The title of my review is quoted from the back page of this book, and is one I wholeheartedly agree with. I remember the first times I ever played D&D and the sense of danger that came with running into ANYTHING. As time has gone on, many of the 'early monsters' that characters run into become little more than XP generators and necessary filler on the way to the big things.
Classic Monsters Revisited tries to change that by providing more background to some of these classic monsters. First, I'll explain though why the book only gets 4 stars from me (probably closer to 4 1/2, but not close enough to 5 to allow for rounding up). As alluded to above, this book is really about the 'early creatures' that players will run into. So there are 6 monsters covered that are Challenge Rating 1 or lower (Goblins, Hobgoblins, Orcs, Kobolds, Lizardmen, and Gnolls). The rest are the Minotaur, Bugbear, Troll, and Ogre. The emphasis on the 'cannon fodder' races, combined with D&D 3rd edition's method of 'leveling up' the NPC races means that most of these monsters can remain challenging for the players for quite some time. But I wouldn't have minded a slightly more varied group of creatures power level wise (giants replacing one of the others) and even some classic 'non-humanoid' creatures. While their sections could be shorter, coming up with interesting oozes, cubes, spiders, etc would have added some variety.
The above said, I do think this was a great book. There's very little crunch. There are a couple of new feats for one or two of the races, there's the racial template (with usually a few variants described in the rules - though they don't get their own templates, the rule changes to the main template are just described with each variant), and the Orcs get a bonus for fighting within range of their 'battle standard'.
Instead you get an Overview, Ecology, Habitat and Society, Campaign Role, and a section on where they are found and what they tend to be doing in Golarion (the 'Pathfinder' campaign setting). Some of these are more interesting than others. My favorites were the Goblins (a strong touch of "Gremlins" was added), Bugbears (they get a bit of Freddy Kreuger + Monster in the Closet or Under the Bed), Lizardmen (they feel a bit Native American or Aboriginal), Gnolls (loved that the worst crime a Gnoll can commit is forcing another one to actually do work) and Kobolds (the weakest of the races seem to have the best work ethic). Even though I liked the racial backgrounds for Minotaurs and Trolls, it feels as though it would be pretty hard to create an adventure where the characters would find out that information and where it would be important other than them noticing that they're fighting all female trolls and younglings, but no adult males. Orcs, Hobgoblins and Ogres felt pretty traditional except for the strong penchant for torture and cruelty by Ogres.
The book itself, if you have yet to pick up a Pathfinder product, weighs in at a pretty slim 64 pages for the price. However, the text is pretty dense, the writing is quite good, and every page is glossy and full color.
If you're expecting crunch, you won't find it. If however you're interested in adding a bit of zest to the old first level recipes of "Some Kobolds here, Goblins here and an Ogre or two in the final encounter", this book might very well be just what you want.