The first thing to understand is that this Early Access is, apparently, really early access. Spiders seems to be going around claiming that there's only around 30% of the game in there at this stage. And given that we are talking about the Eurojank RPG space, with a developer with B-tier resources trying to produce something of the scope of A-tier developers, you need to go in expecting some wild bugs and issues. In one stage early one of my party members ran into a wall, for some reason died, and then the game rewarded me with the loot from a successful battle. A few minutes later I wandered past some dead soldier bodies. I'm not nearly good enough with coding to understand the kind of cause-and-effect that could have created this chain of events in the code, but as anyone who has played Eurojank RPGs in the past knows, I'm not even talking about a particularly egregious bug here.
GreedFall itself also had some bugs and weird moments of jank. So why did it impact so strongly on me? Simple: The narrative. GreedFall was, broadly, a criticism of colonialism, and a surprisingly sharp one at that. Played through the eyes of one of the colonisers that came to sympathise with the natives, the way the game explored several European and Middle Eastern-coded factions carving a nation up between them while actively destroying the native culture was often surprisingly blunt in its assessment.
GreedFall II changes things around a bit in that you're playing as a native, who is initially kidnapped, taken on a ship, and imprisoned back in the "mainland." They escape and form a party that then heads on out to try and understand why they were taken and what's going on. I'm far too early into the game to have a proper sense of the direction the narrative's going, but aside from one of your allies, whose hatred of foreigners seems designed to be so extreme as to make him a close-minded bigot and, by extension, pass something of a commentary on the native's capacity for bigotry, the characters and plot is otherwise intriguing. Removing native peoples from their homeland to serve the European empires was, of course, a major part of colonialism, and if Spiders can put the same earnest effort in that they did with the first then this will be a narrative to stick in the mind.
The other big change in this game is the combat system. GreedFall's combat was purely action-based, whereas GreedFall II has been more inspired by the pausable real-time combat of the Baldur's Gates of the world. When battle is joined you'll pause, issue up to three commands to each character, and then unpause to wait for those actions to play out.
I wasn't sure if GreedFall needed a sequel, but from what I've played of the Early Access release, it seems like Spiders has taken a genuinely additive approach to the franchise and world, rather than simply retreading old ground. It's going to be fascinating to see what it's like when the 70% is added in.