Well, I found the game less than compelling, and have no desire to return to it. I don't like wasting my time with games that I deem to be below standard.
Lol, no they didn't. Only Tentalus legitimately revolved around a single item, and even it had other mechanics involved. All three Ghirahim and Imprisoned fights, Levias and Bilocyte, the Horde Battle, and Demise never required a single item, and each one needed very different methods of approach.
Then there's the bosses that had items involved, but weren't the sole means of triumph.
Scaldera's main mechanics were running up the slope and avoiding potential fireballs. The tried-and-true "throw the bomb in the boss's mouth" mechanic was used, but even then you had to run to the bottom of the slope after doing so and slash in different directions according to the position of his eye, as well as consistently chip away at his rock armor. There's even a second phase where you have to avoid his roll down the entire slope.
Moldarach hardly requires the Gust Bellows at all, only needing it to be brought out to uncover the giant scorpion after he burrows under the sand. The main mechanic of that fight is destroying his claws via directional slices, followed by stabbing his middle eye.
Kolotos admittedly uses the Whip more than the previous two used their respective items, but there's still a variety of tricky attacks to avoid as opposed to slow and easy-to-dodge smashes and fiery breath attacks (*ahem* GameCube games*), and the second phase has you using his own weapons to dismantle him and wail away at his weak point, which is ridiculously satisfying.
So, in other words, your analysis applies to only one boss in the entire game.
It seems that our conversation went from me talking about how the final boss encounter in WW is sub-standard compared to the rest of the series, to you analyzing how the motion controls in Skyward Sword made the boss encounters pretty cool. Fairly off topic, but I guess I can humor the points by steering back into the point I was originally trying to make by comparing the final encounter of WW to the likes of Oot and MM. I was fast to point out that the simplicity and hollowness of the gameplay in WW's final boss paled greatly next to Ganon in OoT and Majora in MM. You agreed with me when it came to WW, but pointed out you thought OoT did it far worse. I replied saying 1.) OoT actually does a lot of good things in the final fight, one of which you outline in your in-depth analysis of SS normal bosses and 2.) 3D Zelda is nefarious for having bosses that follow a cookie cutter formula. You didn't replay to point number one, so Ill grant myself that, but you responded that at least two 3D games had various methods of improving boss gameplay. First off, just SS isn't the majority here - even if SS does a better job, that doesn't refute the fact that a vast majority of the Zelda games do follow the set-formula of get-the-item and beat the boss. This is fact. I'll refute MM below, but we need to look at the merits that we were actually comparing in the first place. I said that Zelda bosses are mostly predictable because it's true - I even gave examples from the majority of the 3D games, except the most recent one which is indeed, a minority. When you look at all of the battles throughout the history of the Zelda series, in particular the 3D ones, the formula is nearly always the same. This is why that in particular is what warrants that statement to be the most accurate when used for comparison to the topic at hand, ESPECIALLY since it's WW, and the best way to compare it is to put it up against the likes of the games which were closest to it, MM and TP, which is exactly what I did.
But let's assume that SS was just amazing on the boss battle front, and that it somehow just completely makes my point about most Zelda bosses being predictable irrelevant, and somehow even affects my other points about WW's final boss. Let's actually look at what you SHOULD be using in comparison because of the title of the thread, which is the final boss encounter of SS, Demise. I was always quick to say that I like the Demise fight, especially the atmosphere it had and the build-up that Demise had. Demise can easily be defeated in under a minute, and you need no additional items other than your sword and shield. In fact, Demise could very well suffer from final boss WW syndrome, as it is incredibly formulaic in what you have to do. Now, I'm not saying it's as bad, or worse. In fact, I consider just about all of the 3D final boss fights to be superior, with SS being no exception at all. But you have to give weight to the fact that the one-on-one swordfight is again, as per rather unfortunate standards set by WW and TP, just downright predictable. It follows WW to a T in the fact that the battle starts off with you defending with your shield, and slicing when there's a opening. No addition need for ways to utilize your items, and absolutely no need for them. The battle then takes another WW turn by introducing the lighting that you need to use for a skyward strike, making the entire fight one-dimensional in the way that you have to win - skyward strike, then finishing move. If you get this down, it can be done in EASILY under a minute, and even under 45 seconds, which, especially from a gameplay perspective, is very underwhelming in a 2011 Wii game. It's not even a speedrunning technique, but just being able to very easily determine what you need to do and how to do it. This alone is a testament to why Demise is at just as much fault as Ganondorf from MM and TP.
I would like to think that my analysis holds true to what Zelda has been giving us for almost its entire existence as a game franchise. If you don't believe so, that's fine, I respect your opinion.
Gyorg and Twinmold are admittedly less compelling fights, but Odolwa is probably the most diverse boss in the entire series with a plethora of heavily varying attacks and a truckload of methods of approach. The Bow is just the most obvious one. Goht has a lot of different attacks, as well, all of which you have to avoid while rolling at high speeds. It's not exactly a cakewalk of a fight.
A boss having many ways to attack you does not mean that the methods to defeat it become more varied and interesting. You get the bow in Odolwa's temple, and it's the most efficient way to beat him.That's not a coincidence. I addressed Goht in my post above, of how you're doing the exact same thing throughout the entirety of the fight, just with more things to avoid. I certainly agree with you that it's not a cakewalk, but that doesn't change the fact that there's no variation during the fight at all. Yes, I know you can use arrows and bombs to defeat him... But that method is just so impractical that it can barely be utilized. Plus, the entire arena in which you fight is very clearly designed so that the primary method you use is the Goron Mask's rolling power. In fact, I don't believe the other methods are ever given to you, making it more like the bottle against Ganondorf in OoT and the Bug Net against Demise in SS.
I'm glad we agree on Gyorg and Twinmold.