Online (mid-ranks at least) basically boils down to: you can't do your bullshit on me if I do my bullshit on you first. Unblanaced? Sure. Kind of promotes mindless spamming? Couldn't care less, it's some of the most fun I've had with a video game in a long while. Inarguably a contender for best looking, sounding, and feeling fighting game ever

I'll enjoy my trash while I can dammit

Find your rhythm, momentum is the key
Full twist, backflip, just set your body free
- Trampoline by Kero Kero Bonito, i found it quite an apt summation of the Clustertruck experience

The replay value may be this game's biggest highlight. I've beaten it 5 times over and there is still a craving in me for more. So far, I've done an all-lie playthrough, an all-truth + one weapon only playthrough (the starter broadsword), 2 runs just messing around in NG+, and most recently a no-consumable run. I've also max upgraded every weapon and the P(ee) Organ/ skill tree, and actively avoided one achievement required for 100% just so I could justify doing a no-heal. All 5 runs were done without the cube and summons, which feel disconnected from what wood otherwise be a near-flawless, tightly knit combat system. The rest of said system fortunately remains quite engaging and multi-faceted. Something that greatly contributes to its replayability is how it incentivises experimentation in combat. Sticking to one strategy throughout will not work, I learned that the hard way. The weapon crafting and robot arms lead to possibly hundreds of fun builds and synergies, and a lot of mechanics like durability and status ailments that seem annoying and padded on at first, liar and interact very well later on as fights get more complex. Dodging, rolling and strafing are all viable, and switching between them is always better than sticking to only one, it just looks and feels awesome to pull off.

The lack of any real exploration and extreme level linearity is a little disappointing, but most semi-open world type games get tiring anyway at a certain point if not done properly, so more of a focus on fight encounters is appreciated. Speaking of which, the roster of bosses and trash mobs is nearly spotless. They spared no expense when it came to the creature designs, that's for sure. I love how there are such wacky enemy types that show up for one level and never again, it's a measured and context-driven nature to the encounters that lead to an impressive variety when it comes to enemy designs and the scenarios; it keeps the levels fresh and carries the immersion when the level layout isn’t quite there. Bosses, mini and major, are consistently excellent, disappointing Door Guardian aside. Some of my favorite character designs in recent memory, as well as immaculate animation work. Very readable attacks and strings have unique but intuitive rhythms that are super satisfying to master, plus how moves flow into each other is almost seamless. Nameless Puppet, Laxasia, and Victor are standout favorites. I am tempted to name more, but I won't for brevity. Scrapped Watchman.

To end on by far the biggest surprise, the music is fantastic. While the soundtrack in-game is nothing too special as most of them are standard orchestral tracks that feel too imitative of you-know-who (they shall go unnamed because I am sick of the constant comparisons), the hub jukebox selection is astoundingly good, so much better than it had to be. Truthfully, I can say the same for the game as a whole. Fantastic.

Half assed game, but whole assed and a half character writing and presentation. This is one to experience through the magic of a YouTube walkthrough or let's play, preferably the observant and patient type that catches most of the countless talky bits because that's where this really shines, albeit too shiny at times for it's own good. The dialogue gets relentlessly insistent after a while, especially when you take more than 4 seconds to pull any switch, walk to any area, or solve any "puzzles". But aside from that, every other instance of banter or bickering between the squad had me grinning from ear to ear. Super entertaining, earnest, and at times even endearing. The wider, galaxy-ending plot is fine, if a little formulaic, nothing worth critically analyzing, but the strong emphasis on personal stakes and stellar voice acting inject a lot of flavor into the narrative I very much appreciate.

Speaking of the galaxy, art direction for the level environments are wonderfully imaginative while selling the alien, sci-fi world-building quite convincingly. Areas are so immaculately and lovingly detailed; it's extra disappointing when they're coupled with some of the least creative "puzzles" and level design I've ever seen. There is one path, one solution to every situation, and it gets laborious briskly jogging through it all. The linearity is so extreme, turning the entire thing into a high-budget, cinematic visual novel would seriously make for a more freeing and fun romp (ala the Telltale game but without the hideous character designs). In fact, almost all the gameplay is mind numbing. Combat encounters are really the closest it gets to hitting the mark. It's frenetic, sure, but still far too shallow and far too breezy. Seriously, this is possibly one of the easiest action games ever made, even on the absolute hardest set difficulty (fully customizable, which is neat). Don't get me wrong, I thoroughly enjoyed my time playing the game, just not my time PLAYING the game.

Hilarious how this has a higher avg. rating than 90% of all Sonic games and excluding Mania, the highest since Generations in 2011. 12 years. Now that's a great April Fools' joke. Who knew polished games with clear passion behind them is what people wanted?

At face value, probably the coolest story pitch ever conceived, even if it's basically just modern day Shrek. The game as a whole, very frustrating. Not because it's difficult, but there's so much great elements mixed in with just enough bad the lack of further polish is really annoying.

- Amazing, timeless art direction is occasionally ruined by wonky looking animations.
- Tight and engaging pacing is consistently interrupted almost every episode by a long drawn-out action sequence, which is also most times ruined by awkward animation. The car chase in the final episode is the worst example of this, since it's also distractingly ignorant of a major plot point they emphasize repeatedly throughout.
- Lovely, atmospheric soundtrack accompanied by straight up unfinished sound mixing at points
- A concept for a fictional universe so cool with plotholes so large and conveniences so convenient
- Dialogue trees are fine, QTEs are bearable (if a bit excessive), but please don't require walking around clicking on things when half the things don't even elicit a response from the character we're playing as

But still, a fun, engrossing neo-noir and Telltale's peak. Episode 5 (excluding the aforementioned car chase) is probably the best individual episode they've ever produced. Great, believable voice cast, aside from the occasional odd delivery of dialogue which for the most part was compelling. Takes itself mostly seriously, but is self-aware enough to be low-key hilarious the handful of times it tries to be.

"This is a dance club! What the bloody hell am I going to do tonight while the girls are on stage? Harmonica? Kazoo? Whistle a happy tune? Fuckin' unbelievable!"

Great bite sized chunks of the game that encapsulate what makes RE2 (2019) so enjoyable to me: various options to approach obstacles, careful management of resources, tight, precise movement, and the encouragement to speedrun and master levels through replayability and simple but satisfying memorization. Just kind of wish they didn't reuse the base game locations so much.