Meh, I find a lot of triple A games to have better texture work, I think it's a poor choice to have such a dirty and busy texture doesn't look great up close.
This is an indie company building an ambitious project, i'm not expecting miracles and stunning results, but i'll post my opinion when I have one,
To be fair, Triple A games have million pound budgets. This does not. Besides, this is not and never has been a game, it is a simulator primarily designed to accurately simulate roller coasters. Something even No Limits 1 does very well.
Graphics quality is obviously a bonus, and it is clear from the pictures that the graphics have had a major boost from NL1 and include many modern graphical techniques to give the graphics an extra boost. However, graphics have never been the number one goal of the No Limits project, the main goal has always been to have a piece of software that accurately and realistically simulates the physics and movement of roller coasters, along with an editor with 'no limits' in order to create / re create any roller coaster imaginable. While it does fall short in a few areas, it manages these goals very very well. Now with the obvious improvement in graphics, this goal of realistically simulating roller coasters is even more realized than ever before.
Now, if you look at big budget 'simulators' on the market from big game studios, they almost always fail in the simulator part, and fail to deliver a very accurate representation of what they are simulating.
These people are industry leaders in the business of simulating roller coasters, there have been other roller coasters simulators in the past. (Scream Machines, Hyper Rails) With the latter been made by a professional game studio. Both completely failed against the might of No Limits, in terms of everything, graphics, physics, editing quality ect. They did not even come close to stepping on the toes of No Limits in fact.
It is rather amazing that all of this has been achieved by 3 people, with only one person doing the code. For such a great piece of software, even for NL1 that is an amazing feat, let alone doing it again with all the added features for NL2. I code in C++ myself, and really know how much of an amazing feat this software would be for a team of people, let alone 1! When you look at it from that aspect, it really is a miracle that this software ever got released. There have been plenty of far less ambitious projects in the past, by far bigger teams of people that have failed to see even a alpha or beta stage.