To be up front I am a huge rpg geek and I love Superheroes and the DCU so I was looking forward to this book. The following is a general review of this book.
Good: Rules are generally pretty solid, if you liked the older version of M&M you will like this version. They did a good job on the lore/setting of the DCU.
Bad: The Editing/layout and word choices. I felt that it was difficult to find stuff in this book. I checked Chapter 8 Action & Adventuring to read up on combat (labeled as Conflicts ) and I find how to attack someone and defend but No way to deterring what the effects of getting hit are, in order to find that I had to check in the Powers Chapter. Another example the Psionic template on page 39 lists Mental Blast as a power the character has, but there is no power called Mental Blast, or even Blast, this falls under the Power Damage (Mental Blast). Seems as is they were trying way to hard to avoid terms that other Super games have used. Wish they would have gone for more classic and straight forward word choices even if they sounded more ‘Champions like’, and wish that chapter 8 was more straight forward even if that meant that you repeated yourselves a little.
Nit picking : Minor Fan boy nerd rage, they really gave Batman a higher Agility then Nightwing? Dick Grayson of the Flying Graysons, Circus Acrobat since he was 5, who has been shown time and time again in the comics as being far more agile then Bruce. Nightwing who’s number one ‘power’ in not being there to be hit, (vs. Batman who takes and lot more hits but just won’t stop). I was really disappointed in this, and hope that is addressed in the book of characters they are doing.
Do to the bad organization of really good material I would have to give this book 2 stars, especially new players I would have to say grab the old second ed M&M or wait until you can check out the new Mutants & Masterminds Hero's Handbook and hopefully the information will be presented clearer.
[2 of 5 Stars!]