I got mine for slightly less than than 30$, a full playthrough lasted about 20 hours (not counting the few games where I was learning the ropes), and I am planning to do at least one more. Could get more mileage out of it once mods start rolling. I feel it's just about good value for the money since I was starved for turn based tactical.
Stuff I miss from the OG (although it's pretty pointless to compare, these aren't in the same league):
Flexibility in inventory management - why can't I decide to forego the assault rifle for an extra grenade or two?
Air combat - even though they're equally shitty in the new game and OG, the OG minigame felt more stylish.
OG has more crafts and more management depth due to alien ships running on elerium and you can choose two different weapons per craft (not that you have to have to past certain point).
in both games, once you get plasma beam, the minigame is pretty much "solved", although its a nice touch that you can swap plasma for emp to get more out of the wreckage.
Some options from the tactical combat - ability to shoot at terrain (now you have to use explosives if you wish to make some room and destroy cover), proper autofire, different types of ammo - you unlock soldier abilities at levelup, there's a bunch of tactical options coming from just that.
Proper night missions - currently, there's no difference between day and night ops.
More gameplay complexity on the geoscape - you can't have multiple skyrangers, you can't send more than one interceptor after a ufo, you cant send craft on patrol to find ufos and bases (because there' only one, ever), and you can't shoot down ufos to prevent terror and abductions (despite having a magical show all ufo traffic device).
Different ranks of aliens commanders, technicians, terrorists, medics - this means you only need to capture one for interrogation, unless you need free plasma weapons (and you don't need too many)
Randomized stats on soldiers - it's no longer possible to sift through dozens of recruits to discover hidden gems of accuracy and grenade throwing talent.
Unit facing direction no longer matters.
Things that It hought would be shit but ultimately aren't:
Base management - even though the toted ant farm thing is just that: a gimmick and it's a shame to see base defense missions go, the gameplay around it is decent - you have to scrounge for each and every penny to get the finances straight, and they've thankfully gotten rid of the whole idea of manufacturing motion scanners/heavy lasers en masse to earn some good money.
Nice upgrade options from the officer school and foundry. They fucked up research though, you don't need to build any labs whatsoever.
The scale of the game - map sizes and squad size feels awright in practice, though I wouldn't mind if the squad size cap were 8 or even 10 - they would hae to up the number of aliens per mission though.
The designs of aliens - I feared that mutons would feel too orky and sectoids would be too monkeyish - thankfully, the aliens still feel enuinely threatening, and I'd hazard saying that some are better than the original (cyberdisk, sectopod, floater).
Difficulty level - the AI will kick your ass on classic, at least until you gain some experience under your belt and reach the endgame (which, unfortunately is trivial when you have levelled up snipers and psionics...but the original was pretty much the same). Yeah, it gets trivial if you savescum, so don't.
The good stuff:
Hey, let's be fair, a bunch of the stuff actualy got better, not a lot, but there's some:
Psionics - I like the way it rolls now - you have to screen your squaddies to see if they're gifted (it's one downside is that it takes 10 days to test 3 guys) , which unlocks one basic, but usefu lability. As you practice psi-ing in battle, you unlock two more skills from the psi upgrade tree.
New mission types - it's not just about killing all the aliens now, you now have to actively search for civilians in terror missions to save them, you also get bomb defuse missions and escorts which spice things up nicely (although they come with their own set of flaws, like fielding thin men only). One good thing about these new mission objectives is that they force you to get on the move, so you can't turtle your way through it on overwatch.
In short, if you had hoped for a second Enemy Unknown... you should have dropped that delusion long time ago.
Not a horrible game though. Depends on how much you'd want to forgive it. I'd say pirate first, unless you want XP support. It's two biggest flaws is the free turn for enemy spawns and the two action system, so it's your call if you can live with that.
2. If you move one step ahead, and suddenly, BAM, you encounter 3 fucking mobs of aliens. And they all get free move. Which effectively leaves you surrounded already during your goddamn turn, with at least half your dudes getting flanked, and you can do fuck-all about this. This is supposed to be a tactical game, but you can't use any tactics to counteract this crap. Unless you do something retardedly cheesy and pack 5 snipers with squadsight and one spotter, but that's hardly a "valid tactic".
Hold right there, criminal scum. there's a pretty "tactical" option avaialble called overwatch, and it counteracts this pretty nicely. Use it.
Though I admit, overwatching every few steps so as not to disturb more than one behive at a time is annoying and gamey as fuck.
I've made one interesting observation though, it seem that if there's one alien left standing from the group, he tends to call for help which activates the nearby spawn points.