Bravo, Yahtzee! It's something I've been thinking a lot about lately, and I thank you for providing a voice for the side of the detracting side of my inner dialog.
Well, I gave up on trying to find plot in Zelda about the time I finished with Majora's Mask ('cause, really, video game narratives were pretty much done after that one. Everything else has been extra credit). The one thing Nintendo's good at, though, is that even when they make the same game, they play differently. Let's take, for example, Super Mario Bros. 3 and Super Mario World. Save the princess! Jump on turtles! Gather powerups whose appearances don't correspond to their effects! All the same, right?
Well, no, not really. When you get a Nintendo game, you can be fairly certain that the graphics used for the mute protagonist, the angry fire-breathing no-goodnik at the end, and the damsel in distress will be similar if not identical in each game. But you can also be certain that, in between starting it and kicking the fuck out of the aforementioned fire-breathing no-goodnik, you're going to do something you've never done before. Quite a few things, in all likelihood. It's the same damn story, but it's told differently every time - and it's the gameplay that has the most pronounced differences.
Now, don't get me wrong. If there is one thing wrong with the Zelda series, it is that it's getting long in the tooth. Reusing the premise so many times opens up considerable risk for reusing the same progression over and over again. It really started to show its age, I think, in Twilight Princess. (Interestingly, while that game is nothing short of excellent by itself, it seems to suffer from the peculiar condition of being made worse by being an entry in its series. In fact, I'd say that if the main character hadn't been Link, and they had taken out Ganondorf and Zelda and just made Zant be the entire villain, and probably combine those last two dungeons, but everything else were exactly the same, then Nintendo would have been left with a far more interesting piece of entertainment - even though the game would be exactly the same. Use the Zelda brand, but make it a side story or something.)
The big weakness of the Zelda formula is the continuing reuse of the same basic puzzle-solving, monster-fighting, and adventuring equipment: boomerang, bow, bombs, hookshot. That is Link's default equipment, and the world is running out of interesting things to do with them. Interestingly enough, though, I think that is one of the things Phantom Hourglass does best. The control scheme for it really does shake up the traditional formula for those items. And don't even get me started on how much of a breath of fresh air it is that you don't get a dungeon's item inside the dungeon itself.
Phantom Hourglass makes good on Aonuma's desire to take the series in a new direction, as far as gameplay is concerned. It makes the best use of the DS' controls I've ever seen. It managed to take the flawed execution of Wind Waker's two biggest, most promising ideas - sailing and salvaging - and make them work. It even made money genuinely useful again, something that hasn't been the case since Link's Awakening. So why isn't it my favorite?
Well, the latest Nintendo Super Squad [http://www.drunkduck.com/Nintendo_Super_Squad/index.php?p=303492] puts it pretty well. It feels, at times, like you're playing an episode of Blue's Clues. I don't mind puzzles with simple solutions. I don't even mind puzzles with obvious solutions, most of the time. What I do mind is when the game tells me, explicitly, "DO X, Y, AND Z TO SOLVE THIS ROOM." It robs me of the chance to figure it out for myself. Maybe it gets better closer to the end, but as far in as I am, I'm starting to doubt it.