The car chases in Covert Action were the weakest part. The other minigames were excellent including the codebreaking mechanism and hacking. The best part of the game was the random mission generation. Essentially every mission was the same, but the random flavor was excellent.
Yeah, it wasn't so much about the minigames, but that each one was an alternate means to solve the overall mission. Examples, you could sneak into a safehouse to photograph intel, or you could place wiretaps. You could use the follow a courier's car to the next safehouse, or emplace a tracker. You could try to shake the car following you, or stand and try to win the shootout. The crypto minigame was very useful, but not mandatory, as it let you read all the intel from wiretaps and break-ins.
Also, you were expected to lose every now and then to see all of the game (something I don't think modern gamers can really stomach anymore.) Each mission was actual part of a multistage terrorist plot, which you could never see if you insisted on playing easy mode to get flawless wins. Also, if you got captured, you were provided options to trade yourself for a terrorist you arrested or wait for an opportunity to escape.
Though as other have pointed out, this is all kinda moot as I don't think you could really do Covert Action in a platformer format/shooter. I remember reading a retrospective from Sid Meier regretting that he made the shooter aspect of Cover Action too overpowered (which it was).
Speaking of games no one else has mentioned yet, it's a lost Cold War relic, but "Central Intelligence" was conceptually about you creating a US-backed insurgency in Latin America. You recruit guerillas who conduct
terrorism *guerrilla warfare* to forment a revolution. It was particularly unnerving experience, as seeming all violence, including against civilian soft targets, generated support by making the government look weak. It was also always safer to overkill a target than to let it get away. Trying to assassinate an officer on his lunch break at a crowded movie theater with a pistol was a less effective choice than planting dynamite in said crowded movie theater. Ultimately your grand strategy broke down into deciding what individual civilians were expendable as
innocent bystanders *collateral damage* or not. At least the rest of that theater audience died
senselessly *heroically* to
end communism *bring freedom* because
Oliver North *The People* demanded it.
It was board-game-like with murky mechanics, and very dry presentation, but I've never seen anyone else attempt that kind of subject matter, especially with such cold calculation and lack of irony. Then again, I don't think you could touch that concept post 9/11 anymore.