2 games immediately jumped to mind; BioShock Infinite and Crysis 2.
Crysis 2 just wasn't fun, I don't know if it was the level design that didn't do it or how the AI was. I just didn't have fun. Sure, it took me about 9 hours to complete, but it was a 9 hour trudge+drudge (both for emphasis) that spanned over 8 months, if that's any indication of the fun I had

. I wasn't invested in the story, didn't really care about the plight of Alcatraz/Prophet in the game. It sure looked pretty though.
BioShock Infinite was an interesting and perhaps the one that saddens me the most because I was quite amped for its release. It was also my 1st BioShock game. Anyway, I don't mind a convoluted story if you can find someway to sell me on it, so to a degree I had numerous reasons to get invested especially considering a key component of the game's story was the multiple universes/parallel worlds (an interesting plot mechanic/device). It was also a very beautiful in its peace and tragedy. But good grief, the combat of the game; the enemy AI, the level design in aid of the combat sequences, the implied checkpoint system, and the leveling system of the vigors along with weapons. That made for a concoction that was too much of a dreadful chore, felt underdeveloped, and I just couldn't swallow it.
Would I have liked to carry on with the story, even with the problems presented by how they developed the plot? Sure, I still found the plot immensely intriguing and engaging, but after too many combat sequences where I realized that the developers had substituted good difficulty design for giving a player multiple options to play with in the vigor/firearm combo to promote creativity and some form of strategic and tactical gameplay (or at least give you the option), adding salts and shields (the root of the problem I'm about to detail) to the already existing HP to make you consider multiple things mid-combat and while you level up your vigors and weapons, even creating a railing system for interesting mid-combat traversal options, only to throw away this lie once the combat actually starts and the enemy AI is somewhat brain dead in various ways depending on the type and is therefore beefed up with cheap developer tactics.
Cheap developer tactics, you ask? Oh, like the classic invisible tripwire that alerts everyone of your presence, enemies always being homed in on your location at all time, lack of any tactical play from all types of enemies (small fry and heavy hitters alike) which essentially throws your tactical play out the window when you're bombarded with so many silly combat design issues not too mention the flimsy checkpoint system that can't decide how to handle your demise and rise from the dead. I could finish it with, but seriously? That game can go jump off a cliff :/
/rant
I just realized that I might be harboring some strong feelings about the game


... Maybe it's because of the initial love and anticipation that preceded the game's release? Hmm :?