This game starts with a very interesting idea that it quickly betrays with a focus on style over substance.
The most egregious example is the overuse of icons/symbols. When reading you will encounter a little blue circle. It will not be defined, though it will obviously be very important as it is referenced many times. It is finally defined about 70 pages after its first use. This may seem like a minor quibble but it a major problem as there are many other icons used.
If you're reading on a smaller screen you'll often need to zoom in and try to figure out if this is the microchip looking one or the similar but not quite identical stack one. You can't use search on an icon to find where they are defined so if you ever forget what a given icon means you'll have to page back, or occasionally forward, until you can find the definition.
Just use words, I don't understand why the authors decided that words were the innapropriate medium for providing information instead of inscrutable, unsearchable icons.
Further, combat takes too long and the skill system can quickly reach a point where characters cannot mathematically fail without the GM imposing luck dice on them.
Luck Dice, of which there are several varieties, depending on whether they help, sort of help but maybe hurt, and definetly hurt, are presented as the sort of thing you talk your players into taking so they can do cool things, instead of doing the thing that they cannot mathematically fail at. When one possible consequence of failure is to be trapped in a VR Torture Hell for a subjective eternity you may find your players shying away from the luck dice.
I could go on, but in the end this is just another game that took a good idea and failed to implement it in a fun and playable way.
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