Batman: Arkham Knight adapts various methods of traversal used in Batman media to video games. Rocksteady did a great job building a solid mechanical framework for the gameplay in the Arkham series (something no one got close to doing before). It's the closest a game has come to giving a player a comprehensive set of Batman abilities; it functionally feels like controlling (dare I say, being) Batman, in a physical sense. I've always felt each game fell short in some way, but considering how each game broke new ground in considerable ways, I could easily forgive the shortcomings.
That development of abilities culminates with Arkham Knight that lets you do just about every physical Batman maneuver to some degree. That includes all the traversal options, and how they play into how you approach an enemy watchtower or patrol. You can glide, use the zipline gadget to create a tightrope in midair, then perch above an enemy encampment. You can use the grapnel gun on a ledge where an enemy is standing, zip up to them, grab them on the way up and slam them into the ground using the momentum, then dash underneath nearby floor grates. You can drive toward a group of patrolling militia members, launch out of the Batmobile before they notice, glide to a nearby billboard/lightpole/catwalk/etc. and watch as they keep firing at the Batmobile thinking you're still inside before dropping down and taking them out one-by-one slilently, or just gliding into and dive-bombing into them.
Such a fantastic foundation, and I hope what Rocksteady accomplished can be used in the future, or at least inspires future devs.
Gravity Rush 2 does super powered traversal in a way I'd be wanting to see for a long while. Shifting the direction of Kat's personal gravity makes sense, yet it's also somewhat unwieldy—using it to fly around feels less like it was meant for flying, and more like a particular ability that you have to be creative and resource to make it work for traversal, like Spider-Man's webshooters. I compare it to inFamous 2's overall abilities) where the character has electricity powers, but they can shoot lightning bolts like a gun, can throw electricity grenades, has static hover ability, etc.—everything feels it accommodates the player at every turn, rather than requiring some ingenuity on the player's part to do something cool (every game does this of course, but iF2 really felt like it to me).
GR and GR2 really nailed that feel for me. The sense of falling is captured well too, but in a calm, tranquil way. Gravity Slide is such a cool concept for traversal and I love doing it up walls and on ceilings. The alternate gravity styles make Kat heavier to make the sliding even quicker/powerful, or makes Kat light and lets her jumps send her tumbling through the air, also allowing for a forward dash/glide that just feels great to do. Really good sense of momentum and moving through a space that's captured in those games.
haven't played Zelda, but I'm pretty sure I would really appreciate the way climbing is used. that freedom sounds great, and it also makes getting around feel significant and meaningful.