I love it. I was very skeptical when it came up. But I love how it came out.
It's many things. When they first put it out there were few options and the game was very unpolished. But they polished it a lot and what used to work terrible actually goes pretty well now.
To single out a few:
- relationship system is less hardcore (but can still screw you if you dont pay attention or are unlucky)
- you have more items to deal with situations (including one that allows you to increase the torch level -though only during combat- functionally making it similar to DD1 torches -lets call them torches for simplicity). It also feels like the choice on what items to drag along is more meaningful and strategically relevant, as they can change a lot how your run goes and how you deal with unexpected stuff. It feels different and better than expedition planning in 1 to me
- you have quite a bit of hero customization (although needing heals and stressheals means that some combinations will be more popular than others. Its not that you're absolutely constrained -quite a few classes have alternate stress//heal abilities- but some are so substantially better than the others that you kind of feel pressed to toss them in)
- Combat is mechanically similar to DD1... but it feels *better* than DD1s. There are just a few subtle changes in how it works. Its more satisfying. Also the 5 turn limit only applies to road battles, not to every battle (which was silly)
- Path planning has improved a lot over early access. It matters a lot what paths you pick and what are you hoping to achieve (eg: technically you need to defeat one stage boss to access the final bosses... but in practice the focus of the runs at the beginning should be in getting unlock currency). Also in DD1 I felt encouraged to avoid combat. In DD2 its a more nuanced decision with many pros and cons to evaluate
- ambientation is gorgeous. I feel there's a lot of homage to "In the Mouth of Madness" in this game