In a 265-page game book, I expected to see more of a game and less of a setting. Make no mistakes, this is not a game book, it's a setting book for generic supers with some rules in case you don't have your own system. And it's a very minimalistic setting book focused more on inclusion (which is specifically called out in their basic ideas) than on actually setting up a world.
I would rather have seen 200 pages spent on the game and decent examples of character creation and play instead of a minimalistic, generic super-hero setting that I'm never going to use. As it is, the rules encompass pages 4-43 . . . and the rest is their setting for their rule set which they don't really bother following most of the time. Not a single one of the characters depicted in the book followed their character creation rules so there weren't any good examples when the rules were unspecific--which is the norm not the exception.
At its core, there's something here that might be useful to experienced GMs, if they're willing to dive into it, fix its problems and wrestle the system back from the brink of mediocrity. The basic mechanics are interesting and have some potential, but the entire game needs to be looked at and refined into something greater than itself. And definitely greater than the 200+ pages of sub-standard, ultra-generic, inclusion-above-all setting. Their unwillingness to focus in the name of inclusivity is a crippling detriment to their setting.
If you’re looking for a good supers game, this isn’t it. If you’re looking for a good supers setting, this, also isn’t it. If you’re looking for a, well, tiny idea in a game system that has a great deal of potential, and you’re willing to put the legwork in. Then this would be for you.