Angry Dorian
Sad Dorian
Lovey Dorian
I don't get the people that say the facial expressions are a step backward. Their expressions are very clear. People are being nitpicky, but they need to understand, it's an empty wire frame, there's no actual muscles on the mesh, so of course it's not going to be perfect.
If it were perfect, we'd be hitting uncanny valley, and that is not the place to go. That would make it worse. EDI actually gives me a bit of uncanny valley, and several hyper-real CGI commercials do as well. When Final Fantasy: Advent Children was made, they made their meshes very realistic, but deliberately exaggerated in order to avoid the uncanny valley effect. The Japanimation style would not translate well into live action. None of those characters bother me, despite using extremely high-rez graphics.
BW games don't hit Square Enix's levels, and it'd probably be a disservice if it did.
I've done meshwork (just the frames, not the rigging or animating) and it's an awful lot of work, very intensive. It's not easy to design an organic body in a way that's acceptably "real" for humans to accept without crossing the border into unnerving and creepy.
I honestly think the facial animations are excellent, for the most part. I've taken a few screenies that just look weird while the character is speaking, but that happens in photos of real people all the time.
What does bother me is the stiffness of the body and the clipping. I think those two things are their biggest weaknesses, not the faces. The faces are beautiful and expressive, able to convey a range of emotions. The bodies don't have nearly the same level of finesse, though that's to be expected; our characters aren't naked or interacting physically all the time, but we always see their faces.
That does beg the question; are the bodies stiff because they don't put a lot of effort into them physically interacting, or do they not interact because it's difficult to rig and animate the bodies? We'll probably never know.