As the game progressed, Zou Zhuo also gradually adapted to the three protagonists mode of "Detroit: Become Human".
The three protagonists here are all bionics. Connor is a new type of bionic who entered the forefront of the investigation to investigate the incident of abnormal bionics. His job is to deal with various cases of abnormal bionics. The content includes talking about collapse, oh no , is a series of difficult operations such as negotiation, search, interrogation, tracking, hunting, etc. Although he is a bionic man, he stands on the standpoint of a human being and runs desperately to prevent the bionic man from losing control and rioting. In the early stage, he was in direct opposition to the other two protagonists.
And Kara is a kind-hearted female bionic person full of maternal glory. Her existence was originally to complete housekeeping services, but in the stormy night, Todd's emotions lost control again, and Kara could only escape with Alice. Came out, and evaded the wanted all the way, protected Alice and fled to Canada to start a new life.
And Marcus was originally a bionic man serving an old painter Carl, but was scrapped in the conflict between the old man and the unfilial son. After restarting from the ruins, Marcus embarked on the same pilgrimage as other abnormal bionics Road, to "Jericho", which is the gathering place of abnormal androids. After arriving in Jericho, Marcus found that these abnormal bionics were just gathering here to die, so he embarked on the road of leadership without hesitation, leading these abnormal bionics to fight for freedom.
Although the first-person identity switching in the three-protagonist mode seemed a bit confusing at the beginning, Zou Zhuo quickly got used to it. Because the plot lines of these three protagonists have been carefully arranged, many times you can know which story line you are in by looking at the surrounding environment, and when the plot officially begins and the data flow builds the surrounding environment, the player You will also see the role you play.
With the development of the plot, Zou Zhuo also gradually understood the core selling point of this game.
First of all, this is a plot-oriented interactive game. Under the same story background, players can make many choices, leading to many different endings. Just like Connor's performance in negotiating levels, collecting more elements in the scene can unlock more negotiation strategies, and at the same time players need to make more reasonable or more in line with their own wishes for the current situation. The different results of each plot line will have an impact on the future plot development, and ultimately lead to different endings.
In other words, this can be regarded as a game that tests the player's ability to collect information and dual quotient. Players with low EQ are likely to make some choices and lead to irreversible results; but this is another game that is not absolutely correct. Although there are so-called full-time endings in the optional game, those tragic endings also have their own charms. Everyone can decide the fate of the characters in the game according to their own understanding of the game.
Secondly, the important selling point of this game is "feeling".
As the default game on the next-generation Matrix game cabin, "Detroit: Become Human" fully reflects the power of the Matrix game cabin. The player possesses the bionic human body in a time-traveling way, and has very cool bionic human capabilities, such as scanning, path analysis, combat skills, etc., especially in the plot line of Marcus.
In the [Mechanical Cemetery] part, Marcus was scrapped and woke up in the cemetery of scrapped androids. His optical components (sight) and audio processor (hearing) are in a state of abnormality, and when the player experiences this part of the plot, the vision and hearing completely simulate the damaged state of Marcus.
I can't hear the sound of rain, and every time I crawl, the sound seems to come from far away, accompanied by buzzing noises, everything seems so unreal; The image is blurry, accompanied by a strange red light and a tearing feeling, and the focal length is also seriously deviated.
In this case, Marcus has to crawl through a mechanical graveyard filled with mud and android remains, searching for parts suitable for his installation. In this process, he will meet some bionics who are still alive, some are unconsciously repeating the factory voice, some ask Marcus to end its life, and some beg Marcus not to take away her parts …
In this hell-like environment, players are suffering every second, and after getting the optical components and audio processor, the visual and sound effects instantly return to normal, and the player instantly feels like a new life.
Thunder, rain, footsteps... Only then did the players truly feel that everything was so wonderful.
After struggling to climb out of the mechanical cemetery, Marcus faced the raindrops, looked at the dark sky, and opened his arms, as if calling for the coming of freedom. At this moment, the emotions of the players also got the final result release.
In the process of searching for Jericho, the players were fortunate to experience a next-generation vr "Assassin's Creed".
When passing through some special terrain, Marcus will first use the intelligent system to analyze the safety and feasibility of each route, and finally the player will choose a suitable route. After being selected, Marcus will automatically perform operations, such as flying over walls, parkour, climbing, and there is even a section that seems to pay tribute to the "Leap of Faith".
And players can also follow Marcus to experience this flying feeling, and experience these actions that they can't do in real life.
Moreover, the game also combines parkour, horror, detective, action, shooting and other elements, which is equivalent to a hodgepodge, allowing players to experience many different game styles in this game.
Finally, "Detroit: Become Human" has its unique spiritual connotation, and also puts forward a unique insight into the issue of "artificial intelligence", in a more humane way.
In the process of investigating abnormal bionics, Connor needs to cooperate with Vice Captain Hank Anderson, and the plot options in this can be regarded as teaching in a high EQ mode. Deputy Captain Hank has a very strong prejudice against bionics, but with his cooperation with Connor, his impression of bionics is constantly changing, and Connor has gradually changed from a ruthless bionic who only knows how to complete tasks Become a partner who truly understands human feelings and is considerate, and the two become true friends.
Of course, if the player insists on portraying Connor as a ruthless robot, or if the emotional intelligence is too worrying and chooses too many wrong options, then Vice Captain Hank may also shoot Connor in the head, and finally choose to commit suicide.