3:16 is a well-designed RPG with a quick-to-learn set of rules. There is ample space for narration and character development, if players wish to do so, but there's still enough structure to help guiding play. The premise of an expeditionary force set out to destroy all "threats" to mankind fosters a lot of thought about ethics and making part of "the system" in different scales. The great thing about it is that it doesn't have to start deep. In fact, a group can play one-shots of planet-wide destruction without any regard for the "big picture." However, it is really designed for campaign play (not necessarily a very long campaign) and that's when character development and conflict will happen. The experience of getting promoted to higher ranks, and thus having to cope with orders that further reveal the nature of the game universe, seems great.
Regarding presentation and writing, the book is clear with an informal style that makes reading through it easy. The illustrations in a slightly abstract style work really well. There is something primitive, or rather primal, about them that make them powerful.
Overall, I found this a nice game. It frames one specific genre and (in my opinion) it has a specific ideological agenda and in these aspects, it is very competently designed. The game system gives considerable narrative power to all players and for that reason it also relies on good use of that power, to work well. Otherwise, it still can work as a rules-light filler but its most interesting elements (narration, character development) might be lost.
[5 of 5 Stars!]