Weird adventures is, in my mind, a mix of things that usually do not work with me. Pulp era heroics with Fantasy adventure and a sorta-semi-Earth like world. Usually this is enough to turn me off of a game. But here it seems to work well. Very well.
So WA is a Pulp era game. Though not really OUR pulp era, but one on a world very similar to our own. Not WoD similar-but-darker or even D&D world like but not alike. This is our world with some odd distortions. Sorta like the world of a pulp era comic.
We know that the creators of D&D and FRPGs were heavily influenced by the pulps. What if that influence was more heavily felt than say the fantasy ones or the the Tolkien ones. We might end up with some similar to Weird Adventures.
Now this book is designed as a fantasy campaign world. So it is not by itself a playable game, you need other rules in order to play it. The book is written as system neutral, but obviously the prime influence here is older D&D. Both Ascending and Descending ACs are given in the handful of monsters.
What I like about the book is that these different elements mix and merge so well. Fantasy Adventure and Pulp Adventure seem to be two sides of the same coin. I love the layout and look of this book too. They made to remind the reader of a pulp era magazine and it works well.
The art is fantastic really. The piece with the adventurers in a tomb with a beholder is fantastic.
The monsters were all great. I loved the Hill-billy Giant.
There are somethings though I didn't care for.
While I can see why they did it, I don't like some near-Earths. This is not a deal breaker. I like it for example in most Supers games. I think I would have rather have used it with a real earth.
While it is designed for any game, I would have liked some more crunch. At the very least give me some rules for guns.
I think it would a solid addition to any older D&D or the clones, and even a solid addition to any Pulp Era game.