I find it difficult to rate SS. There are many aspects of the game I love, such as the player-instigated interactions with NPCs (far more to do than there was in TP - the introduction to Batreaux being a particular highlight) and the orchestral music. I finished the game clocking up around 50 hours of play time, so it must have something.
Unfortunately, the motion controls conspire to suck the fun out of the game. In their defence the contols work the majority of the time, which would be fine if the gameplay did not place such emphasis on attacking with a specific sword strike. Its possible the gameplay was conceived on the assumption that the controls would work near 100% of the time, but the release schedule (or a bloody minded refulsal to accept the margin of failure in motion recognition) resulted in the game hitting the market with a disparity between the accuracy of the controls and the level of accuracy demanded by the gameplay. In short; dying because you, the player, erred is frustrating, yet simultaneously motivating. Dying because the controls messed up is just frustrating. I have no plans to re-play SS in the foreseeable future.
Slighlty off topic, but the disparity between gameplay and controls is a real bugbear of mine. A few more examples:
Indiana Jones and the Kingdom of the Crystal Skull (wii). The controls function most of the time, and you also have a generous health bar. This works fine, and even ties in with the film character - Indiana Jones sometimes gets hit, but always gets back up. I consider the controls to significantly improve my enjoyment of the game. That is until the final level, where you are swarmed a horde of goons before a boss fight. However skilled the player is the motion recognition is not 100% perfect, so you will inevitably be hurt, and far too frquently killed, if the gameplay forces you into a prolonged battle.
Fragile Dreams. The controls work perfectly to represent a frightened boy fending off spirits with a stick. Not an obviously engaging aspect of gamplay, but fully in keeping with the story and a good way to encourage the player to empathise with their avatar. Unfortunatley as the game progresses the volume of enemies steadily increases. This becomes very tedious. Arguably this is still a good marriage of gamplay, plot and controls - I certainly struggled to summon the motivation to continue.
Mario Kart Wii. This game gets it right. The player has the option to choose (or even switch between) the 'fun' controls and the more accurate ones.