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Again, I think “worse” is pretty subjective. It was just different.
The first game’s parkour was extremely arcade’ish. The grapple being a Batman-style direct zip-to-point, that bypassed fall damage/gravity/objects in the way/etc, for instance. Once you unlocked it, fall damage became a complete non-issue because you could just grapple the ground and negate all fall damage via the zip-to-point. The only reason you’d ever take fall damage was because you fucked up your timing, and the only reason you’d fail to reach something was because you missed your grapple point.
The second game tried to dial back some of that arcade feeling. The grapple being a simple tug instead of a direct zip line, for instance. It just pulled you in the direction of your grapple hook, instead of zipping you directly to it. This meant it was still useful for mid-air navigation, but didn’t completely outshine the rest of the parkour mechanics like it had in the first game.
The grapple of the first game was a massive mistake but it's easy to just not use it. Nothing in the game requires it.
The second game's combat is forgiving and the parkour saves you where you would've fallen to your death in the first game. There are videos on YouTube of how egregious the combat and parkour lock-on mechanics can be where the first game doesn't have them. It makes parkour and combat feel bad. People were unhappy with that.
But you can still think it's a fun game. I'm not telling you what you feel is wrong, but the direction they took combat and parkour was wrong and many people pointed that out.