It's hard to review a game like this with continuous updates, events, and content released over time since it's never a static experience. I'll try to ignore to some degree more recent updates and talk more about the game in general, but some of the content releases are essential to the game itself, making that unavoidable to an extent. The main reason I don't want to focus too much on the most recent updates is for all I know, a year from now, they'll be doing content releases totally different, for better or for worse, and while every review is of course a snapshot of your impression at the time of writing, I'd like to focus on the game itself rather than just the latest updates that may not be representative of the game's past and future. But there will inevitably be some of that too.
For context, while I didn't play it quite as much as some people, I definitely had a pretty big Overwatch phase, mainly around 2016-2017 or so when I played a ton. I've picked it up for a bit a few times since then, but never very dedicated or for very long until Overwatch 2. I played Overwatch 1 almost entirely on console, though I did try it on PC as well, whereas with Overwatch 2 I've played exclusively on PC. I think some of my impressions have a bit more to do with the shift to PC than the updates to the game, but it's hard to parse out which differences are attributable to which shift. As a brief aside, I think PC is the more definitive way to play the game, but does have a steeper learning curve and I certainly have enjoyed both.
Overall, I think Overwatch 2 is just as good, if not better than its "predecessor." And...okay yeah, I'm already doing mocking scare quotes, so I might as well get it out of the way now and say it's honestly pretty stupid to even call it a sequel rather than just a fairly significant update moving toward a shift in content release structure. One of the updates was graphical and while not a tremendous step up graphically, there are people who are unable to run Overwatch 2 and were able to run Overwatch just fine. Making a mandatory graphics update like that to Overwatch would've likely pissed a lot of people off...even if I'm not sure the sequel model pissed them off less, especially since they shut down the Overwatch servers and it basically became that mandatory update in effect. Anyway, I'll still discuss the game as a sequel herein, since that's what it's called, and it's simpler that way, but I just wanted to acknowledge that I definitely agree that the characterization is pretty silly in itself.
So okay, where was I? Controversy aside, I think Overwatch 2 is really fun. It took everything good about Overwatch and improved on it in some ways, but in most ways it just feels different, fresher even. For a game that's been out for years and been generally positively reviewed, I think "different" is a worthy aim over trying to create something entirely new. Some of the changes I think have pros and cons. For instance, I think on balance I like 5v5 a good deal better for a few reasons, but I fully understand any disagreement and think there are certainly tradeoffs that come with it. I'm ambivalent on the new Push maps as well. Neither shift feels like I'm playing an entirely new game really—the characters and mechanics still feel very much like the first game—but it's a noticeable difference.
One thing I haven't liked so much is that I've felt weirdly overwhelmed, though this probably has more to do with getting more into it for the first time in like 5 years or so than any real difference to the game. I mained Pharah in Overwatch 1, but I was happy to play pretty much whoever and generally filled (which before role queue meant I was basically never Pharah in comp since we already had 3-4 people scrambling for DPS). I still liked that a lot though. I got to be quite good at Pharah but got to play a decent variety, generally just maining each character for a few hours to learn them before slipping them into my pick rotation, which eventually included just about every character in the initial roster. For whatever reason, in Overwatch 2 I've felt much less comfortable experimenting. I think this may in part be because I'm playing on PC and also in part because people have generally just gotten better at the game, but I consistently feel like I have to play my ass off to measure up to my team. I haven't had much toxicity aimed at me, but as a perfectionist, I still hate feeling like the weakest person on the team (and frankly tend to give myself shit if I'm not the top 1 or 2) and learning new chars, even in quickplay, takes some stumbling through. So that learning curve for adding heroes to my lineup has been pretty gradual. Even though the characters are mostly the same roster as the first game, there have been so many changes and it's been so many years since I was more competent, I'm barely even any good at Pharah anymore (at least by my standards) and feel like my skills with the bulk of characters are either too rusty to count, or irrelevant due to changes in the game/meta, and require relearning.

That said, every hero I've learned in Overwatch 2 has been a ton of fun. My most comfortable is definitely Kiriko who I love playing as given she's quite strong, versatile, and has a very high skill ceiling that requires a lot of situational awareness and game sense, which is right up my try-hard alley. As one of the new heroes and one they like to plaster over their marketing, I think she was a great addition to the game.
The different roles feel rather distinct in Overwatch 2, perhaps more so than in the original game. Tank can be super fun when you're on a roll, but it is easily my worst role, in part because of how much pressure I feel being the only tank and honestly not fully understanding what I should be doing in all cases. While it does feel super cool to be so beefy and powerful, you really have to know what you're doing and while they weren't quite toxic, the only times I've had ire directed at me in voice chat from my team was in a game I rolled tank and wasn't handling it well. I've seen a lot of complaints about playing support, but that's where I've had the most fun so far. I feel like it's only become a more versatile role that isn't just a healbot anymore and I frankly don't get a lot of the complaints I've read (though I'm also pretty casual when it comes to Ranked, so maybe it's more frustrating in higher ranks). DPS I think is pretty fun too but there are so many chars and I've only practiced a few of them in Overwatch 2 so I have less experience there.
As far as touching briefly on the release structure, I do appreciate the regular planned releases and knowing when a new hero or map is in the pipeline and that they're significantly more regular than in Overwatch 1. The new heroes have additionally been really cool and have changed the game in interesting ways. I haven't played this season but at the time of this writing, Lifeweaver recently came out and looks like a character that shakes things up a lot. The pricing structure is more the concern and while there's been talk of fixing things...Blizzard has been even crummier than usual with its most recent announcements, so I'm not holding my breath.

D'aww, who says Overwatch is all toxic? :)
Still, Overwatch 2 is a game I just pick up from time to time, not one I'm devoted to ranking up in nonstop. It's still super fun to play with your friends on voice chat, whether you're in try-hard mode or just messing around shooting the shit while playing. Despite being a game with a lot of strategy and technique, I find it surprisingly quite playable on autopilot while chatting. For that mentality, I think it's an excellent game. It's definitely got some flaws, some they're "working on" like the awful, AWFUL matchmaking, but the rest of the issues aren't too bad in my eyes. I think as a casual experience it's quite good and I definitely got pretty hooked back in Seasons 2 and 3, pulling my first "stay up till 5am gaming even though I really shouldn't" in years.

So while I avoided talking about the more recent updates to the game over time, as I prefaced, I think ultimately they're a lot to do with my 4 star rating instead of 5 stars, primarily in how they're rolled out and monetized rather than the content itself, which is usually quite good. The gameplay is awesome and I think it's a wonderful social game to play with friends. But it is so repeatedly made clear that the Overwatch team is floundering, can't make up their minds, and is really dropping the ball on the implementation. I close with the above image because I loved this emote that was added for the 2023 Valentine's Day event. But as cute as it is, you literally couldn't earn it during the entire event. There wasn't even clear criteria for how you earn it as you only even knew it existed from the advertisements showing it. The team recognized on day 2 or 3 of the event that there was a glitch that left it out of the game and they were "working on it." ...So the multi-week event goes on and of course they never put it in during the event in any of the patches. It was weeks later that, if you happened to have achieved the invisible requirements anyway during the event, it was added to your gallery (without notification of course). If you didn't, too bad. Fumbles like this seem emblematic of the team's recent work even aside from the shitty policies I haven't bothered to cover. Sure, maybe—hopefully—a year from now this will be a moot point because they've gotten their shit together. But with the shoddy implementation of so many good ideas—and I really think that other than the monetization, they've had good ideas—I can't really justify 5 stars, as much as I would like to.
Anyway, I'm sure they'll get their shit together, right? Right?!
