I enjoyed them all, but Asylum was my favorite by far. It struck a perfect balance between being a tight, contained experience, while giving you a great set of tools to deal with things as you saw fit. It was claustrophobic in a great way, and you felt like an apex predator when you figured out how to work within the constraints.
The rest of them feel excessive in comparison, both being too open and giving you too many tools to work with. I never felt like I could get into a “flow state” with them like I could with Asylum.
The waterproofing has been solved, but the real issue is that device size and/or battery capacity is going to be affected. And with the resiliency of modern batteries, you’re making design sacrifices for something that won’t affect most users.
Sure, it was nice being able to swap a fresh battery in on the fly. But these days you can also just get a decent power bank for less money than a proprietary battery pack.
A middle ground would end up being better for everybody. Keep the batteries as they are now, but make the phones a bit easier to open (and use fasteners instead of adhesives).
9 was even worse for that, every fight drags on for ages. It’s the only one I struggle to replay.
For 8, it’s generally best to avoid combat anyway because of the way level scaling worked. Enemies get stronger much faster than you do, even with good junctions. And it seems like the devs knew this a, since Diablos is available so early and built for low-level play. It lets you reduce or eliminate random encounters (and very cheaply), lets you refine status magic that comes in handy at low levels, and its attack has great utility against hard targets.
The slower fights aren’t as big of a deal when you aren’t doing as many of them, they feel more “cinematic” instead.
People keep giving Bethesda a pass for their nonsense, so they keep acting like clowns. Simple as.