>>15798337
>Most of the enhancements in the sequels were just to aid in navigation,
True. Makes me wonder what City and Knight would have been like if you could only grapple and walk instead of zip-gliding.
>the enemy variability and AI has remained consistent with each release.
I wouldn't agree with this at all. They mix up enemy types plenty in City. Knight only really added new stealth section enemies though.
>The biggest difference between Asylum and the rest is how they're directed and the world design, and Asylum's approach lends itself more to a cohesive narrative.
In-terms of side missions interrupting the narrative, yeah. But a cerealized story shouldn't be a videogame's selling point, otherwise you get Stranger Things/God of Soy clones. What is supposed to be a games selling point is what you can do in the game with your character. I.E. how much fun you can have, not whatever actors on the screen are doing.
Also, If you really think about it, Asylum's narrative wasn't really what you would call "cohesive" anyways. People just think its more cohesive/better because it's the first one they were exposed to. Video game story's are never truly cohesive because of the way games are designed.
Direction and world design are also fine IMO. You could say the atmosphere is different but that's more a matter of taste.