This is the game that you want when you want to emulate Blade Runner, Neuromancer and almost any novel of the cyberpunk genre. This game brings the idea forth that characters are not created in a vacuum and without relationships are little more than wannabes walking the street talking to themselves.
Technoir has a simple tool for game masters to create a plot and allows the player characters to get involved quickly once the plot map has been completed. This very same plot map is used to show the web of relationships within your individual game and how it relates to the city guide (termed as Transmission in the game) your group is using.
The book is simplistic in its layout and structure. It's art is stock standard except for the chapter dividers which beautifully evoke the cyberpunk/noir feel by showing active life in each of the cities described in the Transmissions. Much like the cover of the book.
One of the major flaws of this game is its focus on character-character interaction and that it only wants scenes to develop towards conflict with two living things. You cannot roll the dice to affect a lock, you simply pick that lock to get into the building, but you will have to face off against the guards inside if they catch you. This is something for players to get used to and can detract from the first few games.
Long term play could also be seen as a flaw but this game would be excellent in a convention or for a short campaign with regular players.
I would recommend this game to anyone wanting to play a cyberpunk game and especially those who have played Shadowrun or Cyberpunk for a long period of time to see how this game uses the tropes of the genre differently.
[4 of 5 Stars!]