Oh, damn. I didn't realize Z1 was one of those games. You know the kind: X5, X6 ... Anyways, I'll try that out soon.
That kind of consequence-based dynamic gameplay is exactly the kind of stuff I want to see, but not executed like that. It's unintuitive, unguided, and unconventional gameplay.
Hoo boy, the moment I found out that dying in Zero 1 basically meant 'reload your save or you don't get a second chance' (outside of -very- limited retries), I about freaked out. X5 had an interesting approach, letting you continue with the plot / advance to the final levels at literally any time you want (with some randomization in there), but the first Zero game is just so cruel in how it handled that. Infact, the near-whole of Z1, while fun to conquer, is also so much more sadistic than the rest of the series. Even when its successors start that "GET AN A-RANK TO GET MORE MOVES" bullshit, at least it's optional moves rather than required, but Z1 just takes the cake in raw difficulty.
More on-topic, I still don't know what to think on the earlier voice actors of the X series. X4 was crummy, but it was a product of its era - much less a Capcom product, where any english dubbing was practically guaranteed to be poor. But I preferred corny and bad-yet-hilarious voice acting (unless it's X7's, simply put) to, well, X5's "BNPBNPBNPBNPBNPBNP BNPBNPBNPBNP BNPBNPBNP" sound. When sandwiched between X4, which at least had the animated cutscenes sprinkled about, and X6, which had every cutscene given voice acting with said VAs left without a dub (X Collection just seems so.. awkwardly silent, dammit), it's
really annoying and feels very low budget-y.
Seriously, X6 was a huge rushjob (like Breath of Fire 4 was), yet somehow it feels less low budget than X5. Even X4 feels like it had more production quality in it, but then it's the only game alongside Super Rockman Adventure and Classic 8 to have animated FMVs - in the sense of literal anime / drawn animation - and all; just weird that the big ol' [intended] finale seemed kinda cheap.