I read Apocalypse and Forsaken 1E, but didn't play either. This game, though, deserved to come down off the shelf and stay off, dammit.
In Werewolf: the Forsaken 2nd Edition, you play the ultimate predator. You don't have a sacred mission as in Apocalypse--not really. You're just a killer with a sense of community. That sense of community is omnipresent in both the core book and the first supplement, The Pack, and it comes up organically when roleplaying, which is nice.
Although I didn't have a lot of Werewolf experience, some of my players have, and they've noted with no small amount of pleasure a few differences here. In particular, they've hailed the changes to the Oath of the Moon over previous werewolf codes of honor. The meaning of respect your prey and the low honor the high; the high respect the low can be interpreted in enough ways to effectively be tailored to every group. For example, our ithaeur (shaman, effectively) is a smart-assed Brit that threatens spirits with inconveniences or worse; some groups might call that disrespecting prey, but we think it's fun.
My personal favorite part of the setting is the sheer variety of spiritual resonances. You don't just deal with the spirits of animals, or of objects, or even of emotions. Spirits of cybersecurity usher bit-motes on luminal pilgrimages. Spirits of HIV crowd out and suffocate spirits of excitement at a South African cultural celebration. A spirit of the local college's biology department, bloated with funding, trades essence with spirits of scientific observation to taste their secrets. The spirits of a company's shares swarm over the corporate spirit itself, commanding it in a terrible cacophony. And these ideas are just from the first few sessions!
If you're new to Werewolf, buy this. According to my players, if you're 20-year Werewolf veterans, you should buy it too.
[5 of 5 Stars!]