
Nine participants awaken, trapped in an underground facility. To escape, they must play a game with deadly consequences. Who will live, and who will die? The choice is yours. Let the Decision Game begin…
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About
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Japanese**languages with full audio support
Engagement
Hours played at review time, across 45 reviews with recorded playtime.
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Quite confusing at first but it's by design so I can forgive it as everything properly explained later on. Story is a little cringe at times but gameplay is good, and the overall story in the end was also good in my opinion. I recommend this if you played the previous game(s) and liked it, if you like escape room games or if you like Saw series. Also if someone asks you who the killer is, always answer: Gab. 7/10
Zero Escape: Zero Time Dilemma (ZTD) is the final entry in the Zero Escape trilogy and serves as the conclusion to the story begun in 999: Nine Hours, Nine Persons, Nine Doors and Virtue's Last Reward. Like its predecessors, it combines visual novel storytelling with escape-room puzzles, branching narratives, and increasingly ambitious sci-fi concepts. While it can technically be played on its own, the game is clearly aimed at players familiar with the previous entries, as much of its appeal comes from resolving long-running mysteries and unanswered questions. A defining feature of the series is its many narrative paths and endings. To reach the true ending, players must explore multiple routes and gradually piece together the larger mystery. The core appeal of the franchise remains unchanged: life-threatening escape-room scenarios and a constant stream of mystery boxes. One of the biggest changes in ZTD is the way the story is presented. Rather than following a mostly continuous narrative, the game is divided into fragmented scenarios that can be viewed in varying orders. This structure helps address one of the major issues I had with Virtue's Last Reward: repetitive scenes. Because narrative fragments are generally short and self-contained, the game moves along at a faster pace and reveals information more frequently. However, this approach introduces new issues. The fragmented storytelling makes it harder to understand where a particular scene fits within the timeline. More importantly, it reduces emotional impact. Characters die frequently throughout the various timelines, but it becomes difficult to care when those same characters remain alive in numerous other fragments. As a result, many dramatic moments feel less consequential than they should. Another notable distinction is the game's tone. ZTD leans much further into explicit gore. Narratively, ZTD is the least grounded entry in the trilogy. While 999 kept its more speculative ideas mostly in the background and Virtue's Last Reward expanded them considerably, ZTD fully embraces increasingly bizarre sci-fi concepts. The game attempts to explain lingering questions and inconsistencies from the previous titles while simultaneously introducing even more unusual ideas of its own. The cast is also the weakest in the trilogy. Some returning characters do not quite feel like the same people they were in previous games, while many new additions leave little lasting impression. Compared to 999, where the relatively grounded setting made it easier to connect with the participants, the characters here often feel interchangeable. Presentation has changed significantly as well. ZTD adopts a more cinematic approach reminiscent of Telltale Games such as The Wolf Among Us. Story scenes are presented through dynamic camera angles and animated sequences. In theory, this should make the game feel more immersive. In practice, the limited budget becomes apparent almost immediately. Character animations are often stiff and facial expressions can look unnatural. Visually, the models are an improvement over the low-poly presentation of Virtue's Last Reward, but they still lack the charm and expressiveness of 999's 2D artwork. The puzzles' difficulty sits somewhere between the previous two games. They are generally more involved than the relatively straightforward puzzles of 999 but less demanding than some of the more elaborate rooms in Virtue's Last Reward. The puzzles are enjoyable overall, though they can occasionally slow the pace for players primarily interested in the story. The soundtrack is very similar to Virtue's Last Reward. The voice acting remains surprisingly strong given the game's apparent budget constraints. The dialogue includes more humorous lines when examining objects (which are not voiced), but many of them feel somewhat forced and often don't sound like something the respective character would naturally say. Overall, ZTD provides a conclusion to the trilogy. While the puzzles remain enjoyable and the voice acting is consistently strong, the game suffers from the weakest cast, the least cohesive narrative, and a growing reliance on increasingly weird sci-fi concepts. The improved cinematic presentation is held back by stiff animations and obvious budget limitations. For me, 999 remains the strongest entry in the trilogy and by far the most worthwhile game to play.
一开始看论坛上说这一部崩坏的很厉害,像是人设的改动,降智的剧情,但就我个人体验下来,整体上还是不错的,至少作为完结篇是合格的。 [spoiler]剧情方面,我只能说时间悖论相关的作品尽头全是伦理,前两部铺垫的世界观以及危机感都很不错,但三部作品的零全是亲友团多少让人有些难绷,不过所幸这部处理的还不错,动机什么的都没特别大的漏洞。[/spoiler] 建模风格比前作要好看不少,就是动作什么的依旧很僵硬,容易让人出戏, 玩法方面,这一代的分支线开始是乱序,摸不着头脑的那种,不过后期整合起来后,把时间线串到一起时还是蛮爽的。然后就是核心shift能力,该怎么说,因为这个能力太强了,总显的前几作的能力有些廉价,但就我的理解,我认为这可以解释为人类群体在面对巨大危机时所觉醒出的内在潜力,参考游戏中的文本,差不多就是和shift能力者不断增多一个意思。 [spoiler]这一代零身份的揭晓让我不是很满意,在知道零就是西格玛和戴安娜的孩子后,我一直琢磨零到底伪装成谁,结果到最后是整了个身份错位,零以Q的身份参加游戏,但明面上却是让玩家以为肖恩是Q,这种突然多出来一个人的谜底实在有些廉价,我能理解,但不满意。[/spoiler] 最后,这一部是包寿司结局,茜和淳平这对癫公癫婆也终于结婚了,西格玛一家也终于团圆,可喜可贺可喜可贺。
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何意味啊打越,这人设ooc太过了,这第三部说的是甚么鬼玩意,越打越没意思,纯纯往美式血浆片 通关后感想 我可能这辈子都不会原谅“极限脱出:零时困境” 剧情上:[spoiler]ooc这一块还是没得洗,槽点有点多,不过起码还是圆上了,感觉除了真结局以外的其他线的角色塑造纯粹是乱写,这淳平崩成什么鸟样子,看开头瞳孔颜色和以前不一样我还以为这是个克隆人(甚至我C组玩的第一组故事就是淳平死掉的故事,当时真以为是克隆人),后面又扯什么鸟外星人,牛魔的超能力大战,最后连杀人犯都tm能手牵手创造奇迹,这埃里克更是小丑的一逼,剧情推动全靠这傻逼发疯。设定想一出是一出,结局收尾也潦草,如果说还会有第四部,我可能会觉得这个结局还行,但是这tm是完结篇。这结局宛如高考写作文写到结尾然后潦草升华一样。最气愤的是,干nm的打越钢太郎,999和善死那么好的基础,被你这个三代搞成这样。[/spoiler] [spoiler] 说了这么多剧情不好的,但是要说他真的有多烂吧,也不至于,唉,纯纯就是恨其不争,明明可以写的更好的,但是感觉就是卡在那不上不下的。 [/spoiler] 系统上:乱到不行的时间线设计,以及不知道什么情况,打开菜单后必须要按一下Alt键才可以继续操控,不然就卡死在那。依旧是那个观点,如果极限脱出三部曲是纯2D的解谜游戏,肯定能走的比现在要远,二代的3D小人看久了也适应了,虽然粗糙但也挺鲜明的,三代这3D实在是烂,除了烂想不出第二形容词,还不如用2代那种粗糙小人。
[h1]注意!本好评并不是完全的好评,是基于情怀与剧情上给了一个好评,游戏表现力低于前作,剧情依然不错,请酌情购买。[/h1] 时间线设定是在《极限逃脱1:999》和《极限逃脱2:善人之死》之间,但西格玛等人是从未来回来的,所以他们知道未来的事,他们已经经历过2了。 ———————————— 玩法方面古怪,虽然也是之前的线性分支流程,分支进行不下去了就选择其他分支以获取线索,但怪就怪在这次玩家扮演的不是一个人,而是多个人,玩家将分别扮演三位主角:卡洛斯,戴安娜,Q。给人很强的割裂感,归属感和剧情流畅度不足,游玩的过程是片段化的,当你玩了一两个房间解密后就会发现时间线的点亮完全是乱的。我知道这是基于设定所做出的设计,因为“另一个零”开局就说了:TA会给大家注射一种失去记忆的药物。既然丢失了记忆,那时间线自然就是乱的,谁都说不清“之前”发生了什么。 不得不说“另一个零”确实有脑子,TA很会对抗这群能穿越时间线的能力者,一个是让他们失忆,失忆了那你自然记不住正确的逃脱方式,你怎么穿越都难以成功;其次就是动态密码,每个人死亡后产生的密码是随机密码库提供的,假设在A时间线淳平死了,系统提供的密码是AA,那A时间线的卡洛斯知道密码后就穿越前往B时间线与活着的淳平分享密码以逃脱,但是现在是动态密码,B时间线的开门密码不一定是AA,可能是BB,避免了能力者们在其他时间线故意杀人骗取密码后穿越开门的计谋。要是这个方法是制作组引导玩家自己想出来的,那将成为绝杀并超越前两作的剧情,毕竟玩家在前作一直都是这样干的,可惜制作组全篇都是让角色们自己随意穿越,玩家就和个路人一样看着,实在是无趣;后面小队意识到根本就没有三个区域,并且大家是轮流睡觉解密时也是非常精彩,但依然不是玩家自己发现的。这也就是我说的,割裂感严重,玩家感觉不到自己参与了这个事件,完全就是看别人,完全没了前作那种我思考,我智斗,我努力,我穿越的感觉。 事件到了后面制作组还犯了一个致命错误:角色穿越后会交换目的地自己的意识,也就是说,我在A时间线遇到了危险要死了,我穿越到B时间线躲避,那实际上是把B时间线的我丢回了A时间线,让“他们”去死了。这个行为让角色们产生了道德谴责。这不对啊!大哥!如果这说就颠覆了穿越者的能力了啊!穿越者无论在哪个时间线都是自己,在其他时间线的死亡也会记忆下来的!并不是“他们”去死了,而是“我”又死了一次。虽然我在B时间线活了下来,但我的记忆里依然会有我死亡的痛苦,不然我怎么利用这种能力来知道秘密呢?是我从死亡的时间线带来了活下去的线索,我才能活,不需要有什么道德谴责,毕竟我也经历过死亡了。制作组居然把这个设定都搞错了,真的是令人无语。 ———————————— 最后来说说剧情吧:“另一个零”本质是好人,他想要阻止2代中出现的世界末日,于是策划了这个活动,召集了一群有穿越能力的人来挑战,把他们反复“害死”,让他们不断使用穿越能力来保命逃脱,最终也设了一个大陷阱,也就是炸毁实验室,让这场活动是100%无法存活通关的,角色们想要完美存活通关只有一个办法,那就是“不参加”这场活动,回到时间线最最最开始的地方,“另一个零”刚筹备好一切的时候,在那个时候“拒绝”就能安全离开了。但因为角色们都是穿越者,在意识层面已经经历过了这一切,就像玩家全部游玩过了一遍,已经对角色们的人生观有了改变,他们自然就会努力利用自己的能力去阻止世界末日,这就达到了“另一个零”的目标,他变相的“请求”穿越者们来拯救世界。这个剧情确实非常不错,令人叹为观止。(如果玩过《命运石之门》,你就会发现内核是一样的。)但游戏性很糟糕,纯就是看表演,参与感很弱,我没法主动思考,没法主动选择穿越点,没有那种恍然大悟的感觉,但如果你想从中找到1代和2代那样的畅快淋漓,那肯定是没有。看在剧情依然有趣和14元的份上,勉强给一个好评吧,也算彻底完结了这个系列,要是按这种水平出4代,必须给差评了。
BRO
没事可以不玩第三部,画风难看、流程混乱、毫无意义地血腥暴力
Phi de óculos
不赖的结局,虽然没前两部精彩
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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