Eh...
The concept of humanizing a zombie is intriguing, but I find that all the good ideas and dynamics are quickly overpowered by the negative aspects. For one thing, you're not truly humanizing a zombie, you're just conditioning it's mood so that it doesn't feel like eating human flesh; should it's mood level drop by 1%, it'll start eating human flesh again. That's not humanization, it's not even conditioning it to perform specific commands, you're just making it not feel like eating people by keeping it completely satisfied; you're not actually teaching it to resist temptation because you're just removing the temptation aspect itself.
Humanizing a zombie would look more like hand and eye coordination exercises because you're trying to jog it's cognitive faculties so that it can begin to grasp moral concepts, not just handing it shit and hope that it associates it with an emotion; that might get it to develop affection for that particular object, but not affection with anything else, not that cross association is even an availability anyway; it would be difficult to get it to associate a specific object with an emotion to begin with mainly because this dynamic of associating emotions with moral standing relies on the flimsy assumption that the test subject might have a vague idea and/or memory of what the object even is because it very well may not even have the mental power to recognize the object to begin with considering how it's brain died periodically and was reanimated.
The game's dynamic isn't based around challenge, so once you've seen most of the basic reactions, the game starts to lose it's only entertaining quality, variety, and it becomes banal busy work because you're whole objective is to ascertain reactions based on emotional, physical and mental status' and most of your time is spent altering those aspects by abusing a single item until you're either penalized for it or you reach your target percentage. Soon the amount of busy work starts to outweigh the quantity of new reactions and the game goes from being interesting and entertaining and it escalates into becoming boring, tedious, banal and eventually vapid.
The only challenge aspect that ever comes into play is when you have to impress your commanding officer with a specimen you've trained, which if you've done all the busy work by this point, this point in the game should not be a problem regardless of what quality of specimen you're using.
I also agree with DiMono, I hate how the game has no true conclusion. You kill off the remainder of the surviving party and continue your research; what have you accomplished? Sure you avoided death but at least dying would be something. Continuing to perform tedious tasks repeatedly is nothing because you've already explored every possible reaction you could trigger, meaning that there are no new surprises to be had; without being able to advance forward in research, research ceases to have a point and so does the game. There's no closure to be had so there's ultimately no satisfaction in playing the game. It's not even an open ending where you can guess what happens to him next; the game never ends; we can't guess what he's gonna do next because we still control him and all there is to do in-game is to test more and more zombies and hit the wall of limitations constantly. The ending is not open because there is no ending to be had at all.
I really, really hate the animation; it's all motion tweened. Who animated the animatics in this game? Was it SickDeathFiend? It looks like his artwork; if so, then I'm severely disappointed because I thought he was starting to ween away from motion tweening and going with FxF animation.
Between the motion tweening, the sheer constant ongoing, time consuming busy work and shit for closure, this makes for a game with a lot of potential but with little substance and for what substance there is, the designer took something that ultimately should have only been a 30 minute game and dragged it out as far as he could.