I've run Godlike for several groups. I really love the flavor of the game, but I refuse to run it anymore, for a number of reasons -
1) The ORE system is clumsy and lame. Because there are 3 resolution mechanics (initiative, damage, hit location) that rely on just 2 axes of the roll, you end up with the problem that the person with the most damage will always go first, with tie breakers going to headshots. Which means that the best combat character will always go first. Maybe that's OK with some people, but it bothers me, it's just not granular enough.
2) For a game that is built around the idea of combat, the powers system is completely unbalanced. Super perception + sniper rifle or "the tank" will survive indefinitely, whereas anything more creative is bound to be screwed over. I'm not usually a stickler for this, but when the entire game is designed as a series of combats, there needs to be better balance. I'm not sure how you'd do it while keeping the wonderful open feel of power design, but it's a problem.
3) Because every person in the conflict has to roll at the beginning of any round, and initiative is based on the quality of your roll, every combat round with more than a small handful of NPCs becomes a real trial. You have to roll a handful of dice, separate out the matches, put them aside with some tag for who it was for, roll another handful of dice, put them aside, etc. etc. until all NPCs are done, then sort them for initiative. THEN you can begin the combat resolution. Woe betide you if you don't have a case of d10s.
I feel like Godlike was moving towards a very cool thing, the mechanics are original and attempt to resolve some real issues in the gaming world at the time. Unfortunately, they weren't able to resolve the new issues that came up with the new rule set.