I'm right there with the OP with Splinter Cell: Conviction, but I admit that I miss some things about previous installments, like pacifist runs and avoidance runs. (meaning no-kill levels and levels where if anyone sees you it's over)
Anything really to remind the player that he has tools other than the mark/execute feature, the insta-kill melee, and the unlimited ammo pistol. Force me to think before the shooting starts, and I'll feel a lot smarter when my plans involve more than "shoot guy in head" copy/pasted over and over for each encounter.
the combat was polished to a mirror-sheen, and the co-op is the most fun I've ever had with splinter cell online play.
Let's see. Other ones include:
Dragon Age 2. I love the Bioware brand of writing variable, complex individual character development arcs for each companion. it makes them feel more like people and less like unquestioning minions.
Brutal Legend. Humor aside, I held no ill-will toward the RTS elements in the game because it was obvious to me that they designed the gameplay to serve the story, not the other way around. The RTS element was intentionally made more casual so that players could focus more on the story.
Devil May Cry 4. Yes, Nero was an emo pussy. Yes, his love interest was as boring as a model railroad. The combat, however, was at its absolute peak for the series.
Honestly, I think the best way to improve on that game would have been to give Nero's Devil Bringer arm to Dante as another fighting style. He could collect it from an early boss as another "Devil Arm" (aah, I never get tired of that pun) and we would have never had to deal with the sobbing, whining pubescent ball of pathetic rage and pain that almost ruined the series.