Of them all, I found Ego Hunter
to be the most fascinating. The "PCs as forks" idea is a good way to illuminate the setting's core issues of identity and autonomy. Stopping the original ego from infecting a habitat with an exsurgent fungus is a good way of showing players just how scary and dangerous the world of Eclipse Phase is, and how much is at stake for transhumanity.Bump in the Night
wasn't bad, but it didn't feel extraordinary. It was primarily concerned with stopping a Night Cartel soul-trading operation in the pleasure city of Parvati. It did not have x-risks or horror-based weirdness, and Firewall does not have a presence at all. The adventure's completion might ring hollow for more goody-two-shoes PCs who want to stop the ego trade entirely or track down the kidnapped people. The good ending is that the Night Cartel's operations are curved. Bad ending, and the Consortium swoops in and the city loses its political independence.Glory
is, well, I don't like it. There's no real way to take care of the exsurgent virus without it eventually contaminating the entire solar system, and the exhumans are very dangerous. They are armed with plasma guns and have high weapons and fray skills (in the 80 range), and their bodily fluids are tainted with the exsurgent virus and coat their melee weapons.
I understand that Eclipse Phase is meant to be a lethal horror game where death happens, but Glory's too difficult for beginning players (it's meant to be an introductory adventure).
I haven't fully read Continuity