I‘ve thought about 3D platforming a lot in videogames because it’s one the few videogame subgenres that I‘ve played a lot of as they were evolving in pretty much real time. I’ve spent a lot of time playing Western and Japanese developed 3D platformer games, and it‘s interesting to note how differently they’ve approached the genre with the games they've designed.
The Mario 3D platformers and the first entry in the Ape Escape series, for example sure loved powerups and gadgets! Without those power ups and gadgets those games don't provide you with very much to do except jump (or double jump or triple jump as the case may be) to platforms that are usually mysteriously floating.
The Western developed 3D platformers worked similarly, at first. Games like Spyro the Dragon had you moving around largely barren empty spaces, with floating platforms. It's interesting to note though that Spryo's moveset was bit more varied than the Japanese developed 3D platformer mascots because the character was designed so that it performing certain actions besides jumping make sense. It makes sense for a dragon to be able to glide, or hover as Spyro could, but it doesn't make sense for a fat guy with a hat to fly as he could in Mario 64... without a powerup that temporary enables him to do so. I think that's part of the reason why these games slowly transformed from Spyro to stuff like Sly Cooper and Jak & Daxter. The first Sly Cooper had you sneaking around in very linear Crash Bandicoot like levels, but again it makes a little bit more sense to sneak around as a raccoon. The "powerup" was basically that raccoons are animals known to move around at night quietly. In Jak & Daxter they took away the level transitions and gave you a more open world in comparison to explore.
As the Sly and Jak sequels were released new features that expanded the games beyond simple jumping in 3D were added. Sly added more slealth mechanics when you played as Sly at least (because unfortunately one "innovation" the sequels added were more playable characters :/) such as the ability to pickpocket enemies and stun enemies. Jak added a whole bunch of stuff: vehicles, a hoverboard, cops, guns, and even desert buggies in the 3rd game. The platforming in Jak 2 and Jak 3 took a backseat to all of the other things you needed to do to move forward very often. Which, thinking about it a little bit it's not surprising that these games developers next games were Infamous and Uncharted respectively. There's platforming in those games too, but they are a complete afterthought in comparison to how they were designed in their first attempts at developing games in the genre. 3D platforming slowly morphed to Parkour, and it was Western developers that took it there through iterating on the basics of Mario 64, and then eventually sidelining them as time progressed.
There's a ton of games that are part of this slow metamorphosis that I sadly haven't played yet like the early 2000's Prince of Persia games, the Assassin's Creed series, Mirror's Edge, Dying Light, etc, but I was curious to know if there are any Japanese developed 3D platformers that I haven't played or heard of that either use Parkour as a mechanic as in the above examples I mentioned earlier, or if there are interesting Japanese developed 3D platformers that I have missed that are interesting to you.