oh yay we're talking about zelda again
I'm just going to dump my opinions of Twilight Princess at the moment here because I have an excuse to, note that I played the game a while back so some details may have been muddied by time.
Twilight Princess probably had one of the most drawn out beginnings to any Zelda game to date, it may have been Nintendo's attempt at creating a more detailed plotline (but if I remember the Ilia subplot doesn't reappear until after the second dungeon). I played the game a while back and after a trying to play it again all I could think about was how depressing the intro is, being that the entirety of the village's children are kidnapped. I don't remember much about the dungeon design, but I am able to remember the
Lakebed Temple in the first half. I liked how there was a central mechanic (releasing water into the central room) which affected the entire dungeon.
Talking about late game (or enough to be spoiling)
While I felt that the Midna-is-brutally-injured-by-Zant-by-surprise-because-you-decided-to-rebuild-a-dangerous-artifact-that-was-literally-sealed-away-by-the-goddesses-because-of-said-danger felt sudden and I felt that a bit of player interaction (i.e. warping the player to the outside of the temple and nudging them to go to the spring) could have made it not so... in your face (or mask if you're Zant). I also liked exploring the original wolf Link section again to build up to the second encounter with Zelda. The overworld gets extremely large once all of the main areas are unlocked, and by the time you get the horse call it's completely obsolete because of the teleportation mechanic. I really don't like how Gerudo Desert is implemented, it always seemed odd that was inconveniently separated from literally every other traversable land mass in Hyrule and I thought that something similar to the broken bridge from Ocarina of Time would have been better. I know that Twilight Princess was originally a GameCube game and it likely would have been done for loading reasons, but I didn't like how they segmented Hyrule Field. It makes the overworld feel like a series of rooms instead of an open space. (this seems to be a trend in other 3D Zelda games, and to me it seems a bit unnatural to have only one space ~20ft(6m) wide to get from one highly populated area (or as populated as they get in Zelda, Skyloft probably has like 30 people tops, makes you wonder how they reproduce) to a main hub of transportation.) I don't remember any real defining features of the areas of Hyrule Field, so they all feel the same and kind of bland. I really liked the way that Snowpeak Ruins was executed, I liked how the dungeon seemed more alive and not the classic abandoned. I would like to see more dungeons like that in future Zeldas. I also liked the Temple of Time in terms of design; although very linear, I liked the "retrieval" aspect of bringing the second statue down from the top of the temple down the path which you came. However, I missed the big key; it could've been me but I felt like they could have pointed the player towards it more. I found the Zant battle to be one of the best in the game, and I thought it was fun to redo the earlier boss battles from the game.
Note: Ninja'd by Levi, this was relevant when Dudeman posted