Only so much in The Adventure of Link, Link's Awakening, and the Oracle Games. I forget, does Minish Cap have it too? I should play that again.
The 3D games are a bit more earthbound (the term, not Mother 2) in terms of area design, all jumping is automatic and it's usually for small gaps and getting down...faster. Then again, I suppose you could count Makar and Medli as platforming characters (in spite of the fact that their jumps are...extended.). In either case, Zelda's focus on platforming is minimal and uninvolved. If that's the same route in design they take with XIV, I won't be disappointed.
As much as I love puzzles please nothing like that in XIV. I remember the headache I had trying to teach people how to do the lamp floors in Nyzul.
Well yeah, obviously it's not anything like a Mario game, but there are still quite a lot of puzzles that involve platforming elements in the 3D Zelda games. And I agree that if FFXIV took that same route, it would be quite satisfying.Only so much in The Adventure of Link, Link's Awakening, and the Oracle Games. I forget, does Minish Cap have it too? I should play that again.
The 3D games are a bit more earthbound (the term, not Mother 2) in terms of area design, all jumping is automatic and it's usually for small gaps and getting down...faster. Then again, I suppose you could count Makar and Medli as platforming characters (in spite of the fact that their jumps are...extended.). In either case, Zelda's focus on platforming is minimal and uninvolved. If that's the same route in design they take with XIV, I won't be disappointed.
Last edited by Rhianu; 10-31-2011 at 02:29 PM.
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I'd argue that they use more basic Z plane and depth manipulation over actual typical platforming, usually due to ladders or ropes providing the means for transportation over jumping. But that's really a moot point.
Whatever the case, we'll see how they handle jumping when they implement it with the 2.0 world.
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