The Informant, as I have written before, was to players of a previous generation what a product like ChessBase's MegaDatabase is to us today. Specifically, both offered important games and high-quality annotations, and in a timely way available not only to elites but to the general chess public.
Of course, this historical analogy may be of some (small) interest, but - the reader might ask - now that we have databases and high-quality annotations practically everywhere - why should anyone now bother to purchase the latest Informant.
The answer, I think - what it is that it does that nothing else does - is that it tries to provide all and only the best in chess from the period in question. Where TWIC offers up something like 2000 new games a week, on average, Informant 107 offers just 295 games for the period from September to December of 2009. Indeed, the number is even smaller than that, as a pretty fair number (though a minority) of the "games" end once the theoretical value comes to an end. But those nearly 300 games are all well-annotated, and 160 of them feature at least one player in the world's top 50.
It's not just well-annotated games, however. Even if the Informant offers more annotated games than are generally available in cyberspace, they would still be just one more contestant in a crowded market without offering anything new. So their publishers have tried to incorporate a pretty fair number of bells and whistles to complement the game section.
First, each volume starts with the results of the voting for the best game and the most important novelty of the previous volume, and then the winning entries are (re-) presented. Better still, the game with the winning novelty is used as the basis for reworking that section of ECO (the Encyclopedia of Chess Openings, put out by the same people). Thus in Informant 106 (the previous volume), the game with the most noteworthy novelty, according to the voters, was Morozevich - Vachier-Lagrave from Biel 2009. (You might remember the game for V-L's horrible rook boxed in on h8 for the longest time, though the novelty was Moro's.) So in this issue, the game is republished with the original notes, and then there are three pages of tabular data for the relevant section of ECO code B80.
The games section follows (divided into two parts: the first including only games played by people on the top 50 list for either September or November 2009, the second for everyone else - but almost exclusively GMs), and then after a couple of indexes we have the combination section. There are 18 puzzles for your solving pleasure, followed by another 18 positions taken from endgames and 9 new studies as well. This makes for excellent training material, naturally.
The traditional list of the major FIDE-rated events follows, and then three theoretical sections follow. The first covers the 3...Qd6 Scandinavian, the second the Dragon with 9.0-0-0 d5 with 10.Kb1 and 10.exd5, and the third looks at Smyslov's Anti-Gruenfeld line 4.cxd5 Nxd5 5.Bd2.
There follows a mini-Informant on Carlsen, presenting 27 of his best games, 19 of his best opening ideas (this often carries well into the middlegame, and sometimes the whole game is given), 27 of his best combinations (presented as puzzles) and nine endgame positions to solve as well.
Penultimately - felix culpa - there's a correction of a misprinted game from the previous volume, and that's good news for us, as the game was the runner-up in the "best novelty" contest and a top-ten finisher for best game as well. And finally, and sadly, there's a one-page essay - in English, not symbols - in memory of Vassily Smyslov.
All in all, it's a good collection of material, suitable for opening research, training, and pleasure. Should you get it? Do I recommend it? To the average club player, the answer is no - at least not unless you're a real junkie. The annotations are all in symbols and aren't meant to offer instruction per se, so there are much better sources for you. (This blog, for example!) I'd say that the target audience is 1800 (as a generous estimate; 1900-2000 is a more conservative guess) and up. So do I recommend it to 1800+ players? Well, I wouldn't call it a necessity, but it's useful and worthwhile, and for $32-36 bucks (plus shipping) it's a very good value compared to the typical game collection - as long as you don't miss the verbal commentary too much. In the lingo of stars, I'd give it 3 or 3.5 out of 5.
Ordering info here.