Bindal said:
I played DR2 and the Timelimit was the biggest annoyance I had with it.
It didn't allow me to properly explore the map for stuff to get - something the game encourages you to do due the whole "Needs Zombrex every 24 hours" stuff. And yet it deliberately sabotages that as well by saying you can only continue the story within the next 3 in-game-hours. Or even worse, you can't do shit towards the story for the next 3 hours then have 2 hours to do it...
So, yes, getting rid of the timelimit was an improvement.
See, that was the point. YOU were the one who had to adhere to the world of Dead Rising, and not the other way around. Things don't wait for you to happen, you are the one who has to judge whether you have enough time to achieve certain goals, and if need be, forego certain events if you managed your time poorly.
You have a set 6 hour timer (72 ingame hours), in which to either uncover the plot, save survivors or fuck about, in any variation of these 3. It is meant to emulate a progression of time in a zombie outbreak, with things deteriorating further every day. The core idea behind this, is that you can carry over your levels, unlocks and in DR2 combo cards every time you start a new game, so instead of an awful'n'generic open-world that takes 18-25 hours to complete, you have a set 6 hour playthrough you would replay about 1-2 times, depending. You are meant to either familiarise yourself with the map, events and timing, so that you can say, complete the main story, while saving most survivors or only fighting psychopaths or just straight up do a playthrough where you just explore and fuck about.
Personally, I didn't really like the zombrex stuff, felt kinda redundant with the cases being at set times, but it was added with a goal in mind. The idea is that you would start searching the strip more thoroughly, to find extra zombrex, so there is further incentive for exploration.
The big breaks between the cases are there for a reason too, as they exist to allow you take a break after longer connected case sequences, and give you an oppurtunity to fuck about or do side quests(rescuing survivors and fighting psychos). It literally gives people time to do their zombie bashing & exploration, something that allegedly the game doesn't allow.
The time limit is literally the reason why the zombies would be a threat. By themselves, it's pretty easy kill them by the hundreds. With the timer however, you can't just spend 3 hours murdering every single zombie to achieve everything, you actually have to carve paths across the hordes, trying to find openings and avenues of progression amid hundreds of zombies, while you have only so much time to save survivors or get to plot triggers. It makes you takes risks, and turns the zombies from fodder, into obstacles you have to resourcefully traverse, otherwise you will be overwhelmed by them very quickly.
It's not like you are forced to save survivors, fight psychopaths or even progress with the story. You'll of course miss out on them on that specific run of the game, but you can mix and match at your leisure. In DR1 you are free to do whatever pretty soon, and the only hard time limit in DR2/OTR is getting a zombrex every 2 hours. That's it.
And OTR literally had a sandbox mode, where you are free to just explore the strip. It did the right thing, and made the primary game be designed around the timer, while adding a secondary mode where you just go around the strip. DR1 had something similar called infinity mode, though you could only unlock it by completing overtime mode and it was more like a hardcore survival mode type thing where you fight every other character in the game and you have to eat food to keep your health from depleting continuously until your death.
Of course, DR3&4 managed to completely fuck everything up and turn these games into another generic, coat of paint open-world game, like the later Far Crys, Mad Max, Mordor and whatever else that is in that vein.