I see what you're saying, but at the same time I don't think a media of "go out and buy this new thing cause it's new" is healthy either. Video game culture in general can benefit from people saying you might not need to buy everything once in awhile.
It's something I really need to give another try, but my experience with it so far is that it is the only Zelda I haven't been able to enjoy, and have felt like that reflects poorly on me, not the game.
@peezmachine: I favour C# with XNA / MonoGame. They're very nice game-based frameworks that provide a bunch of useful constructs as well as a basic content pipeline which would cover all the audio/visual needs. Plus, C# has very nice WinForms support which would make developing any tools much easier.
TL;DR: Use MonoGame and don't write a giant design document before starting; just start making the game.
I second this, especially since you'd like it to be be multi-platform. I'd also love to help code if you do use MonoGame/anything C#.
I would definitely be interested in reading someone with a thoughtful review on Infinite that describes why they think it fails as a game. Tom McShea will never be the person to write something like that. His criticism is generally made up of a collection of other thoughtful game critiques misused and reapplied in a context where it no longer really makes sense. No idea how his work gets through a publication's editorial process.