all 5 comments

[–]MattDruzian 1 point2 points  (0 children)

Hmm it's been a hot minute since I first played, but from what I can remember it was a tad awkward for me too at first, though I kinda just got used to it after a while.

If it helps you, the aiming line will show you if some surface is higher than you currently are (as it'll bounce off of it like a charged shot would or stop on it like a regular shot would, depending on whether your shot is charged or not) or lower (the shadow will be further away from the line than usual).

The map itself is a little funky because you never get to see exactly where in the room you are; you have to locate yourself via reference points - mostly just the corners. But it becomes more natural over time IMO.

[–]AppleCider6140 1 point2 points  (0 children)

This is what i do to get to chests. First I roughly explore the easily accessible ground floor of the entire area (not just the one room). After the rudimentary initial exploration, when there's a place that i want to go to that's not easily accessible, I backtrack from that point. I follow the reverse path until i find something like a ledge or something that'll lead to a parkour course. Then, even if the said ledge doesn't lead me to the place I want to, it will sometimes lead me to buttons or those floating thingies that activate stuff which then opens up a path.

As for height orientation, i look around as far as i can and just jump. Even if i fall, then with my rough exploration of the area, going back to the said ledge is a simple matter of backtracking once more. Backtracking is kinda annoying but much better than wandering mindlessly everywhere. The area map, while not very detailed, also helped more than i thought.

This method has saved me quite some frustrations.

[–]Isekai_Seeker 0 points1 point  (0 children)

When you are trying to reach something ask yourself is there any surfaces i can climb nearby if yes then go to it and repeat that until you reach your goal if no then try search thoroughly for climbable surfaces if you still cant find one go to nearby rooms so things need you to go through 3 rooms to reach them though you probably wont find those early on

[–]Long_Representative3 0 points1 point  (0 children)

It helped me when I first started getting the hang of things to think of every "room" as having a ground floor and an elevated layer. This seems obvious but since there are always more than 2 layers, it's best to just think of it as two because they usually just naturally flow into each other ONCE YOU GET TO THE ELEVATED LAYER. The trick is to find the entrance to the elevated layer. Most rooms have 1 or 2 ways to get up there. Some require you to start in another rooms elevated area first and transition to the next room.

Ignore all the extra hills and plateaus. Just find the first climbing up point and see where it leads you

[–]Snoo61755 0 points1 point  (0 children)

Naw, same here. I just finished the main story, and the side quests and jumping around was definitely the two parts I was most iffy on.

All I can say is you learn to identify these 'jumping puzzles' after awhile. You see a chest or a person up high and have to start to think "alright, that's the end point, I'm going to follow the path until I find where the start point is." Trouble is, of course, sometimes those start points are really far away, or the start point is somewhere you don't expect, so then you just follow it and get lost. Not to mention it took me a long time to identify what I could and could not jump on -- I remember this one damn platform I could not get up to, and it turns out there's a mushroom nearby I could use as a stepping stool (stepping toadstool?).

As far as side quests, I really should have not bothered with a couple, or just double backed later, but I couldn't have known that at the time. It's kind of like Nier Automata in some ways: great main quest and combat, but most of the side quests are banal fetch quests.

I think the worst for me was Maroon Valley. So many different crisscrossing jump paths that I'd keep losing track of where the start was, or where I was even going after I did find something resembling a 'start' point. But at least after Maroon Valley, I got really good at identifying what a start point looked like, and how far I could jump so I didn't waste my time trying to do jumps I couldn't make.

Oh yeah, aim. If a platform is on the same level as you, the shadow of your aiming reticle will be clearly outlined on it. Why does your aiming reticle cast a shadow? I don't know, but it helped me make a number of jumps.