You know what else bothers me about all this? Just how many "stuff like this has happened before" points one can actually make about this game. Quite a telling thing about just how run-of-the-mill the series is becoming. True, it's not like all previous games have been absolutely unique, but at least they've been cashing in on existing story hooks to make one interested about how things will resolve. This time even the game itself doesn't seem to be interested in any kind of resolution. Between that, lazy writing (only Reimu's prologue is shown, stage 4 boss would be more fleshed out by making a deal intead of LOLMAGIC-ing the characters along the plot) and overall second-rate feel of the game (seriously, the amount of copy-pasted patterns isn't even funny, and that instrument set has barely changed since the last time) leaves me with nothing but a single question. Why the hell am I supposed to care about this, again, if it look like even ZUN himself doesn't anymore?
About how interested you should be, honestly it's up to you. But since you've been following the series for years, I kinda doubt you're gonna leave for one game that you don't like, so ...
Anyway, at the risk of being seen as a nitpicky, super-protective-fan-who-must-lunge-at-his-hero-ZUN's-rescue, I also disagree (kinda obnoxious i know) on the thing about patterns. I do not know what you mean with patterns being reused here, so I'd like to see what precisely you mean with that. BUT in the case you mean Kicchou's nons, which sorta look like Yukari's Border of wave and particle, then no, cuz bowap is not only completely static, but it also forces you to switch between micrododging and macrododging (when the wall comes), add to that the existence of a certain safespot for Bowap and the fact that the user (Satori or Yukari) doesn't move. Kicchou's nons got movement RNG. AND, in ALL difficulties aside from Lunatic, (which honestly is the only difficulty where it remotely ressembles Bowap), not only are there some kind of large "corridors" where you dodge the bullets, but the color of the waves is not the same everytime.
There really is a limited number of ways patterns can be made, along with the way you approach them : static patterns ? You memo and potentially safespot them. Aimed, streaming pattern ? You stream them. Hybrid-like pattern that combine the two previous ones ? You route it and figure out when to restream. Aimed patterns that involves either clumps or large bullets ? you misdirect them. Patterns with bullets that "unfolds" towards the bottom ? You move up. Puzzle or gimmick patterns ? You figure them out. Lane crossing patterns that guarantee your death if you don't take the risk of moving ? You alternate your speed and dash through the gaps. And so on and so on. As for RNG patterns ... that is a whooooole 'nother can of worms.
Or just git gudAnyway, patterns can confortably be classified, and there are very established ways of dealing with specific kinds of patterns. It is not a matter of creativity or lack thereof here imo, just a limit of sorts that cannot be overcome by the genre. With a series of SHMUPs that's run for well above a decade, it Is no surprise that it has explored most of the possible combinations of bullets and then bring some back in later games. Similar patterns would play similarly, but that does not necessarily translates into patterns being copy pasted.
Anyway, pattern wise, this game's got a LOT of statics ones : it is very learnable game : practice pays out, and you don't need to cross your finger quite as often as some of the heavily RNG dependent part of, say, Kagerou, Doremy, and Behind Festival to cite a VERY few examples.
And aside from the gameplay aspects of patterns, if we talk about the looks, I honestly don't see where it falls behind when compared to its predecessors : say Kutaka's nons for exemple : they are THEMED after chickens : white, red and yellow. Kicchou's nons are like I said previously, plus they alternate colors toward ones that are the same color as her clothes. Keiki's got that additional efforts into putting stars and stuff of different colors instead of just bringing back the old looking bubble bullets.
Also I lied and wanna come back to the gameplay aspect : Eika's final spellcard can be dodged in 2 different ways (down the bottom where you worry about the bullet that are left from the trail of the ones she shoot, or close to her where you don't but instead need to dodge between them at a closer range), ALL of Urumi's stuff aside from her final spell are better dealt at a closer range and they do not punish you when you do so (quite the opposite in fact), most of Mayumi's nons can be dodged in 2 different ways too (from the front or in the moving safespot), while Keiki's got that one non where you that you can tackle through MLG circular streaming.
There is a number of patterns that can be dealt with without bottom hugging and therefore allows different playstyles. All in all, I honestly don't see what's bad about this game's patterns.
Game indeed separates itself from its predecessors in the sense where the Beast invasion was not previously teased, but I'm giving it the benefit of the doubt due to the possibility of the stuff introduced being of use towards the unsolved Hell issue.