Being familiar with Trinity, to which this is a prequel, reading the 90-odd pages of setting in the beginning of the book was a question of waiting for the other shoe to drop, but it never precisely did, which I found surprising. It's not until you get into the rules that you see that mechanic take form, which is an interesting choice on the designer's part. I can't help wondering if it's just a ploy to sell more books, though, since now I want to read more about the setting. And given White Wolf's publishing practices back in the day, that's certainly possible.
System-wise it's unremarkable; if you've played any Supers game and any oWoD game, there's going to be nothing in this that surprises you.
I will say that I don't think I've seen an RPG book formatting quite this way before. There are no "out of character" notes about the setting--the entirety of the information is in-world material excerpted in a scattershot fashion. Ultimately it's effective, but it got kind of irritating by page 70 to have not yet bumped into a Table of Contents.
In conclusion, I think this would be most interesting to run as a supers game without offering Taint options to players, then allowing them to draw on "emergency reserves" that slowly pervert them ... but I don't know if it's worth it. It would be awesome to do that and then have those Aberrant characters as the villains in a subsequent game of Trinity, though. Hm.