So far, I love it. Its simple like Pbta, but holds the Fantasy Horror line really well without relying on a complex mechanical penalty system to show fear. Instead it instills fear. The deadly combat due to the low vigour system and the insidious grip economy snowball from the first encounter til pc's are broken by the crypt. Some flame out early Heros ... pffft. Others , the real Crypt delvers who understand it isn't about being a hero but about either the loot, the challenge, or the duty they break slow and they more than anyone break hardest.
It has in my opinion, four defining features that make it a stand out game. The first is (typos aside) the writing throughout sets a tone that inspires creativity both for players and gm's. Without that... games fall flat. The second is mechanics that reflect the tone from the grip economy to the moves to combat everything enforces the tone. Next, the monster creation and lack of naming them is a stroke of genius. With just a couple pages any number of horrors can be made and yet none of them will fall flat on invoking horror at least mechanically. The lack of naming means no matter what players are forced to name their enemies and the names they give will always have more power to evoke emotion than any monster list. Lastly, the character generation process hits the three E's , its easy, its equitable for new players and veterns ( can't really min max in a way that breaks the game) , and it is economical for time. No multi hour sessions of just building up a characters stats referenceing several dozen chapters throughout several books. A few times through the character creation process and it can be done in less than five minutes... with four of those minutes spent thinking up a name.
thats my thoughts at least.