
After using Git and Git LFS for a few years for game development, we were looking for alternatives - the way Git handles binary files even with LFS is a bit cumbersome, to say the least. PlasticSCM on the other has been designed with binary-files in mind from the get-go, and the support for binaries is really good and it just works the same as with text files (diff is of course a bit different case, but out-of-the-box image diff support in Gluon helps a bit, and you can use any diff you like for files).
After getting used to, I have also come to like the way PlasticSCM handles DVCS - you commit straight up to a repository, but that repository can be local. The local and remote repositories are then just synced up. Kind of like git, but still different - in git the local repo is handled inside the project tree, but in PlasticSCM you basically setup your own PlasticSCM repository server which is used for committing (although this process is painless and you won't even realize it in the install program).
Great GUIs (there are two, a DVCS PlasticSCM gui and Gluon, the straight up commit to remote gui intended for artists), and commandline support help a bunch. Review collected by and hosted on G2.com.
The GUI was really confusing at first, and even now the fact that multiple tabs open when opening the exact same view opens a new tab, which is annoying. As the concept is similar, but still different to Git, it took a while to get to grips on how the whole DVCS idea works in PlasticSCM - the docs helped a bunch though. Review collected by and hosted on G2.com.