Because I suffer from a peculiar sort of autism, I'm replaying the demo area-par-area with the original to check the differences (helps that the demo is kinda small).
The dock area has several changes from the shaper ghost/creation you see at the beginning (that's new, and your character wondering about ghosts reminded me that
theoretically, if I remember right, Shapers had a very negative view of necromancy and were kind of skeptical about it wholesale, but it's been years and Vogel doesn't give a shit about his own canon) to the first rogue encounter being peaceful and the enforced canister door (you can't get out of the docks before getting it).
I was surprised that the first Fyora tutorial area combat can be wholesale skipped with a leadership check, option
not present in the original Geneforge 1. Likewise, a tahd is placed in the quarantine room to CLEARLY signal you the stealth mechanics. I did not have similar "peaceful" checks later, maybe my leadership was too low despite pumping it. Who knows.
The first town dialogue tree are mostly unchanged, there are some cleaned up dialogues but the details are essentially the same, the only somewhat big change I got in the entirety of it was that two old ledgers were changed to explain the new concept of "INUTILE" servile, apparently serviles that are genetically predisposed to be useless/brigands and got nuked. I don't remember this concept from the originals, but again, mind fog and I don't know what role it will have. It's the biggest change in dialogue trees. Some leadership and mechanic checks had their values changed (the sidequest for a chest in the village is now easier).
The new creation system looks nice and expanded, and I particularly like the problems with creation control (I'll need to check if it makes gameplay a chore in certain situations, tho). Extra abilities (like Overload, trading HP damage for attacking power) make the combat already more involved and it's nice to see that even trash combat like Fyora and Tahds now have quire a bit of variety, with enemy Fyoras that can activate overcharge too and Tahds that can leap and stun opponents. Even if the enemy setup is
mostly unchanged, it makes the combat significatly different even if a tad slower. Maybe I fucked up with the difficulty settings, but GF1's combat is crazy fast in comparison.
There are several "underground" areas not present in the original, got one in the starting village and one in bandit woods, good way to add extra content without changing too much the map structure.
The graphics are functional and the overlay map looks
nice. Compared to the shit-tier eye cancer that was Queen's Wish, a definite improvement.
Having to play the same areas back-to-back kinda slowed down my progression, I'm just at the shaper school now. One
clear difference is levelling up, you are far slower in Mutagen and you aren't even given starting points, only a single level up at the end of the first tutorial area. My original GF1 character is already stronger.
However, the new depth to the creation of Creations, the graphics being functional and the writing unchanged make me positive for the moment. The UI is still amateurish, but my brain knew by rote the old Geneforge commands and it seems they are unchanged.
Some of the graphic choices are.... peculiar
But the Serviles were always intended to have a snout and the tahds are now less monkey and more Cheetahmen.
I'd say that compared to the mediocrity unbound that was Avadon (kill rats bro, awesome bro) and to the mess that was Queen's Wish, this appears to be good.