||My first thought looking at Part-Time Gods was that, if White Wolf were to make a superpowers game for the World of Darkness, it would look a lot like this. It has many of the same ideas: supernaturally-endowed people hiding amongst humanity, split into several societies that they hang out with, all with different agendas. It works there, and it works in this game as well.
First off, the book is pretty to look at. The illustrations are nice, and I like the side borders. It adds a nice gothy/dark feel to it. The layout is easy to read and nicely written. There's a good history on the world and people in it that's not too lengthy big gives you a good idea of what's happened and what's going on now.
The point of the game is that you're playing ordinary people that have been given the divine Spark, which makes them gods on the level of the Asgardians or Olympians. However, they need humanity to keep them grounded, some kind of attachment to a person, group or location (no items - there's a good explanation why), otherwise they're overtaken by their divinity and the basically go insane, becoming more a force of nature than a god who listens to followers.
I like this take on the achievement of godhood. In a lot of games of this sort, you have to separate yourself from humanity because you're no longer one of them. Here, you need them in order to keep being the person you are.
In reading it, we get to my biggest gripe about the game: It really needs to be proofread. There's no spelling errors to speak of, but a lot of cases where the wrong version of words were used: accept/except, they're/there, picque/peak, etc. Seeing that is kind of jarring to me.
The mechanics are nice and simple: Attribute + skill +d20. You use that for everything, and it works quite nicely.
Making characters can be a little lengthy, but that's because it requires a little forethought. Like I said before, human attachments are required to keep your sanity, so you have to decide who or what you're attached to, like a parent, sibling, best friend, organization, whatever. Names are good, too. So you have to plan out a little ahead of time.However, the creation system is fairly straightforward, so it's not a problem at all.
My only other problem with the game is in the setting setting. When you make your character, you pick which group you're a part of, like Clans in Vampire. In this case, they're called "Theologies." I had some trouble sympathizing or finding something to like about most of them. While they all do have some strengths that are good for characters, most of them seem like a bunch of right bastards. This is a minor thing, however, and might make for a good role-playing challenge.
All-in-all, though, I enjoyed looking at this game and I look forward to playing it with my group. The setting is clever and nicely thought out, and the mechanics are simple and easy to do. Characters are complete with a little preplanning and balanced out well. I'd definitely recommend Part-Time Gods.
[4 of 5 Stars!]