So I actually sat down and put myself to rewatch the entirety of this video and from what I gather of this in summary:
- He thinks ALttP lacks the exploration depth the first Zelda has because it gives you directions and a preferred sequenced order of dungeons to do, probably not accounting for the fact that NES Zelda was cryptic as shit due to limited hardware/poor translation being the gambit at the time and the SNES game did this wisely so not to frustrate people into wandering around aimlessly and make it actually cohesive to play without a guide preventing stress.
- He thinks Z-targeting is 'complex and adds a strange disconnect' and that both camera angles don't mix. He misses the mark entirely on how Z-targeting was implemented so you won't lose track of a enemy's movement, strafe around it and actually land your blows in consistently in a 3D space until said enemy is defeated, and you can easily either click out of it or release Z to exit it.
- Arin rants how enemies just 'wait and do nothing', which is clearly enemies with attack and defense patterns implemented in their behavior, and all of his examples are easy to discern and dispatch quickly, to give a few examples: Deku Scrubs? They retreat by close proximity so hit with a projectile or bounce seed back. Stalfos? Backflip from their jumpslash and counter with your own. Lizalfos? Jab, shield their counter, jab, repeat. Big Skulltula's? Wait 2 seconds for their backsides to be revealed. Wolfos: Step back from their claw swipes and insta-kill them by stabbing in their exposed backs.
This is basic enemy behavior pattern 101 you see in the likes of your 2D favorites like Mega Man's Mettaurs or Sniper Joe's, Arin. You just lack the patience to learn patterns or bother putting up a shield for some of these enemy counters.
- Complains that searching in a room for a switch to hit to open a door 'breaks the movement and immersion and that doesn't qualify for fun'. That's the whole advantage of 3D, that with actual objects in a space the designers could create more elaborate places like these to hide switches in, rather than out in the open.
- Claims getting sidewinked by a sliding/rotating spike hazard you can't see is bad design when the game gives you plenty opportunity upon entering to see it's pattern and keep it's trajectory in mind. This is entirely to blame on his tunnel vision.
- And then finally he bitches about the waiting with talking to people, opening chests, locked out of area's for mandatory gate item reasons etc. takes so long in OoT when it's there for suspense and immersion, and again, it was their first shot at 3D and this extra space allowed the series to take a more cinematic approach to it's world. The only part I will agree with Arin on is that there are some long unnecessary story scenes that just reiterate the same point especially early on with 'Ganon is evil' and 'how the gods created Hyrule'.