Listen, poo bear, I'll tuck you in a read you a story, 'kay? I don't really play games for stories. Watch_Dongs = blow shit up simulator. The narrative is sufficient to drive the action. Quality old RPGs like Gothic 1 and 2 have pretty terrible stories but their settings are good.
Sleepy Dongs' story wasn't anything spectacular. Certainly no better than WD. The double-life undercover cop thing has been done to death.
IMHO, the voice-acting + dialogue in SD is much better than WD ever dared. When a game focuses on actually showing cinematics & having dialogue for a bit of time, it should be good - especially from a AAA studio. I feel SD delivered all of this much better altogether than WD ever dared.
Otherwise, a game like WD might be better off doing any of the approaches Dark Souls series, Bioshock series, and/or Diablo 3 series uses - i.e. find other ways than the usual means to give just enough story, character, and info to make what's actually there useful to just actually push the game along w/out really getting too much in the way of the gameplay. WD shines in gameplay, more so than anything, IMHO - and given the nature of this game's subject (hacking, audio logs, video logs, computers, texts in game, Lore, etc) - there's so many ways they could've done this w/out using so many cinematics + typical means of (often poor + mediocre) attempts at storytelling.
While the undercover-cop thing has been done quite a bit - never in SD did it make me say, "Yup, I think I know what's gonna happen next" like WD often did. Maybe I do play too many games & watch too many movies - but everything WD did was extremely cliche + predictable. Textbook 101 formulaic stuff. WD often kept me often questioning constantly, "Is Wei going to stay a good cop? Is he gonna stay a good cop, but become bad cop? Maybe somewhere b/t and shades of grey? Leave the cops and join the mob? Do I, the player, playing as Wei actually make a choice somewhere on this?"