In RPGs, there is a pretty broad consensus that the best published campaign is Call of Cthulhu's MASKS OF NYARLATHOTEP, a world-spanning adventure with a pretty high bodycount and mind-shattering terror. I've not read it, but it's on my shelf, so take that into account when I say:
I really liked this book, maybe even loved it at times, but this feels firmly in the Pulp Cthulhu mode.
Chaosium really set themselves up for success when they published 7th edition by setting out rules for straight/purist Cthulhu (you fight an unwinnable war against a universe that does not care about you) and pulp mode Cthulhu (zip! pow! fire the lightning gun at the monster from out of time!). Lovecraft was writing in the pulps and some of his stuff isn't the sort of heady philosophical nihilism that French philosophers love him for. Some of it is good magician vs. bad magician zip! pow! stuff.
And The Two-Headed Serpent book clearly knows what mode it's in: characters will travel from abandoned temples in South America to dinosaur-guarded alien laboratories in Africa to the lost land of Mu, all in an attempt to stop three snake cults from destroying the world in their own particular fashions. I will say, I bounced off this book the first time I picked it up because it starts with a pretty lengthy backstory about the Serpent Person empire and the crazy research they were doing before they fell, when really, you could sum it up in that one sentence.
But once that's out of the way, this campaign is real smart about the story it's trying to tell: you work for a medical nonprofit called Caduceus, and things are not as they seem. So first you find yourself engaging in missions for Caduceus as they fight off the serpent people, and then, well, let's just say that one of the things about serpent people is that they are good at pretending to be humans. So you get one episode that's about curing a mystical disease that connects Borneo to the Dreamlands, and then you get an episode about a town where a snake-handling preacher seems to know more about the horrid snake god Yig than he should, and then you get an episode where the Mafia in NY thinks you're trying to muscle in on their drug trade, and then you get an episode where you're being treated in a sanitarium by a doctor who may or may not be human and may or may not be sane, etc.
There are a few chapters that feel... maybe less interesting and different than others. I mean, there's a lot of "investigate this ancient Serpent Person laboratory before X happens," but mostly I like them. What really makes this extra fun for me, however, is the care that went into setting this up for the GM, with playtest notes and help and discussions of how to handle which parts of the plot get totally derailed. Like, there are potentially three factions (and lots of double-dealing -- hence, the multiple meanings of "two-headed serpent"), but by the end, maybe only one is left, and the book walks through how that does and doesn't change the climactic battle. (At the end of the day, you still are trying to stop someone from using an ancient Serpent person laboratory before X happens, so it doesn't totally matter which faction is trying to use the lab for which particular doomsday.)
So: a solid and fun adventure that keeps the tone coherent; a helpful play document that helps guide the play without tying either the GM's or the players' hands; and a nice-looking book. I'm pretty happy with this.