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Sometime in the mid 2010s the cultural narrative trend went towards extensive 'these people did bad things because they were forced to and actually its the supposed good guys who are the evil ones that should be blamed for the bad actions of the bad guys.' Its a bit of a stretch, but not a very long one, to see that this was being forced into video games at the same time as all other media, particularly in order to capitalize on the 'current power order bad, bad things supposedly evil people do are just disagentic actions reacting autonomously against larger evil forces'. Put plainly, the analogy is that agency is reserved for the protaganists in-game race, and all enemies are actually victims that you are effectively mercy killing out of their tortured existence. Wait, thats slightly more fucked up the more I think about it.
Blizzard seems to be the only one that escaped most of that retardation, mainly because their writing was always trash to begin with. Look, there is ALWAYS a massively overwhelmingly evil external enemy that is responsible for everything, and its an eternally sliding scale so when this enemy gets some backstory and becomes sympathetic we immediately roll out the bigger BBEG to take the responsibility of all evil!
Outside of this, western game companies tended to have incredibly unimaginative narratives. This friendly white man turns out to be the actual evil bad guy all along! This orc is actually the poor oppressed woobie. Etc etc etc.
Also, evergreens like "The church is actually the bad guys!" and "The bad guys have no reedeming features whatsoever!".
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