After playing this, I can fully appreciate why Russians are annoyed at Relic's handling of the story.
Most of it comes across as COMRADE VODKA STALINA, COMRADE COMMANDANT RUSSIAN GUYOVICH COMMANDS YOU TO SACRIFICE YOUR TROOPS IN THE NAME OF THE MOTHERLAND, FOR BETTER REPELLING THE FASCIST SCUM.
Even setting the obligatory patriotic angle in a war of self-defense aside, there's a distinct lack of nuance to everything. Relic's handling of Americans in CoH felt realistic and tone-appropriate. **** was bad but there wasn't some guy on a loud speaking spewing bull**** in your ear constantly, it was about the soldiers. This feels almost like a parody of the commonly accepted Western stereotypes of Russia. Although I do like the troop chatter, that at least sounds semi-genuine.
But the cutscenes and their presentation are absolute ****. You can safely skip them and not lose an iota of context. The basic pattern is: commanding officer says something stereotypically propagandist, the protagonist angrily rejects it, then you flashback to the past where the protagonist basically does exactly what he was told. Even the part where you deliberately disobey orders to rescue the protagonist ends non-sensically. Ok, so you abandoned your post to rescue your commanding officer. You also met the Germans head on and wiped out a ridiculously large armored assault. Killing Germans not 6 blocks away from your command post AND rescuing your commanding officer is grounds for the whole outfit to be executed for dereliction of duty? Yeah, that makes perfect sense. To someone who is interested in portraying the "evil soviet union" above all else. Christ, there was a enough misery to go around in that conflict, there was little to no need to relentlessly harp on the unnecessary brutality of upper command. It's like the writing was designed to make Russians feel bad about winning. That the thing the narrative considered most important was not their eventual victory, but how many bodies it took to make it possible.
I also like how Order 227, which activates whenever you deploy conscripts, has zero impact on gameplay in the campaign unless you are terrible at RTS's. It's just there so the game can constantly remind you how much your side could care less whether your troops live or die. Top notch writing and design, that.
I think the real difference is, CoH was inspired by Saving Private Ryan. The brotherhood, the sense of duty, is what they based the story on. CoH 2's inspiration is mostly based on stereotypes, with a (after the fact) bleeding heart protagonist so it doesn't look like a total smear campaign.
I'm imaging what COH would have been like with this kind of treatment. Imagine if every soldier/officer sounded like Sheriff Roscoe P. Coltrane from Dukes of Hazzard, and his lines mostly consisted of "We ginna git them Nazis for America, ker ker ker."