TedEH
Cromulent
It makes sense to me that you can't jump in a game like that - both because visuals and gameplay serve very different purposes, but because aiming for ultimate freedom of movement opens up a huge can of design and implementation worms. I think that something as trivial as "let me jump" would throw huge wrenches in the tightness of the combat, leaving alone how detaching from rigid navigation generates so many edge cases.
There are some games where the movement expression is the core way you interact with the game (see: Mario Odyssey), but in GoW your core expression is the combat. The navigation only really has the goals of "let you see the world from the angles it was designed to be seen at" and "don't break the game's core systems". I think it works well in that regard. ¯\_(ツ)_/¯
There are some games where the movement expression is the core way you interact with the game (see: Mario Odyssey), but in GoW your core expression is the combat. The navigation only really has the goals of "let you see the world from the angles it was designed to be seen at" and "don't break the game's core systems". I think it works well in that regard. ¯\_(ツ)_/¯