Over-world and game-play:
So, how is this game going to play? Well, Aonuma has been consistently talking about non-linearity, so much so that I'm not even going to "Link" it (ha ha). Perhaps with a couple of exceptions within the game (say the first two temples or whatever), I believe the game will progress through the direction in which the player desires or find themselves in (i.e. the recent "A Link Between Worlds"). Further carrying from ALBW is the rental / buying system; While I didn't mind it in that game, I don't know whether or not that will be making a return. Personally, I don't think it should in that exact manner, but rather should be split up into being able to buy items at different market locations, finding items in the over-world, obtaining some through side-quests, etc. To me, I think having them all available at the start in the same location and requiring the same method (collecting and spending your rupees) leaves a lack of variety and 'challenge' to be desired. Not that that system is bad (it was a decent step forward in the right direction), I just see much more potential. To briefly touch upon controls, I'm leaning towards this game being gamepad only (maybe pro-controller support, but I don't know), as I think they are going to at least try and show the appeal and benefits towards a game that wants to seriously implement with some thought. Obviously that means I believe motion controls will be absent as well. While I thought they worked fine in Skyward Sword (I never once had a problem with them, to be sure), and I enjoyed it, I didn't enjoy it as much as traditional combat methods (analog and button presses), and I really don't feel the need to see them implemented ever again (at least with the Wii-U; It draws some focus away from the gamepad anyways, which Nintendo doesn't want to do).