So what's the verdict, is XCOM2 a lot better than the first one? I did like the first one, but.. after 2-4 hours of gameplay, everything just gets old. Have they made big improvements to the sequel?
It's better in most areas than the first one. The few (mostly minor) exceptions are, I'd say:
- Promotion trees are now much more binary, something that seems to be derived from the Long War mod. You don't gain a lot by mixing and matching different sides of the tech tree, and balance between options and builds is poor.
- Sectoid psi powers are weak and the AI associated with them poor, mostly because all of them (even panic etc.) are linked to the survival of the squishy Sectoid. Psi powers were handled better in the first game from what I've seen so far.
- A minor issue, as stat increases on promotion are randomised, but while most of the old Second Wave options have been incorporated into the main game, rookies now all start with the same stats.
- The strategic layer is much better overall, but compared with the first game with Second Wave options enabled the first month of the campaign is too heavily-scripted (the first few missions all offer the same rewards and have the same mission difficulty - hence number and type of aliens). There's no randomisation in, e.g., the first council mission (which is always 'rescue a scientist'). Since this is only the first month, this is not a major issue - but I've now started several playthroughs and it feels a bit static if you're bad enough (like me) to need to restart fairly frequently.
- Just because of the new game structure there are no new Second Wave options; Training Roulette is the one I miss most, and its equivalent (a facility that occasionally gives free promotions from other classes to a soldier) is rather limited - a case of free boons rather than anything that changes your playstyle.
- I prefer the EU approach to tech-based upgrades, where foundry upgrade costs are one-time payments while new weapon types are bought as individual items (this also makes losing gear on character death more relevant when you have that Second Wave option enabled). Oddly given that you now automatically lose gear on character death (unless it appears as a loot drop), XCOM 2 has reversed this approach: grenades and ammo are bought as one-off items, while rifles, shard guns etc. are universal upgrades. This also reduces the relevance of the game's new module system, since you don't have to trade off using an advanced upgrade now vs. holding onto it until you have a high-tier weapon.