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archbrix said:

On the level of the gameplay itself, plain and simple.  It has nothing to do with the visuals having to assume realism; look at Wind Waker.  And again, Metroid Prime is an excellent example of how you can keep the formula as true as possible, so it's not specifically the twitch-style difficulty, theme or visuals that I'm referring to.

The simple fact remains that Metroid Prime still plays differently than Super Metroid.  You are no longer moving left and right, up and down anymore.  You're moving in and out of the screen in a full 360 degrees in order to progress.  And I'm not talking about simply adding depth into a 2D game, such as going from, say, Kung Fu and Bad Dudes to Final Fight and Streets of Rage.  I'm talking about the gameplay itself going from an x & y-axis to a z-axis.  The concept of depth perspective itself changes the possibilities of movement of the characters of the game.  You can imagine any 2D game you like in a 3D world, but I don't see anyway of retaining what made the gameplay strickly 2D, unless, as I said, you just add 3D elements to the x & y-axis gameplay.

See, you're limiting it again. Nothing says it needs to be a 1st person transition. That's how it was for metroid so certainly that'll change the way you control your character there is no doubt about that.

We're talking about the idea of remaining true to the original feel (visuals and play) while moving over to the next dimension. Assuming link doesn't jump (which he doesn't for all practical purposes in OoT), I don't see how, bar the Z-triggering system, how the character placement and movement for instance differ so much from Zelda 1. Link moves in an x-y plane either way, so what is the big difference?