Here's an article
https://comicbook.com/gaming/news/heroquest-expansion-joe-manganiello-crypt-of-perpetual-darkness-quest-pack-release-date-details/ (Comicbook.com)
Yeah the "graffiti art" looks more at home in some other game. A little harder to read, if you already already familiar with the game or this expansion, probably. I'm glad to see that the errata is addressed as in the previous former Mythic exclusives by including cards of items that previously had no physical card (Oil of Acid Immunity, Lightning Bolt Spell Scroll).
It is interesting that some cards are included that use the "standard" remake art (but still have the foil covering on both sides).
I see the "Oil of Acid Immunity" card for example. And looks like the two unique artifacts (Crown of Shadows, Dragon Spear) as well.
I'm assuming Holy Water is still considered "Equipment" in this one. All of the Alchemist Shop potions use the "Alchemy" back (like ROTDM and JoD).
The design of the new character sheets takes up more room with the artwork, but the nice thing is that it's stark black on white which will make it easier to make inexpensive photocopies (no color lost). The gray shaded areas would get messy as you erased the pencil on them anyway (especially on printed/photocopies).
The black combat dice would get confusing if you also have the indy/homebrew "power dice" in black on the same table (these official dice have normal distributions). Of course the black dice with white symbols (the exact reverse of the regular combat dice) look awesome, and there's no mistaking what you rolled from across the table with the high contrast. The black movement dice are completely unnecessary, but again, space filler for the box. Now in theory if you only buy the retail sets you have enough for every player the table to have their own set of combat dice. With the movement dice you have the GS (red), FH (blue), and now this is the third set (black). I guess if you were lucky enough to buy First Light from Target at the beginning you'll have also a fourth set of movement dice (white with red pips) and also the ivory colored combat dice for variety.
The movement dice in the remake HeroQuest are so generic though. You could buy a box of "TENZI" and get all the color combinations you wanted and then some. I'm a little disappointed that the dice aren't translucent (as long as they don't use a bad batch of resin like they did with several SQT/PoT packages, sadly) but black dice look great.
The metallic Dragon doesn't look that metallic, I can't tell if it's the same color as the First Light dragon or just gray with some shine in it maybe like how the SQT/PoT heroes were red with some fine glitter mixed into them (?). Still, we have already too many gray, generic looking plastics so I'm in favor of this change. You could still use a "Remarkable Rim" (like the two parter that Ribby 3d printed for me) to stabilize the dragon mini on the table. As Always Board Never Boring said, this won't matter at all to painters of course (and if you have the Mythic already want want to keep one pristine, here's your opportunity!). Joe called it a "black dragon" so I was anticipating it would look closer to black than gray, but the (CGI) promo images make it look just like a little brighter version of the regular one.
The missing Cliffside and stairway tiles from KK that the original CoPD used are a little disappointing, but maybe they thought those would bend inside the box without the additional punchboard? At least they filled the space with other things. Only the stairways made any difference (when it came to LOS) the cliffside was just aesthetic. You could replicate the effects with text, but it's nice to have the visual aide! Owners of KK could just re-insert these in.
The lack of plastic monsters (not even standees for them) means they would either have to tweak certain quests that call for too many of these monsters at once, or just force Zargon to rely on the basic rule to substitute another model of the same color (or similar strength as in FH/MOTM). The lack of entrance/exit doors (much like retail SQT/PoT) means you'll be using a spare closed door to proxy. If you want to play these 10 quests exactly as they were written in the Mythic set, you'll want to own KK and ROTWL.
The inclusion of the spares means you could in theory play without any of Joe's new artwork cards (put those into storage), assuming you have KK and/or ROTWL. I've heard people say that foil cards tend to "curl" over time unless weighted down in storage. I guess if you put them into rigid enough sleeves it'll be okay?