Lock-On with Z if old
Source (CNET)
When speaking about the basic Zelda formula of finding items to allow progression, Aonuma said "it certainly feels different from our [the developer's] point of view."
So what does "different" mean exactly? Aonuma was cautiously vague, but he explained that, with the introduction of a platform the Zelda franchise has yet to appear on, the game's developers had a fresh canvas to work with. It's this clean slate that was the driving force behind the decision to bring the classic top-down view of A Link to the Past to the 3DS.
But why A Link to the Past? Why not create a new world for Link to explore? Aonuma says that the 3DS has allowed for the revisiting of a top-down world and provided new ways for the player to interact with a Zelda game. It was the perfect chance to reopen A Link to the Past. And like some other Zelda games in the past, the 3DS sequel will alternate between a light and dark world.
So where does the idea of Link becoming a drawing originate? Veteran Zelda fans may remember Phantom Ganon, the protector of the Forest Temple in Ocarina of Time. During Link's encounter, Phantom Ganon jumps into one of six identical paintings on a wall. Aonuma wondered, "What if Link could have the same power?"
Of course it's reasonable to wonder about the possibility of the stylus-equipped 3DS player assuming the role of artist in this new Zelda game. Judging from my time with Aonuma, it certainly seems like a possibility.
During my interview, Aonuma repeatedly stressed the importance of the 3DS' 3D effect and how it's used in the new Zelda game. [...]
Regardless of how you'll play the sequel to A Link to the Past -- with or without the 3D slider on -- Aonuma assures that you'll enjoy the game. He and his team understand that not everyone likes to play in 3D. That said, if you don't play it in 3D -- even with the 3D slider ticked up just a bit -- Aonuma says you're not getting 100 percent of the intended experience.
Source (CNET)