Kind of curious to see what the prevailing trend for first person games these days is now we're being denied even that quite a bit in the industry since everything seems to be extraction shooter clones these days and forced live service/online stuff.
I'm not that picky about what sort of shooter I can play as long as I get to pew pew things but I can go for most first person content if it's done well. My main thing lately though is trying to find stuff that I can quickly hop into which has replayability and there aren't that many singleplayer games out there which are like that.
Staying away from most online stuff these days, it all seems to be old games by today's standards that run like shit and seem to be getting worse even on modern systems thanks to the amount of bloat that devs are cramming into everything making the install sizes 60gb+. I tried running Rust and even with the changes allowing you to craft weapons from the bones of other players it's about as disappointingly fucked as I remember.
I feel your pain, they barely make any classic style platformer FPS' anymore now as well, it's not as if they're difficult to make. It's probably because they can't do cosmetics on them and they don't have imagination to design levels properly anymore.
That really is it. It's funny because games these days have all these buttons to press and use, but they just aren't very fun.
I was just recently thinking about that because back in the day games like Doom, Wolfenstein and Blake Stone only had shoot and use buttons, yet they were a ton of fun to play due to the intricate and very elaborate level designs and enemy placements.
These days most FPS games either have "realistic" levels that are blockaded off and extremely static with no destructibility (something that I really appreciated about Black on the PS2, making shootouts feel dynamic and weighty thanks to the physics), or they are fantasy levels with zero ingenuity, designed around arena play and -- as you mentioned -- repeatable play experiences to sell cosmetics.
I'm still enjoying Prodeus for what it is, but the levels still aren't quite as inspired as classics like Duke Nukem 3D or Shadowrun. They still feel like the devs are trying to be clever with the layouts, rather than focusing on playing up the strengths of the game's mechanical design.
I've bitched about this in the past and people didn't get it, it's meaningless phoney interaction. There's a reason that Call of Duty had that "Press F to pay respects" meme blow up. Every single 'singleplayer' game now is nothing more than a boring ubisoft open world filled with meaningless collectibles that don't really matter for the progression of the story or you're going around pressing buttons to advance and it's gotten so bad now even turning a wheel requires you to tap a button constantly instead of just once which to me is tedious as fuck.
Worse, you then have them doing it in cinematics, so after finishing a gameplay section you can no longer sit back and potentially enjoy the reward for your effort, no, you've got to be fucking ready because omfg if you don't press this button at the specific time you're going to die! Game over! If I ever see some shitty "Press X to continue cinematic" gameplay I quit and yes that does mean I've had fuck all to play. I'm not interested in playing a game I could code a bot to play for me.
What absolute shit games have become now and this is definitely deliberate design choice. Nintendo got it right back in the day with the N64 when it came to their level design and exploration, collectibles would at least mean something to the gameplay, you needed to get those items to progress the story or it could seriously help you later on but instead? They're just shitty little achievement markers at best, I know some will vary but you can largely ignore collectibles now and you'll be fine.