After reading the reviews here, I decided to give it a try. Let it be known that I'm a harsh critic.
For readability, I'll shorten the name to Shaken for the review.
Shaken is a Shadowrun Noir novel.
Similarly to Nigel Findley's books with Dirk Montgommery, it relies on a Shadowrunner/PI to get to something that's more like a classic Noir novel in the Shadowrun universe rather than a truly Shadowrunning story. This is not necessarily a bad thing, as Noir and Cyberpunk go really well together, but I can't help feeling that rather than try to force the classic Noir story (a PI working on a case) in Shadowrun, it might be interesting to try to have the Noir tone in the classic Shadowrunner story (a team of runners doing a run).
Writing good classic Noir is difficult. You've got to find the right tone, you've got to respect the tropes of the genre, etc. Writing outstanding classic Noir is even more difficult: with the constraints you have, being able to find something that makes a difference with other similar books while respecting the constraints is a huge task. Setting it in a different universe (medieval, fantasy, urban fantasy) is a nice twist, but one that has already seen many uses. An outstanding writing style could help, but while the style of Shaken is pretty good, I wouldn't go as far as to call it outstanding.
So consequently, as far as Noir novel go, Shaken is good, but not exceptional. As far as Shadowrun novels go, it's clearly one of the best, but the fact that it's not really about Shadowrunning feels like cheating (but that's pretty common with Shadowrun novels, many go for the usual single main protagonist instead of being about a team). As a bonus, it does nice explanations for first-comers (though I can't tell if they're working or not).
It's very close to the rules, giving the names of the implants, spells, powers, etc. and having them provide the effect they're supposed to give, which is both good and bad. Good because it maintains consistency with the game, bad because first it seems a bit artifical sometimes. Sure, you'd expect some people to use the official game terms for stuff, but some variations are to be expected: mages might have their own variants for spell names, implants can have product names that are distinct from the implant generic name, etc. The second reason why I'm not sure I like the direct inclusion of game terms is that it often feels like the writing is just a translation for "hopefully, my Reakt gave me +2 to Dodge". However, I have to admit that the portrayal of the effects of ware is pretty good and far above average for Shadowrun fiction.
Likewise, the knowledge of the Shadowrun universe (both rules and setting) clearly shows, which is appreciable. The author feels at ease with the world and its dynamic, which probably makes it a very good book to help first time players get to know the world. I appreciated the relationship between the protagonist and the mafia, a nuanced position of being outside of their grasp while still acknowledging their power, a line that players often have trouble finding.
I had some trouble with the main character. While not completely a Mary Sue, he still feels like he's always above it all. Even when the writer is trying to show him as weakened or desperate, it feels like he's a badass who'll manage. Sure, that's more or less expected from a hard-boiled PI in a Noir story, but here it doesn't feel right. I'm not sure exactly why but I could see a few explanations. The first is that there's a lot of self-analysis by the protagonist. You'll rarely have Marlowe's feelings written clearly. You'll have his reactions, but it won't go very deep in the analysis of what he feels and what he thinks, as is done here. The second is that the character has so many aces in the hole, between implants and magic that whatever bad stuff happens to him, it's pretty clear that he'll be able to shrug it off. This isn't made any easier by the fact that he rarely seems to be directly challenged on his weaknesses. When it happens, it's mostly as a way to show that this weakness is actually not that weak. The third is that the character is pretty smug, so he does more or less feels like he's having the upper hand even when everything goes badly for him.
But that leads to another problem I had, which is the melancholic tone that's so associated with Noir. It's a bit strange here, for example
[ Spoiler ]
the character will sometimes show some despair for having no friends except for his ally spirit but at the same time these friends show up regularly, so it's hard to take that complaint seriously
. Also
[ Spoiler ]
the happy ending feels very upbeat compared to the standards of both Cyberpunk and Noir.
.
So as far as Shadowrun books go, it's a good one, probably one of the best. As far as Noir or Cyberpunk books go, it's a bit standard. If I were to give it a score from 0 to 5, it would be a 4/5 Shadowrun book (I've yet to read a 5/5 Shadowrun book) and a 3/5 book in general. The style might be slightly above the average sci-fi book, the story is decent but I found a lack of challenge and a lack of emotion. It's a nice read, but probably something I'd forget soon, except maybe for its handling of the effects of ware and some other details of the Shadowrun world.