we need something to really wow us. I don't really know, and if you have any ideas, please let me know.
And that was my experience with the latest chapter in arguably the greatest franchise in gaming. Everything in it suggests that it should probably be the best game of all time. I've never seen something so unique and different, so well constructed, planned out, and full of content. Yet, it seems to miss a few beats somehow and just not blow me away like it seems it should. I never really went, "Wow" like I did with Ocarina of Time, Wind Waker, Majora's Mask, and even Twilight Princess. My game of the year? Yes, though it wasn't really up against incredibly stiff competition. But at the same time, I think I was more "wowed" by Battlefield 3's destruction and intensity, despite it's technical mess, terrible campaign, and infuriating spawning. There was a bit more magic even in Uncharted 3's crazy stunts.
It's just so hard to describe but there you have it. I implore that everyone play this game for themselves and see if that's what they feel. It's such a well made game that I think everyone needs to play it, but I just can't say it will blow your mind or capture that magic you may be expecting by such a game.