Awesome art throughout, although one or two pieces caught my eye as a little lacking. Deeply, deeply interesting setting that feels ready to use -- exactly what you want from these World products, and very impressive given how very weird and far-out this particular entry is. I really like the factions and find their motivations are excellently set-up to serve as jumping-off points for players; they're primed for conflict and drama from the get-go. I could see a game of Andromeda easily capturing some Game of Thrones-style politicking and maneuvering. I really love the way that the Deck of Fate is woven into the DNA of this game: it uses every aspect of the Deck of Fate in everything it does, making it feel integral to the game and even serving to drive home the 'alien-ness' of the far-off future Andromeda setting. I equally appreciate that the Deck of Fate isn't required for playing, but I'm convinced if I find the time to play this I will be using the Deck.
If I have one complaint about this product, it is that it lacks a starter scenario. On one hand, I understand why it doesn't: the game is meant to be very specific to your group. Your group defines what generation your ark is, what its people are like, what agendas your factions have, and you randomly determine what alien life you come across. Its all very subjective. That said, the tagline for Worlds of Adventure is "The Fate Adventures & Worlds line provides compact, rich, affordable, gorgeous settings with a ready-to-go adventure for GMs in a pinch" and there simply is not a ready-to-go adventure in this game. I honestly do not think anyone buy this book and run it in the same day, simply because of what a specific and unique style of play it promotes. A simple scenario or a skeleton demonstrating what a scenario might look or play out like would be a very welcome addition. That said, this remains an excellent product.