The worldbuilding gears, especially. This game is so richly written in its history, its factions, its places and people, its left-turn-off-reality technology, even the broader concepts and ideas and world mechanics - it's all so well-considered. No wonder it was the original ZA/UM founders' homebrew tabletop setting, you can *feel* that energy absolutely oozing. Makes one want to make shit and go crazy doing it, honestly, or at least see someone compile all the lore scroungeable from all the bits of Elysium fiction available into some kind of setting guide.
(We're in the thick of a long-awaited second playthrough where we're trying to play the detective as a Moralist trying to be helpful to everyone, but also competent to the point of boring (and also with a severe lack of starting INT - the drinks hit *hard*) and trying to get *as much done as possible* quickly. It has a lot more pressure trying to cram it like this, but it's a nice mixup from playthrough one where we didn't 'know'.)
(We're in the thick of a long-awaited second playthrough where we're trying to play the detective as a Moralist trying to be helpful to everyone, but also competent to the point of boring (and also with a severe lack of starting INT - the drinks hit *hard*) and trying to get *as much done as possible* quickly. It has a lot more pressure trying to cram it like this, but it's a nice mixup from playthrough one where we didn't 'know'.)