ACS is actually kind of impressive frankly. When i first heard of you having a, uh, shooty thing that takes you to the top of buildings very fast, i canāt recall what itās called right now, i thought āwelp, thatās one way to remove climbing from the critical pathā, thinking that the game would inevitably fall victim to the need to have constantly faster and more impressive ways to play while disregarding lesser methods. I was surprised to find that the game goes to some lengths to hide its critical paths, not just in how you affect your immediate surroundings, but in other, more abstract and meta ways. And because of it, itās easy to find yourself choosing certain methods instead of others not necessarily because they are more efficient but because you prefer to play with these mechanics instead of those mechanics.
How you travel from place to place, how you move around the city, how you approach combat, how you approach your missions, your side content, all of it is presented in a way that makes the āmainā path through the game almost indiscernible, and most often organized in a webbed manner. This reluctance to obviously prioritize certain aspects of the game above others i think facilitates and encourages you to partake of whatever you wish at any point in time without fear of negative repercussions (or, perhaps, simply more courageously, as some of the gameās explicit suggestions can still be seen as a restriction of a kind). The dislocation of the kind of content and events that are often the realm of main paths towards hierarchization that is more equilateral also makes it a more democratic experience, as the exchange between you and the game is looser and the contractual terms, as it were, more obvious right from the start.
also Evie cool as fuck