Well, my thoughts, more a rambling than a review:
No Future is certainly a fluff book, mainly used to flesh out the setting and increase immersion. It has hardly any mechanical content, although there are some rules for playing entertainers (and using eventual fame to influence people). There are in my opinion also rather few direct plot hooks. Instead you get a description of how the entertainment in SR works and are left to introduce it into your game in whatever way you want (which is imo not a bad thing)
Overview
The introduction talks about how media is used (control the masses, push products, same old, same old) and who is doing the controlling, namely the 14 largest corps which controll more than 3/4 of the media. I quite like the idea to summarize each megas take on media in a single word. For some it totally makes sense like with Ares and struggle. Everyone knows the movies where the outsider struggles and succeeds against all odds and I can totally see that being Ares thing. Same for Horizon and consensus (forgettable feel good movies).
Some keywords require a bit more explanation like death for Aztechnology and I think intrigue or influence would have suited S-K more than power the way that it is explained.
Here we hit some little snag. 14 corps are listed to control the majority of the media, but only 13 receive a writeup. Fourth World Studios is mentioned, but never detailed.
Also, Evo as a megacorp receives its keyword (evolution, who would have thought...), but apparently the media branch of Evo is quite small, smaller than Sonxy and Cross Entertainment, the last surviving part of CATCo and not among the 14 big ones and thus does not receive a detailed writeup either, leaving you to guess how evolution in media looks like.
Still you get an overview of which companies does what, what their speciality and quirks are and who is butting heads with whom over which demographic or region.
Music
The next part of the book is the music industry and to be upfront about it, I think it is the weakest part of the book. But I am generally not a music guy so I might be prejudiced.
This chapter talks about music styles, artists and venues. Sadly, and that is my big problem with it, it switches back and forth between them. First there are several made up music styles, then artists, then music styles and artists in the Tir countries, a venue, country artists and again music styles and artists outside of the UCAS and some more venues. A better structure would have helped this chapter a lot instead of switching back and forth between all those topics.
Also, I feel you could have cut several of the many, many artists description which often don't tell you anything besides the name and music style they use, and instead use the space for the 14th studio or Evo in the introduction.
The ending of the chapter is the rules part about playing musicians, how to get gigs, how much you earn and what you can do with fame. Don't expect too much, but it should be enough to get you started.
Trid/Simsense
The chapter about trid and simsense follows the generall layout of the previous chapter, without the switching back and forth.
You get a list of trid shows, either completely original or renamed real life show like Space Fleet (Star Trek) and some homages like Battlerun (A Battletech/Shadowrun mix). The same is then done for simsense, although sometimes I wonder why a show is simsense and not trideo as sometimes there isn't any indication how the simsense features are used and people still talk about cameras.
Each of those entries are longer than an music artist and imo contain more plot hooks like the squabbling behing the scenes of Coffee Clutch or the idea behind Sinless Life
After that you get a few movers and shaker, both producers, actors and wannabes. And then a few locations, including Sweetwater Creek from Complete Trog.
The chapter ends with an overview of some major networks, although there is some overlap with the introduction chapter as most networks are owned by one of the megas and other corps controlling the media. Pirates and Privateers (pirates with corp backing) are also described. You also get a long example of a programming schedule for a day (The Simpsons are still on)
News
The next chapter is about news and it is a bit of an oddball as it is not really entertainment. It still mostly fits as it is part of the media, still the chapter sticks out a bit as it gets its own introduction describing what news are used for by the corps and how they do it like what was presented in the 1st chapter.
You then get a list of some megas and major corps and how they tend to present news and for what purpose. Also several idependent and underground news groups are detailed, how they operate and what challenges they face.
Sports
Back to entertainment, its now about sports and I quite like the chapter.
This chapter has a big focus on racism and magism(?) and at the beginning talks at length about the overt and subtle racism some metatypes face in sports and also about the state of magic in sports.
After that several sports or sport categories are presented, but current sports like football, revived sports like courtball and SR specific ones like urban brawl. Some categories are rather broad like how martial arts covering everything from UFC to sumo to fencing while others are about one specific sport.
Each sport is receives a 1/2 to 1 page explanation of what the general idea behind it is without going into the rules much with a focus on its stance on metahuman inclusion, magic and also violence potential both on and off the field.
Influencers
The last chapter talks about Influencers and trends, both how the megacorps search for them as they are unlikely to produce them in house and what they do with them. Some organizations dabbling in social engineering like Dawkins and MIFD get a small explanation, but nothing really new (the first one is the scalpel, the latter the axe) and SIS for being able and willing to mess with the other groups if paid to.
Equipment & Stuff
At the end you have a small equipment section, although the stuff in there either falls into the very "esoteric" category like bladed rollerskates, monofilament yo-yos or weapons hidden in music instruments or are very low tech like pitchforks and torches.
Imo its an ok book to bring the SR setting to live, but it could have done with a bit more plot hooks and better structure in the music chapter. If you are looking for rules then this is not the book for you.
And I would appreciate it if in future Kane would receive a little bit less attention as by now he looks like a unbeatable supersoldier who now is also a celebrity both spawning a documentary about him and accidentally creating his own clothing trend. Please take him down a peg or five to bring him in line with what shadowrunners are supposed to be.