Halo games of course are incredibly unappealing to me. Probably a good third of my disdain for the entire series comes from how much it is loved for doing absolutely nothing new. The other day I heard it argued that it was the first game to have controls so tight and created the model for other games control schemes. This is a phenomena that occurs EVERY SINGLE CONSOLE CYCLE. It's not all that impressive that a game developer can look at a controller and say,"Hmm, I think it would seem appropriate if the right trigger fired".
Next I'm going to throw GTA4 in the fire. This game simply tried to do too much. I understand the appeal of free-roaming sandbox gameplay, but a game still needs to understand that a player needs to feel as if they have an actual purpose. At times it can be difficult to even tell the difference between the main plot and the side quests. They're all delivery and escort missions. Then there's the issue of the environment. I know everyone is going to tout about how good GTA: San Andreas was, but honestly I didn't like this game either. Having a good twenty minutes of driving from quest giver to quest giver is not exactly fun to me. The world was simply too big, with so much of it feeling redundant and unnecessary. If we're talking "king of GTA" I'd have to give it to Vice City. This game, as I understand it, receives most of it's criticism for being too short. It genuinely held my attention though, and the bright visuals and almost cartoonish visualization of the 1980's was immensely amusing to me. It immersed me like no other GTA has even come close to.
Finally I would end this list with Left 4 Dead 2. I won't bore you with the usual arguments of how it could have been released as DLC, and how it doesn't really add much. No, these things I think are rather arbitrary, seeing as how even if it had been released as DLC I would be mostly worried that this game's issues would infect my L4D1 experience. I'm honestly surprised that it would appear no one else is fussing about it, but it commits the cardinal sin of crippling the player. And not the sort of crippling where Yuffie runs off with your materia for a couple of hours, no we're talking a full on crowbar to the knees. I can certainly see why you would limit a players knockbacks during a vs. match, but why is it necesarry during campaign co-op? What, is Valve afraid the Director AI is going to rage about how players are over-powered? Also, the big pull of this one was supposed to be the inclusion of melee weapons, but I don't agree with how they shove them down your throat. Remember how in the first one if you picked up a shotgun you could then easily rely on your pistols for range? Well not in this one, because we're in the whacky zany universe of L4D2 where a frying pan is a far superior weapon to pistols wielded akimbo. The pistols got nerfed so hard, don't be shocked when you see children in the street hurling them at each other like foam footballs. Sequels almost always make the effort to up the ante, but you do that by making the enemies stronger, not the player weaker.