If you're looking for a game that is not only exciting and hauntingly beautiful, but also gives life to the deep social and global trends, Hack the World is for you.
You could simply settle for 'a fun night' with friends, but why settle for fun? Why not powerfully bring to life ideas that seem dead? This is what entertainment in general does: it always depicts a reality. It will reflect how the author thinks the world works. Through the artpiece, the author nudges your intuitions so that they are aligned with a worldview. It so happens that some worldviews are more aligned with the reality uncovered by the sciences and the humanities. The reality of corporatism, inequality and its amplification of social problems, and climate change is effectively dramatized in this work of art (and that makes me incredibly grateful and hopeful).
Hack the World needs absurd class divides for the missions to make sense. It also attempted to make natural disasters part of the forces of the fiction, but these forces were mechanically added as levers that the GM pulls or choices that the players make, rather than a necessary part of the whole machinery. Still, it's not a feature like DnD5e's Background and Alignment or whatever, which a GM could fully ignore and the game wouldn't suffer. For example, in HtP, natural disasters are always an option when figuring out what the next mission is.
This mission part, of course, is due to the game being Forged in the Dark. I will start playing Hack the Planet this week with friends, and it will be strange to have to think so much about numbers and categories and a Crew character sheet. I say this because I'm coming from a couple of months of having played Apocalypse World, one of the simplest games in terms of mechanics that I know of. In that game, I simply had to answer the questions that the Moves prompted. In this game, I have to keep track of the effectiveness of a move and the size of the effect every single roll. My hope is that I will develop an intuiton about this, but so far it seems like BitD is generally less intuitive of a system than AW. I put most of the blame on Blades in the Dark, but I also recognize Hack the Planet's author decided to use this system. Yes, I'm aware I could simply play The Veil, but it has no climate change and right now I like the idea of creating missions on the fly. Those become the source of antagonism to create dramatic situations, rather than the threats that are slowly established after a couple of sessions in AW. So those are mechanics.
What about the book? I love the art. It makes me want to live in that wretched world. It's impressive, in the sense that it creates powerful impressions for us players to carry onward as we play the game. The text is straightforward (not as pithy as AW, but I'm probably just betwitched by Vincent Baker's style).
I'm still figuring out how to play it online, since the game is so recent and the character sheets are still not on Roll20. It's also a bummer that the game probably won't be presented in any conventions this year, due to COVID-19 and The Orange Man's Incompetence™©®. I wish the best to the creators and the future of the game, because it's a bit of fresh air for us all.