Everything moves at a frenetic pace. You can zip through this episode in little more than an hour or so, less time than it takes to complete any previous episode. Part of the speed comes from the lack of challenge in the quick-choice combat and button-mashing action sequences. Nothing should require more than a single attempt, save a fight near the end of the game with a gun-wielding nutcase.
There isn't a great deal to look at or listen to, either. Visuals are limited, mainly because most of the game takes place in just a few rooms and on a couple of narrow streets crowded with zombies. The game does a great job of making you feel hemmed in by undead, though. Crowds of the shambling stinkers pack the streets, alleys, and homes of Savannah. You can always hear them groaning away, and even when you are safely indoors, they are sometimes visible right outside, shuffling past windows as an ever-present threat. The Xbox 360 edition suffers once again from a murky color palette (though this problem is less drastic than before), and the PS3 version gets occasionally choppy, but the production values are largely identical across platforms.
Dialogue might be somewhat restricted, largely due to the ever-shrinking supporting cast, though you may still experience moving, in-depth conversations depending on the composition of your group. The conversations that you do have seem to have been speeded up. Less time is available to choose answers, because you're hustling for reasons that are clear if you played episode four. There are some great moments in the script, however, particularly a gruesome surgical sequence that recalls events from the graphic novel.
The voice acting also remains superb. The acting and dialogue are better here than in the last couple of episodes, in spite of the inconsistent characterizations. Characters get along better here than they did earlier, and there is more depth and nuance to their lines. This is especially true with Kenny, who is much more rational now in comparison with the whining caricature of the last two episodes. Omid and Christa share more of the spotlight during the search for Clem, too, which makes them finally seem like worthwhile additions to the cast.
The finale makes an attempt to tie the game's villain to earlier events, but the explanations aren't solid enough to make his actions plausible. The character feels like a deus ex machina figure plopped in to assess Lee's failings as a human being and look back at the whole bloody mess that has unfolded since the dead woke up absolutely starving. This angle was awkwardly shoehorned in as a big surprise at the end of episode three and never properly integrated into the plot, which was previously doing just fine by concentrating on evading zombies and finding an escape route via sailing away from Savannah. The villain is creepy, at least, and a nifty scene following the credits brings everything to a suitably uncertain conclusion that is either heartwarming or downright spooky. Either way, the stage is aptly set for a second series.
No Time Left provides a fulfilling sense of closure to this first series of Walking Dead episodes, even while it strays from the story and characters that were developed in the earlier episodes. After starting strongly with three fantastic chapters, the plot got derailed once the group reached Savannah in episode four and never fully regained its momentum. Still, the complete package of five episodes forms a great adventure when looked at in its entirety. The whole game features memorable characters, countless scenes packing big emotional wallops, and plenty of grisly gross-out horror, so it has to be highly recommended despite a few stumbles near the finish line.