>>93193920Depends on the artist.
>>93193953>>93194087Gameplay-wise? Let's review
Riochi: Silent Running (rather useful), but his Dragon Leap is incredibly awkward to activate as you can only chain it with with pointed objects. Use it to get to a rope, ledge, or rail and it kills the momentum, making the flow of his gameplay and missions clunky overall
Galeth: An extraordinarily situational variant on the hook spring move as you'll barely find any opportunities or reasons to use it outside of the very few missions he's personally involved in. He also has a a shield bash move for added protection and offense, which would be a fine technique to have if the game wasn't primarily focused on stealth or if he had more combat-related missions.
Bob: A roar that can scare off enemies, a rolling attack, and the ability o climb icy walls with his hands
Salim: Disqualified as he's basically a perfect copy of Sly himself being the only ancestor with a gliding ability while having access to a Silent Obliteration-esque stealth takedown. His unique ability might be rather simple, but it can be executed without incident.
Tennessee: He's got a gun (and Deadeye), but its implementation works surprisingly well with regular Cooper gameplay.
Objectively, it's a tie between Tennessee and Bob.
You also have to remember how each ancestor meshed with their environment.
Riochi's level seems to encourage the use of his silent running, but his Leaping Dragon is often thwarted by the wrong context surfaces
Galeth just doesn't fit with his level at all
Salim, as said above, it doesn't matter since he's just Sly and Sly can work on any level
Bob's kit might seem inelegant, but it's distinct enough from Sly's that he feels like his own entity and the alternating flatness and verticality of the Ice Age works with his talents
Tennessee works incredibly well with his level as there are plenty of rails and good vantage points to blast enemies from and escape to.