Before people get mad about my three star rating (which still means I liked it by the way) let me explain some things first. I tend to not be a fan of stories, movies, and RPGs where there is magic in a modern setting. Psychic and mutate powers I'm fine with, magic not so much. I do have a couple of rare exceptions, such as the Delta Green RPG (which was coincidentally written by the same author of this game) and almost anything Lovecraft themed. I am not saying there is anything wrong with the magic in modern times genre, its just not my thing.
Now unto Unknown Armies 3rd Edition. So despite my involvement in playing a variety of RPGs for over three decades, I had never heard of Unknown Armies until the Kickstarter campaign for the 3rd edition. The premise of the game, the dark themes, and the unorthodox take on magic was quite intriguing. So intriguing that I started listening to actual plays of the game, reading reviews of the game and looking at some of the game mechanics. Now granted this material was all 1st and 2nd edition stuff but it was enough to convince me to pledge to the Kickstarter, and I went all out, selecting the pledge level to get the new books as well as PDFs of all of the old books. So I have finally finished reading the first of the three main 3rd edition books and while I'm not going to go into a breakdown of the game mechanics and content (there are plenty of online reviews and YouTube reviews on those), I thought that I would share a few thoughts of my impressions thus far after reading only the first book, but still having not yet played a game (though I hope to convince my gaming group to give this a shot).
I found the setting and the fluff quite interesting and could see how this could inspire a really strange, dark, and totally mysterious (and off-the-wall) campaign. I also like the Shock meters mechanic. Being a big fan of the Dark Heresy RPG, I see the Shock Meters as a better version of the Insanity and Corruption mechanic in Dark Heresy. I enjoy the Identity mechanics (the "I'm a ___, of course I can ____" were a great way to establish a character's Identity) and the percentile rolling mechanics with the addition of the matched failures, successes and critical failures and successes works well and includes a little method to introduce a performance story-effect based on the roll.
What I did not like were the limited Avatar and Adept-types. The types that I had heard about when I originally researched the game, and found really intriguing, to decide to back the Kickstarter or not where in the older additions. These don't seem to be included in this book, but rather new types were included in 3rd edition. New is always welcomed but I really like some of the types in the older books. True I could port them to this addition (and the author even explains a process of making new types) but I really wished they would have converted some of the old types to 3rd edition (guess I'm a little lazy).
My last concern (a minor one because a good GM and a good group of players should be able to make an enjoyable game out of any system with enough understanding and house rules if needed), is I worry that some of the Adept-types might be opposing if within the same player group and some of the Avatar-types seem better suited to run groups of followers (which the other PCs might not be interested in playing characters for this role because they want their own characters to shine a bit). I kinda see PCs pursuing these magic-based tracks as working better in a one or two player game because they can focus on their needs, assertions, etc. more without bogging down other PCs who have their own goals, or because of the in-party fighting that might occur. I'm hoping the other books will give tips on how to handle this issue.
Overall, it appears to be a great setting, an intriguing game and the production value of the books are great. I'm glad I participated in the Kickstarter and hope to play a game of Unknown Armies.