I really like the game Android, but I like it far more than I like playing it. In other words, I love the scale, scope, concept, and aesthetics of the game far more than I enjoy actually teaching and playing it.
Judging by the reaction of others in various game forums, and the extensive Director's Cut rules (which are all wonderful, by the way), I'm not the only one who feels this way, although I for one wasn't exactly sure what was bugging me until recently. When you get right down to it, despite all the positive qualities that game has, there are five main problems with the game, and although the Director's Cut does a lot to fix the first, it doesn't do enough to offset the rest:
1.The game isn't balanced.
The conspiracy puzzle and favors contribute far too much to victory. Despite the ways to hurt eachother, unless you really gang up on someone, it isn't usually possible to force someone to get a really bad ending unless they were doing something wrong. Evidence is a little too random to be consistent, unless you're playing the Director's Cut rules, and similarly, unless you're playing with the optional rules, you'll find that over half the spaces on the board are never used, since the favors are too valuable to warrant trading them in for anything else.
Characters also have an imbalanced level of power, with Caprice being the most powerful, Floyd being the second, Rachael being third (she'd be second if it weren't for her favors being mediocre and her car breaking down), Blaine being fourth (drop ship tokens, and focusing on favors rather than his plots, can help offset his weaknesses though), and Raymond Flint being by far the weakest (little to no favors, the fact the conspiracy puzzle is almost always completed the first week, and extra dark 'memory' cards handed to each opponent to boot).
Again, the director's cut rules help offset all these above problems. Nevertheless...
2. It's too long.
There's way too much time between everyone's turns, but that can be solved with the Director's Cut rules. That aside, not every boardgame has to be four hours long, and for the life of me, I don't see why this game has to last 12 turns. 8 turns would've been better, and I usually do half games (6 turns) when there's a new player (with point awards redone a bit, of course). Sure, Fantasy Flight's cooperative games can run for 4 hours or more, but those feel more like a mini-roleplaying session than a game. Most competitive games, on the other hand, usually only run 1-2 hours, making Android seem far too long for many players.
3. It's over-complicated
Sure, there are plenty of good games that take 4 hours or more to play: Risk, Axis & Allies, Warhammer, etc, but these games have depth and strategy to warrant this playtime. Android is far too random to warrant any in-depth strategies, mostly thanks to the dark cards. Since utter ruin or trouble can arrive at virtually any time, and there's really no way to protect yourself from it (other than memorizing all the dark cards), victories feel more random than earned. A simplified light/dark card and plot system would have helped.
4. The story has nothing to do with the gameplay
We could be in the wild west, medieval Europe, a zombie infested mall, or the bottom of the ocean. The characters, plot, and environment literally have nothing to do with the gameplay/mechanics. The Director's cut rules help make the game feel more like a mystery, but even then only by a little bit. Overall, we're collecting icons, placing points on cards, and filling in a maze. The only sci-fi elements we really seem to be using are flying cars, and even then we don't really seem to fly. We might as well be driving and hopping a train between two cities. The game itself wouldn't change at all.
5. This was the wrong format for the story
With such a great cast of characters, and a wonderful overall concept, I would've loved for Android to have been either a roleplaying game or a cooperative boardgame similar to Arkham horror. As a competitive boardgame, it just doesn't seem to work, or at least not work as nearly as well as I'd like. It's a shame though, considering all the effort obviously put into it, and the complexity of all the pieces.
It just goes to show, when you have a flawed basic design, there's no amount of story or 'home made rules' that can make up for it.