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Zero Time Dilemma director says the game doesn't pull any punches when it comes to violence

by rawmeatcowboy
25 March 2016
GN Version 5.0

Coming from a Siliconera interview with Kotaro Uchikoshi, Director...

S: Another thing Siliconera brought up last time was the sense of fear and level of gore in 999 compared to Virtue’s Last Reward. While it was toned down in Virtue’s Last Reward to make the game more appealing in Japan, Zero Time Dilemma seems much more violent. Why did you go this direction?

KU: [Laughs] I spoke with the producer, Iizuka-san, and since this is the third and final entry in the series we should do all of the things that we’ve always wanted too. We were holding back before, but this is a chance to do everything. Since the game revolves around making absolute decisions life and death hangs in the balance. If we were to pull our punches, it would take away a lot of the narrative impact. By making the violence more extreme it makes the choices hit home.

S: How graphic does the game get? In 999 a lot of the details are written so your mind fills in the gaps, but since Zero Time Dilemma is cinematic how far did you push the limits?

KU: I can’t go into too much detail since that would spoil the fun. I’ll leave that to your imagination! In terms of the level of violence originally we were going for a CERO D rating which is 17 and over. We realized that with those restrictions we wouldn’t get the same visual and emotional impact we wanted so at the end of the day we went with a CERO Z rating, which is the highest rating in Japan.

[Link]