@Lelygax
For the most part, yes, you got the idea. Though I haven't detailed any attack system, I wouldn't say 'less repetitive' is what it needs. Just more adapt to a 3D environment. See below for more thoughts on this.
@RichterB
Re: '1.)' You didn't read my previous post correctly. The key phrase you seemed to have skipped over was "when it doesn't fit."
Secondly, I never truly felt in control of the character in CV64. I felt more like i was fighting the game to try and get it to do simple tasks. This is simply bad control, and just doesn't work right.
Re: '2.)' Mario 64 was Nintendo's first shot at a 3D platformer on the N64. Even if you calculate for first party resources, it came out so many leagues better than CV64/LoD that it's basically an embarrassment to Konami.
Its clear that the technical side of things was not the issue. It all comes down to the core design. And in the case of CV64/LoD the core design was simply not thought out well. It failed to really take the 3rd dimension into account, resulting in a clunky, hard to control, mess.
Also, realistic proportions have absolutely nothing to do with it. The game could have looked like The Wind Waker and still held the same core design. That is all on the art side of things. Besides, Zelda OoT did in fact have a realistically proportioned playable character, with Adult Link in the second half of the game. But did you notice a major shift in gameplay? Not at all. This is because the core design was solid, and regardless of the character's proportions it all felt just as smooth.
Re: 'EDIT:'
"A whip is an imperfectly accurate weapon in real life" Are you saying that a whip is not an accurate weapon? Have you ever used one? I have. I can say this completely false.
As far as it's use in CV64/LoD, the way it tracks enemies is actually the best aspect of the combat.
If the re-imagining were up to me, my first thought on the combat would be to rethink about the use of a whip in 3D space. Whips have multiple uses, especially for controlling 3D space. The basic philosophy behind Lords of Shadow's desing is actually very good. They have two main attack methods. One controls direct target situations, while the other controls situations where you're surrounded. This was not very well executed in lords of Shadow int he end, but the basic concept is very solid.
I would go with a multiple whip action, via different buttons, system for combat. One button would act primarily how it does already in CV64 ("Direct Attack"). It targets an enemy within your viewing range, and makes a locked on direct and aimed strike to the enemy. The key difference I would implement into this system is the reduction of cool down. Not by too much, but just enough to get the following effect.
When you see someone actually use a whip in real life, often strikes with the whip can cause the whip to swing back around and come back to the other side of the person, to which you can repeat that move, but mirrored, and it brings the whip back to it's starting position. You can attack with a whip continuously like this in a cycle.
Have this type of animation playing, where the strikes are physically identical, and do the same precision aiming. Just reduce the cool down so it cycles in a fluid animation. Since you can attack a little more rapidly, reduce the damage by a degree.
The second kind of attack would be 3D space control ("Area Attack"). Much like the later 3D titles, a circular strike around the character. This would be effectively a "get off my back" move. Itll send any enemy around you into hit stun, but this attack cannot be spammed as it has a larger cool down. It is meant to get out of being surrounded, with the next feature...
A dodge roll, to get out of sticky situations. It can cancel a Direct Attack, but not an Area Attack. While you cannot directly attack out of a dodge roll, perhaps some sub weapons have a special condition. What if you could drop Holy Water as you dodge out of the way? Would be a nice way to trick enemies into extra damage.
Lastly, off the top of my head, I would add in the ability to grab enemies, and maybe environment objects, with the whip. Especially for the use of whip swinging. This is something that SCVIV started to do, but was dropped from just about any other game. And yes I am aware that the CV64 prototype was trying to implement this having a whip swing, but it ultimately did not make it in.
Instead of adding a button for this, perhaps when you hold down the button when doing a Direct Attack, instead of tapping it, it'll trigger you to attempt to grab the the enemy and reel them in or something. This also works for swinging hooks. So you don't accidentally grab one when you mean to attack, you must hold the button down.
This is just my initial thoughts for 5 minutes. Think of what a talented development team could do with more time to fully bring the idea to life.