The great thing about R.U.S.E. is everything fits into something else. It's not always a perfect fit, but it's easy to see the reasoning behind design decisions. Take, for example, the ability to zoom in and out of the map. You can zoom down right on top of a unit, revealing some of the most detailed models to hit a console RTS in a while. Or, if you'd rather, zoom out to the point where the units turn into small ships on a command board. It's enough to make you feel like you're on Zeus's board in Clash of the Titans, only you can't call in the Kraken when times get rough.
Though it makes for good presentation, it's also directly linked into gameplay. Throughout the game, you'll need to zoom in, out and all around the battlefield in order to get the most out of the game's strategic depth. It also helps clear up some of the issues that tend to pop-up with console RTS games. You've got full control of the camera and can set it up however you want.
R.U.S.E.'s presentation has its faults, mostly during cutscenes. There's something very "off" about the look of characters, a trait that becomes even more noticeable thanks in no small part to lighting. It's just bad. Voicework doesn't help much either.