Timeline of Preview Season from that page:
Quote:
Building Worlds: Kamigawa: Neon Dynasty: January 11
History and Legends of Kamigawa Article Series: January 11–21
Kamigawa: Neon Dynasty Story: January 24–27
Debut Video and Previews Begin: January 27
Card Image Gallery Complete: February 4
Commander Previews: February 7
Commander Card Image Gallery Complete: February 8
MTG Arena and Magic Online Release: February 10
In-Store Prerelease Events and Sales Begin: February 11
Worldwide Release: February 18
In-Store Draft Weekend: February 19–20
So far, I'm actually pretty impressed. There's going to be two weeks of lore previews of the time in between the Kamigawa sets
before we even get to the new set's story. Then the story's all going to be revealed before previews. I feel like they're going to aim for a twist that I'm not going to like, but the fact that they're going to spend that much time on showcasing how the plane's changed is very much appreciated. Even if I don't end up liking the end result, it'll at give a few more "ages" further in the world to appreciate before that.
That Q&A section on the long video was a bit sad. There's a bunch of "We can't talk about the cards" and "We can't talk too much about the story" there, and it really limits what questions can be asked. It's nice that they're up front about getting the time span wrong between visits to the plane.
As for Kamigawa in the story itself, I wasn't expecting it to fit in the old Kamigawa as well as it did. I expected a few surface level references (though not Azamuki). However, the way kami were integrated is an actually good evolution of what was seen in the original block. It does take some leeway from the whole Sisters-changing-the-way-magic-works, but it doesn't throw out the old. It is an actual evolution of the magic of the kami.
As for the cyberpunk tech... it works best it feels like something that developed in tandem with the evolution of the old. For example, the Reckoner's mark system or some of the gear other Reckoners had that enhanced their abilities felt good. When it's not, it can get a little exposition-y (like explaining why the gambler had cash instead of card), and it draws attention that WotC wants to use tropes for the sake of tropes. It's one of those things where
not being more descriptive of a strange thing is better for immersion.
The worry is that trying to get the Japanese/Cyberpunk tropes in regardless if they contribute well to setting or not might actively bog down the setting. Most of the negative reactions I've seen so far with the story is solely on the cyberpunk tech side, and not the traditional side. From what's seen so far, it doesn't look like a "We're just adding Kamigawa just to say we did," but rather "This can't can't integrate into MtG settings without Kamigawa to ground it." The pop culture references can't stand on their own here and still feel Magic-y; they really need to feel like a Kamigawa version of that reference.
As for the story's story? Everyone's pretty likeable so far. People feel decently fleshed out with only Tameshi giving off feels of "You're somebody who going to do something weird that only makes sense in that the story needs it" feeling. Plot's being as blatant as possible without directly stating that Michiko Konda's the Wanderer.