I was going to Savage Shadowrun but this thing really saved the the time. I think that's really what it was made for. Essentially it's Shadowrun with the serial numbers filed off and I mean that in the best way possible. The Author really seems to understand the concept behind Savage Worlds and doesn't try to stack a lot of strange mechanics into it just to create the "feeling" of crunch or to fluff out the page count. You get races and magic, and Riggers and the works. Deckers get the option of using two different types of system to handle matrix runs and both can work to taste depending on how much complexity you or the player want to add. That's one of the strengths of this book. It really does let you dial in your game to taste and it's done with intent, not a ham handed attempt to sell you a book. The Author seems to have a firm handle on the deisgn philosophy of Savage Worlds and keeps things Fast Furious and Fun. The only point where I think my opinion diverged was on Cyberware. If you're running Novice Heroes they are going to see a ton less Cyberware than you'd expect in any other system. As a player I'd be stunned. This isn't a dig at the system and if you read the author's description it makes sense to me. They add cyberware via edges but the costs of implants are so great that it really caps the limit on cyberware more than I think some players (myself included would expect). It's not necessarily a bad thing and you can easily change it by lowering the costs of implants or running more experienced characters to start. Personally I'm just going to swap out the Cyberware rules with the ones from the Sci Fi Companion for now along with their accompanying edges. This book also gives you the option to remove magic entirely. It also gives you options on how to incorporate it into your specific game world although in my case I'm just using Shadowrun's history. The production values are way better than most products found in this price range. The art from the cover to interior art is all top notch. To be honest it's better than we had in almost all the gaming books we had in the 80's, 90's. Layout is clean and sensible. It borders on being as good as some of the stuff being kicked out by major publishers. There's really nothing to dislike about this product as the price is right and anything you want to change either has a recommendation or is just so easy to do it's almost inconsequential. I'd wholeheartedly recommend this book over most of the existing Cyberpunk settings currently out for Savage Worlds or use their background and just use this book's ideas instead. Hat's off to incredible value and utiility for the price.
[5 of 5 Stars!]