I played Torg when it came out in 1990 and immediately fell in love with the theme - warring realities trying to conquer/convert our own reality (despite Core Earth's production of 'the Macerana' in Year 3 of the Possibilty Wars - that should have led to defeat!).
The original game gave me the tools to play a game with so many concepts at the same time and I and the friends I played with had many great adventures (with the occasional ability for players, as a collective to, as a matter of canon, effect change on the Possibility Wars directly - you didn't often see that in RPGs then).
So when I became aware of the reboot, I had high hopes and Torg Eternity did not disappoint.
The core rules neatly explain all the cosms and the laws of their realities (and include from the get go in the core rules, one of the early examples of player community influence on a game from the original incarnation - Tharkold), then go on to explain character creation for all the cosms, the game rule structures, reality itself (not as existential as you think), equipment, magic, miracles and psionics, followed by the usual 'under the hood' stufff for the GM and a bestiary.
I'm impressed with the content, although there are several typos here - how hard can it be to run a spellchecker through a manuscript before it's published!
Despite this, the reboot is excellent and I look forward to all the cosms being more fleshed out as, I assume, the cosm sourcebooks are released.
Who says you can't fall in love with something again ;)
[5 of 5 Stars!]