3D and 2D gameplay definitely need differences in their OST (generalizing in the case where a series goes from 2D to 3D). It's not always an intense or an obvious transformation, but it holds true.
Most of it has to do with the gameplay focus and pacing rather than the graphical style. As such, 3D games tend to be a little slower to their 2D counterparts. They also tend to have a different focus, since the third dimension adds a whole new view to things. As a result OST's tend to be more atmospheric, slower paced, and spacial. The amount of this varies on how much slower the gameplay feels than it's 2D counterpart.
Take the Megaman X series for example. I'll be using two sets of exmaples from music in Megaman X4 & X5, as 2D titles, and Megaman X7, a 3D title.
Megaman X5's Intro Stage with the character Zero
Megaman X5 - Intro Stage (Zero)Megaman X7's Intro Stage with the character Zero
Megaman X7 - Central Highway (Zero's Opening Stage)Notice how the X5 theme is faster paced, to match the faster gameplay. X7's on the other hand feels 'wider' more spacious and slower paced. This is to accompany the additional dimension, and slower gameplay speed.
Here is another example for the two airplane themed levels.
Megaman X4's airplane themed level
Let's Listen: Mega Man X4 - Storm Owl Stage (Extended)Megaman X7's airplane themed level
Mega Man X7: Wind Crowrang's StageYou can see the same disparity in the speed and feeling of the songs. This is all intentional to fit the changed gameplay. However the spirit of Megaman X's music is not lost in the transition. It feels a little different, but the soul and style remains remarkably intact. Now to apply this to Castlevania...
I don't think Castlevania Lords of Shadow made the transition properly. In fact, Lords of Shadow's music, even if you remove the Castlevania connection, still does not fit the game well. There are MANY instances where the music pacing and feel are at odds with the action pace.
This dissonance is due to two factors. Gameplay pacing is not consistent, and music, within single tracks, does not have a consistent pacing or feel. This can lead to many instances where im running and jumping on platforms with very soft and slow music, and I'm slowly ledge climbing to music that sounds like the gates of mordor have opened.
It is very important to note that the music of Lords of Shadow is not fit for a video game, much less a Castlevania video game. It was made with a movie experience in mind. It does not fit the medium of video game. It fits the medium of movie. They are NOT interchangeable at all.
The best thing they could have done was to make tracks that found an acceptable middle ground between the ledge climbing pace, and the running around jumping pace. Given that this is a Castlevania game, the margin of error is VERY wide. We've been able to enjoy a nice range of paced pieces, while still fitting the atmosphere mainly due to the gothic nature of the series.
There is no excuse for the lackluster and misplaced music in Lords of Shadow. A good composer writes music for the medium of application. Oscar Araujo simply did not want to compose game music choosing instead to force a movie score into the game, or is completely incapable of identifying and delivering what kind of music was required for this medium.