One of my favorite bits was the little dance between how outcomes were tied tightly to location types (i.e. don’t bring your robot investigator to the bad part of town, he’ll get beat up), and how clues move onworld and offworld as they were investigated. Because of course if you know the robot needs that clue, you’re gonna stick it in the bad part of town so he gets beat up.
Now TELL me that isn’t genius design.
Same with the angry bipolar guy, the sad rich girl, etc. etc. Get all five characters in play — and yes it will take 10 hours, shut up — with everyone loaded with those fuck-you cards, and it’s glorious.