I saw this as a natural progression on the part of Colossal Order due to the map creation tools included in the first Cities in Motion, the greater focus on editing tools in the second, and the constant promises of becoming more mod-friendly (though not in CiM2, at least in the next game). I like that it seems to combine grid-like aspects of CiM* with the graphics engine of CiM2. However, my worry is that the atmosphere (like CiM2) would be too sterile.
CiM had a lot of character in the vehicles, crowds of commuters, landmarks, colors, vehicle types...the list goes on. For most of my CiM2 gameplay sessions consisted of mostly empty streets, crowded metro stops and tiny robots moving to and fro with a lack of character or individuality. And of course, the never-ending "dead" modernized city environments rears it's head.
Colossal Order is a decent company however (especially since they've put up with our rants and complaints for so long without losing it!), and so I hope that they deliver with the upcoming release. And +1 for life-like foliage; I tend to build my cities in CiM, Simultrans and even Minecraft with a large amount of parks, open spaces and greenery.
*EDIT: From looking at the images on the news thread of Paradox's page, I guess I was wrong about the grid-like aspects of city building for this game. I am hoping for a "snap-to" option, but it's no big deal if there isn't; it just means my block designs have to be neater and more detailed.