I felt it was overall a decent year for the genre, particularly in the AA and midrange space. (Including developers making lower budget spinoffs/sequels.)
Ion Fury was excellent. The first commercial BUILD engine game since Duke Nukem: Zero Hour & WWII GI back in 1999, and they nailed it, IMO. The level design is fantastic, the core gamefeel is tight, the secrets are devious, and the game's presentation is detailed, but very clean and readable.
Terminator: Resistance was the spiritual successor to Terminator: Future Shock (among other things), and a real dark horse, being announced two months before release with basically zero marketing budget. Love the game to bits, but it definitely needs a difficulty adjustment. There's supposedly one coming this month.
Sniper Ghost Warrior: Contracts picked up the pieces of SGW3 and used them to weave a very good hybrid of Project IGI and Hitman. My only real complaint is that the game shipped with bugs from SGW3 that they still haven't fixed. We're talking "change a single line"-tier stuff here.
Far Cry New Dawn was a solid standalone expansion sequel to Far Cry 5. I think that overall Far Cry 5 is the better game, but New Dawn brings back the powers from Far Cry: Instincts, and introduces Expeditions, which are great. I'm not a huuuuge fan of the direction they took the story, that said. I think that the game ended up overexplaining and subtly retconning stuff from Far Cry 5 that was better left ambiguous. IMO, it's telling that New Dawn subtly contradicts interpretations of the story endorsed by the game's lead writer.
Wolfenstein: Youngblood had a pretty rough launch. (You couldn't even pause in singleplayer.) But the game got patched into something pretty decent. I think the big problem with Youngblood is that it's a 6 hour long spinoff game padded out to 12+ hours. It seems to me that game publishers are afraid of being perceived as short.