Red Steel would have been a more enjoyable experience if they simplified the sword fighting, tightened the bounding box, and optimised the engine and assets so the famerate was consistent. Aiming guns sucked due to the huge bounding box and lack of tweaks. Sword fighting sucked because Ubi were, believe it or not, over ambitious, and tried to tie too many directional functions to the Wii Remote's single gyroscope. And the erratic framerate just made things worse.
I don't think the game was amazing by any leap of the imagination, but I honestly feel if those issues were resolved, which are actually quite simple on paper, Red Steel would have been received far better even with the shipped encounter and level design. When you spend the game shooting and slicing, and both of those things are hard to control, then the rest of the game naturally falls apart. Fix those and you're on your way.
Red Steel 2 was much, much better. I don't feel the Metroidvania style level design, pacing, and variety came together as well as it should, and the balance was shot to shit. Felt like almost all effort went into controls, mechanics, and art. And it's not a surprise that all of those things are great. It controls extremely well, and I've argued it's a superior motion control experience to Skyward Sword. It's responsive, accurate, and tightly designed, making switching between shooting and slicing almost second nature. The emphasis on full, weighted swings really helped immerse you in the combat. The little contextual special abilities, like stabbing, finishing, grapple head shots, and so on, made you feel like a bad ass with wild motion controls that never fucked up. In terms of a pointer based shooter with full body motion controls for melee combat, it is as far as I'm concerned the standard to which all other motion control games should be judged. And sadly it will be forgotten and ignored.
And it looked gorgeous. Great art, great style, with a solid framerate.
Red Steel was a mess of dumb ideas and over ambition, though good intentions. Red Steel 2 was much of that over ambitious design properly realised almost to perfection, with a better though incomplete framework of a game. Ideally, a Red Steel 3 would finally see all elements of the game hit their peak.
Alas, it will never happen.