In all seriousness, Red Steel 2 is an enjoyable action game. Much more reliant on swordplay than gunplay, which I personally found surprising, although I can understand why the release of the MotionPlus caused this design philosophy.
Each "chapter" is divided into a large, interconnected portion of the city that the Drifter inhabits, and there are multiple side missions, currency, and collectibles to be found scattered throughout these areas if you don't want to move on to the next story beat. I was surprised by how well-designed these environments were, and I like that there are specific areas in which enemies repeatedly spawn so you can practice your combat skills.
About a third into the game, you unlock the parry function, which becomes pretty crucial henceforth. The one-on-one engagements with tougher enemies are quite good, and even in groups, there are special unlocks that can allow you to bounce between multiple combatants and really control the battlefield. That's not to say the game isn't difficult- there's a number of enemies with very punishing moves that execute quickly and can take off chunks of health. But by exploring areas and gathering currency you can try to stay ahead of the enemy progression.
I'm about two-thirds of the way through the game and I'm pleasantly surprised by how good it is. The story is forgettable, but the gameplay is very tight. Lots of sensitivity options, although the downward slash killing blow does require a bit of energetic swinging to execute, which is actually quite satisfying in its own way. The game very much reminds me of Zombi U in several ways, so your mileage may vary in that respect. However, I am quite fond of that game.