What do you mean? I just thought it looks similar and the loot was similar. Have you only ever seen the couple of AC games that don't animate like that? I just meant stuff like these:
There are ways to keep nice animations and not make looting a hassle. Like, if it was like AC, why not put all the equivalent value loot within one area chest or an important looking enemy rather than have 20 chests and 20 bodies to loot, or keep as many and try to solve it by making looting faster?
Games can be fun in their own way with different restrictions. Just like in AC when you fight you can't do all the shit you can do in DMC like air juggle enemies with insane combos. It's more grounded, see? But you don't find that to be a restriction. And other games are more grounded than AC. Not necessarily realistic. All it takes is a fun system deviced. It's game design. And the solution here wouldn't be necessarily to restrict your movement further in plate armor but just, don't put you in plate armor, without changing damage values or whatever else, just design cool armor that seems more silent in its joints or whatever. Kind of how the enemies wear armor that it makes sense they don't make too much noise when the player kills them, when if they wore the same armor as him you'd expect them to clang loydly when dropping. Or if the game has other elements, then armor selection could add another layer of choice and risk/reward factors, in that if you wanted stealth you'd sacrifice some armor points and if you wanted defense you'd sacrifice some mobility, things like that. Depth is good, variety is good. Like I said elsewhere when it comes to combat: