I played some Hitman Absolution, which I've had sitting on my hard drive for a long time.
I don't think I would find it too terrible, but it has fundamental flaws in it's structure. For example, the second level has you assassinate this guy in this crowded area and there are like a dozen ways to do it at least. It even has an achievement list that keeps track of each one you do. Um, okay, maybe spoils the creativity behind it but at least it is still open.
The main issue is that every time you reload the level, you get the story scene again while it loads, then the opening chatter for the level, then the lady telling you about the different ways to kill and a forced cut to the menu to see the list. So you have this very nice open option level made to replay many times, but everything possible to annoy the fuck out of you during the process of actually doing that. This should not be when you use the chapter select in main menu.
Even MGS with Peace Walker knew when to stay out of the way with story and tutorials you've already seen when your focus is on missions and doing things for alternative means and high scores and whatnot. And an additional issue with this game is that checkpoints are purely about your location in the level, and forget who you had taken out and who you hadn't, which is pretty dumb when your affect on others is part of your score.
So yeah, I think I could have been down for this as a cheesy action game, but the gameplay encourages creativity and doing things over and high scores (including popping up my friends scores and national/global average in the middle of playing a level when I never asked for that and specifically avoided making a profile to track it for me) and then weird format stuff completely discourages it. I have too many games to bother with one that teases me like this.
Every game needs a sense of rhythm and cycle, snappy engagement and feedback loop. It needs it second-to-second in the micro of gameplay, and objective-to-objective on the macro of player ambitions. This game totally fucks up the latter so you don't get a nice cycle, it stunts what should be a smooth engage>evaluate>engage feedback loop.