The Callisto Protocol reminds me a lot of The Order 1886: it's extremely beautiful and extremely boring.

Just like The Order 1886, this is a extremely linear game. The level structure is the same for the entire game: You fight in a room and then you have two possible paths, the correct one and on the other you will find some type of resources. It is very hand-holdy and it feels like you can't do anything thats off script. There are valid ways to structure a linear game without making it too guided (just like they did in Dead Space 1 and 2) and this one is not it.

I appreciate that they had a specific vision for the game combat, but in my opinion, it falls very short. The dodge mechanic makes every enemy encounter the exactly same; At no time you feel like you can express your playstyle in anyway. Because of this, the only way the game can create difficulty in a fight is by increasing the number of enemies, and then, because your movimentation is so limited, there's no way you can recover from bad positioning during an encounter, so, there are a lot of instances that are just trial and error until you figure out every enemy spawn.

the story is very bland and uninteresting

I think it's very easy to argue that Elden Ring is From Software's magnum opus: It is a combination of everything they learned from their previous games, with all mechanics, atmosphere, world-building, intense battles, and game design philosophies that worked all packed in a whole new open-world framework that incites exploration and creates a sense of discovery and immersion like has never been done.

With that being said, Elden Ring is not my favorite FROM title. Personally, I don't think that FROM's quest design matches the open-world decision. If you're a player that gets anxious with the feeling that you may be losing content, you'll find yourself either backtracking unnecessarily to make sure you're not losing anything or searching stuff online, which kind of kills the magic of the discovery.