As announced earlier in the week, Goodman Games has released the playtest files for its upcoming Dungeon Crawl Classic Roleplaying Game. You can get the PDF here. I should note that these files are not the full DCC RPG. They are enough to play the game for the purposes of playtesting the game, but they are not everything that will appear in the final release. Monsters and spells, for example, are much smaller in number in these files than they will be in the full game.
My quick impression: the game is gorgeous, with some of the best neo-old school art I've seen in years. In fact, I might be willing to say that it's one of the nicest looking RPG products of any type produced in a while. Seriously, the art is really, really good. Like it or dislike it, Goodman clearly gets the old school esthetic like few others and the DCC RPG shows that in spades.
The game system itself is a lot less complex than I'd expected it to be. It's main turn-off for some might be the preponderance of tables, since, for example, every spell requires its own unique table to adjudicate its effects. Likewise, critical hit tables are divided by class, so there are several of those, too. Again, this will either intrigue or repulse depending on one's own tastes. Not having played it, I find myself intrigued by the conventional wisdom-defying boldness of this design choice, but the proof will be in the playing.
In general, though, the DCC RPG looks like it'll be, at the very least, a much talked about game, since its design and presentation are a direct challenge to the trends in the industry for the last decade or more. I suspect it's a game about which there will be little middle ground in terms of reaction: one will either love it or hate it. At the moment, I tend toward the former; time will tell whether that tendency solidifies or not.