Much like James
, I've been at the Zero Time Dilemma
. And I have many of the same criticisms. (And some spoilers, be warned)
Whether it's due to a lack of budget or a lack of talent, as James pointed out, the developers haven't been able to achieve what they wanted to with the switch to 'proper' cutscenes. Many animations look suspiciously like motion tweens, with one motion clearly finishing before the next one starting, and some creative use of camerawork to disguise a lack of elaborate or fast motion, giving the effect of posed mannequins coming to life, rather than real people- and they also keep making this one facial expression and I can't tell what it's meant to be
Also, the less said about the voice acting, the better.
It's also meant that writer Kotaro Uchikoshi hasn't been able to use the Visual Novel format as effectively as in the prior two games- concerns about the player using their imagination aside, it's meant that everything has had to be on show, or at least has to be hidden by the plot, which can only draw more
attention to things, not less. Without spoiling too much, both the prior games in the series hid story beats from the player behind being a visual novel- in fact, 999
's biggest reveal only worked because
of its format which was able to hide it in plain sight.
The game's shift into three independent but related stories, coupled with the time/space-jumping shenanigans inherent to the Zero Escape
series also reduces the latter half of the game into some quite dull admin as different timelines need to be wrapped up, particularly in the First Come, First Saved plotline, where you have to go through the same thing three times from all three perspectives.
Much like with James' appraisal in his own WWP, despite seemingly exclusively giving the game a bit of a shoeing, I'm definitely enjoying it, although perhaps more as something that completed the series, rather than in its own right.