First thoughts - Company of Heroes 2
Synopsis for those familiar with Company of Heroes: If you weren't expecting to pay full game price for a standalone expansion with added snow maps (and the much-touted weather effects are a feature of specific maps, not the core game mechanics), you haven't been paying attention to the press releases, and this may not be the game for you.
Much has, indeed, been made of how it isn't much different from the original (a game one arguably wouldn't want much deviation from), despite a few changes to flamethrowers, vehicle capturing and resource points, commander abilities, and a new army. My own experience with the beta argues in favour of seemingly subtle changes that drastically change the feel of the game, and not always in a good way.
In the original CoH, games progressed methodically - you built up a territory, established supply lines, and then went for the victory points. Partly it may be my inexperience with the new units, but CoH 2 feels much more frenetic, and at least pitched against the AI the gameplay is much more reminiscent of Dawn of War II, with a focus on 'quick grabs' of victory points and on harassment. The whole feels a lot more 'gamey' than the first game, ironically given some of the emphasis on added 'realism' in certain game elements. The faster gameplay makes it difficult to gain full appreciation for some of the interesting new elements, such as 'true line of sight' (much higher casualty rates, much reduced field defence options - particularly for the Soviets - and the fragility of buildings that makes them a death trap make setting up ambushes a lot more difficult) and the importance of keeping resource points for their ability to tell you where the enemy is as well as for the resources. Though there is a rather bizarre mechanic that allows a player to have line of sight from all his wounded casualties until they're killed or die, although exactly how they impart this information to your army when none look in a fit state to operate radios is never made clear.
Partly the 'gamey' feel results from the extraordinarily bad fit of the game to the setting - this is the Eastern Front, a battlefield known for its gigantic set-piece battles between monolithic leviathans, however it's a game with much more dynamic harassment-based gameplay than the original, smaller maps, and a population cap of 100 (up to 18 of which may be eaten by a single unit, such as a T-34). CoH itself focused on the Normandy Invasion, and quite often on special forces actions behind the lines, that it portrayed with a semblance of realism. CoH2 really should have gone for a less stereotyped choice than the Eastern Front - the North Africa theater, training ground for the SAS and the site of set-piece tank battles, would have been the best fit for the game mechanics.
Partly also it's details of the interface, which is functionally similar to CoH1 but shinier, and which replaces the more military-style sparseness of the first game's layout, with its unit kill roster and vehicle schematic diagrams to show damage, with large amounts of explanatory text and more colourful unit ability icons. It just looks less like something you might see when commanding an army and more something you'd see when playing a game. Finally there's the unit ability roster. In CoH1 units had limited abilities, and those mostly defined by the weapons they were carrying. In CoH2 Soviet conscripts can improve their effectiveness by shouting a battlecry. The 'rock-paper-scissors' element of gameplay seems to be heavily exaggerated compared with the first game, but that may just be my experience playing mostly Soviets (who seem very specialised and with very little AT outside certain commander abilities and their own armour). Supposedly snipers and flame weapons (which are abundant) can kill vehicle crew now, which should help to give you more options for dealing with certain unit types, however in my experience this doesn't happen, and keeping a sniper where he can shoot tanks will usually result in a dead sniper.
The weather effects are nice, but again the game pace limits the opportunity to enjoy/take advantage of them - with small maps and fast movement generally, I have yet to really notice the effects of snow. And the periodic blizzards, while serving a game function, feel unnecessary and none-too-subtle when it would be nice to have some maps where you can take tactical advantage of the less overstated weather effects rather than being forced to spam tanks (which don't suffer adverse effects in blizzards) OR ELSE. In a game with otherwise close attention to detail, it's also a bit odd that the blizzards affect your soldiers but not the landscape - broken ice won't refreeze, snow on the ground won't become heavier, tracks already made in snow won't be obscured (at least that I've noticed).
The auto-unlocks for commander abilities make me feel less in control, and also result in large surpluses of command points that don't do anything since the new commander lines are far less CP-intensive than the old trees. The corollary being, of course, that you have many fewer abilities to play with per commander (only five, in fact). Mostly, however, the new system plays to the faster game pace (all 1 CP abilities unlock with the first command point, for instance), and so you need to be very familiar with what your chosen commander does in order to avoid becoming lost or not using the abilities to full effect.
As a game, so far I'm enjoying CoH2 a lot, and it's plainly a lot more heavily-focused on multiplayer than the first game with an ingenious system of multiplayer rewards (and by all accounts the single-player campaign - disappointingly, available for one side only as in the first game's base release - is much weaker than those in CoH), but long-term I don't think it will have the immersion of the original. With the original I could feel I was taking part in major actions in WWII - with CoH II I feel I'm playing an admittedly very well-designed game.
EDIT: And now that the game's officially been released and is no longer an open beta, I can add one more thing: no manual. It's clear CoH 2 is very heavily targeting CoH players - there's only one (good, but limited in scope and rushed) tutorial mission, and while the new icons that tell you which parts of a vehicle have been damaged are a nice touch, there's no glossary to which icons mean what, and most are not intuitive (aside from the red crosshair for "main gun damaged"). The game also hasn't solved the problem that most of the white weapon upgrade icons look the same, at least at a glance, with nothing to remind you whether the squad is armed for AT or AP (although flamethrowers come with a red flame icon which serves to distinguish them).