I wanted to like this, I really did. After all, the concept of the game is pretty cool. The setting, the Ninth World, is a billion years in the future after eight previous civilizations have risen and fallen, leaving all sorts of magic-like hypertech lying around on Earth. And the system promises to be rules light with a cool character creation mechanic. However, Numenera fails to live up to its promises. Despite Monte Cook's insistence that the Steadfast is a setting full of weird stuff, it's largely just a typical fantasy setting with a bunch of science fantasy explanations for things. There are a few fun quirks, like a queen who lives her entire life in a clean room to prolong her reign, but mostly there's just the same sort of stuff you'd expect from a generic fantasy campaign. I find Cook's assertion that the setting provides an excuse to have all sorts of anachronistic thoughts and ideas amongst the characters ridiculous because it's not like D&D or other fantasy staples have ever claimed to be truly accurate to the real life Middle Ages. Plus, unlike some game worlds, the Ninth World doesn't actually feel like it has a true sense of history to it. There's very little detail on the previous worlds, and the GM is even encouraged to keep changing things, allegedly to provide a sense of mystery. Mystery, however, doesn't work if it can't be solved, and to me if there's no real sense of the heights and depths of previous civilizations, there's no way to compare the present of the setting and see how it measures up. There's no real feeling of striving to recapture a golden age or make up for the sins of the past. There is an adventure that includes what's likely a Dyson Sphere, which made me realize that that would be a much better setting for what Cook is trying to do than Earth a billion years from now.
The mechanics are equally disappointing. I do like the idea of the "I'm an Adjective Noun that Verbs" character creation, but there's still a fair bit of mechanics tied in to those three things. Rather than being quick and easy like Fate Aspects, instead it's a lot like choosing classes and skills in D&D. Also like D&D, spellcasters (here called nanos) are clearly the way to go. While fighters and mages are roughly equal at the start, the best martial abilities are stuff like hitting five dudes at once whereas wizards can move literal tons of material or travel the multiverse at will. Plus, all abilities are effectively cast from hit points, but the mental HP that nanos draw on is far less likely to be hit than the physical health that fighters use, so that's yet another thing that sucks. Instead of magic items, characters can acquire cyphers and artifacts. Cyphers are single use items, including things like potions, explosives, short term invisibility and flight and the like. They're meant to be used often rather than being hoarded, but I'm not sure the mechanics are set up in a way that truly discourages typical player behavior. Artifacts are longer-term items, though generally most are neat but not that weird, and a single use explosive arrow is an artifact rather than a cypher which is just goofy. The actual resolution mechanic involves expending various character resources to adjust a difficulty number before rolling a D20 (generally with no modifiers) against the difficulty. Aside from the fact that you rate things from 1 to 10, adjust them, and then multiply by three to get the actual number to roll against, it's not a bad system as long as you ignore Cook's advice and tell players exactly what the difficulty number is so they know how to use their points and such. I like the idea of all obstacles and enemies being expressed with pretty simple stats - often just a single number with a few situational adjustments - but given how the player side of things work, Numenera doesn't seem as easy to use as it claims to be.
Overall, there are some neat ideas here, and if there's ever a second edition that fixes the mechanical bugs I'd have more interest. After all, there are a bunch of supplements that expand the setting and may potentially make it more interesting. However, I don't really feel like investing time and money into this system when there are other games that are more inspiring, run better, or both.