Zero Time Dilemma:
I'm mostly out of stuff to play, so I circled back to finish the Zero Escape series. From a cursory Google search it looks like this game was fairly controversial and forum-litigated, but I'll add a few notes:
-Game is oogly. I wasn't wild about the switch from mostly pixel art to 3D models in VLR, but that game at least had a distinctive atmosphere and character designs. Not so much in ZTD.
-Puzzle design is better than VLR, which relied way too much on brain teaser crap, but it also is seriously lacking in challenge. Still, I appreciated the efforts to mix it up with stuff like the rotation hall and the alien number system, even if the escape rooms themselves didn't really make sense with the plot this time around.
-I was anticipating the plot getting as bugnuts and twisty as VLR, but instead it was mostly building up to an idiotic cheat-reveal that didn't actually affect the story much, and made the Heavy Rain twist seem reasonable. I had caught on to the idea that, unlike it seems, this game is actually in first-person like the previous two, but I thought it was going to go for some bonkers fourth-wall breaking thing that would encapsulate the previous games, but instead it's a pretty underwhelming ending to a high-concept series. Also the characters blow, including new portrayals of existing ones.
-The fragment structure is an intriguing approach and a neat idea to differentiate this from VLR, but they didn't really pull it off. It's mostly just confusing for majority of the (long) run-time. Again, to some extent this is clever because the characters are confused and displaced in time, but I rarely had any idea what the actual context was w/r/t the other groups. It gets fun in the last stretch when you start hopping around, but overall, with the simultaneous existence of the timeline tree, it feels like they didn't execute the concept all the way. Like, with a more ambitious fourth-wall breaking concept, they could have had the actual fragmentation of the episodes be part of the game's meta-puzzle, requiring manual reconstruction to open new causal paths. Instead I just got infuriatingly bottlenecked at one point because I didn't realize the opening vote round is an active switch system that you have to modify the right way to progress, even if you've already made all of the choices. Like, if the whole game had something like that going on, it could've been really cool, but instead it was just this one-off gotcha that forced me to consult a guide.
In the end, I'd have to say I think I liked the first game best as a self-contained product, even if it wasn't as fleshed out in the multi-verse mechanics as VLR. I feel like the ideal game is somewhere in-between 999 and VLR, but it shall never be.