So, I played this up to after 1st Adam fight on 9S playthrough. Music and 2B's asscheeks aside, this game is pretty bad. It tries to do many things at once and does them meh at best. DMC - style combat (what you do most of time) is ok as long as you don't do sidequests or try to explore too much, because as soon as you fight anything above your character level, you suddenly lose your ability to launch enemies into air, thus losing good chunk of your fighting power. If the difference in "levels" is too big, your attacks do next to no damage as well, so there goes the incentive to go off the obvious path. You can try different weapons and special attack for your pods, but I didn't find a reason to use anything besides your starting swords and laser - everything else is slower, pushes enemies away, does no/less damage, or gives redundant protection. Maybe other weapons are better when maxed out, but saving up enough materials to reach even 2nd upgrade takes very long time. In the sidequest where you fight traitor androids I was higher level and cinematic attacks kept zooming onto 2B slashing furiously at empty air, very dramatic.
Shooting game parts and boss fights are underwhelming, trivial, and take way too long (except for hacking minigame, which is also mostly optional). Naturally, lowest point of 2B's playthrough for me was sinking ruins' boss fight. 2D - style action parts felt like watered down main game, mostly because the moveset doesn't change, and dodging becomes useless. There really isn't much else to say about STG and 2D-fighting sections: whether it's twin stick, vertical, horizontal, or diagonally confused - you just keep firing from the pod and mash your sword attack, nothing will ever hit you until you start falling asleep. These sections wouldn't be too bad for a change, except whole levels like sinking ruins and factory are 90-95% are dedicated to them. These get old very fast.
Plot - I don't know what to say, the game has it? 2B's route felt completely flat during emotional moments, characters talk to each other time to time, but nobody has any development, and then it just ends. You then play from the start again as 9S, who has more STG sections in the beginning and uses hacking instead of charged/heavy attack. In practice, this doesn't change much - hacking is useful against beefy big robots and spongy groups of enemies, but you'll have to hack them at least several times during fight if they're even close to your level, I didn't notice it being faster than sword + pod's laser. Humorously, hacking is one of the few things you can fail in whole game - 3 lives per attempt, no invincibility, need to think ahead and seek out weak spots while simultaneously hiding from bullets.
Biggest downfall for me, I think, is that the game refuses to stick to one style of gameplay, so they all feel half-baked, and there's way too much running back and forth, on foot or using teleport service. Worse even, there are invisible walls in places that shouldn't have them, and on your first playthrough you can't unlock certain chests that require hacking (I guess 2B is too proud to ask 9S or her pod) or do much sidequests because you're underleveled for almost anything but main story. Which I'm not sure is much of a drawback - they just keep going, asking you to go fetch things from places you've already been to, escort some robot(s) while they walk at snail's pace - all for a fistful of materials, some cash, or purely cosmetic item. I don't think the game would be great if it was more linear, but it surely wouldn't lose much from discarding (j)RPG elements besides chip system. There's just way too much padding for the sake of padding, they even make you watch same unskippable cutscenes and do same quests as 9S ffs. The way the game is, it has all drawbacks of open world and jRPGs while having no particular strengths aside from some parts sucking less than others.