Chapter 980: The Core Advantages of "Detroit: Becoming Human" (1st Update)

As the game progressed, Zou Zhuo gradually adapted to the three-protagonist mode of "Detroit: Become Human".

The three protagonists in this are all androids.,Connor is a new type of android who has entered the forefront of the investigation in order to investigate the anomalous android incident.,His job is to deal with all kinds of anomalous android cases.,The content includes negotiation collapse.,Oh no.,It's a negotiation,Search,Interrogation,Tracking、Hunting and a series of difficult operations,Although he is a android,But he stands on the side of humans.,In order to stop the androids from losing control and rioting and running desperately.,In the early stage of the game,He and the other two protagonists are in direct opposition.。

And Cara is a kind-hearted, motherly female android, her existence was supposed to complete housekeeping, but on the stormy night, Todd's emotions got out of control again, and Cara could only escape with Alice, and evaded wanted all the way, protecting Alice to escape to Canada to start a new life.

Marcus was originally an android serving an elderly painter Carl, but was scrapped in the conflict between the old man and the unfilial son, and after restarting from the ruins, Marcus embarked on the same pilgrimage path as other anomalous androids, to "Jericho", that is, the gathering place of anomalous androids. Upon arriving in Jericho, Marcus discovered that the anomalous androids had just gathered here to die, so he took the lead and led the anomalous androids in their fight for freedom.

Although the first-person identity switch in the three-character mode seems a little confusing at first, Zou Zhuo quickly got used to it. Because the plot lines of the three protagonists have been very carefully arranged, many times you can know which story line you are in by looking at the surrounding environment, and players will also see the characters they play when the plot officially begins and the data flow builds the surrounding environment.

As the plot develops, Zou Zhuo gradually understands the core selling point of this game.

First of all, it's a story-oriented interactive game where players can make a lot of choices in the same story, leading to many different endings. Just like Connor did in the negotiation level, collecting more elements in the scene unlocks more negotiation strategies, and the player needs to make more reasonable or desirable choices for the status quo. The different outcomes of each plot line will have an impact on the future development of the plot and ultimately lead to different endings.

In other words, this can be seen as a game that tests the player's ability to gather information and dual quotient, and players with low emotional intelligence are likely to make some choices and lead to irreparable results; But again, this is a game where there are no absolutely right options, although there are so-called all-living endings, but those tragic endings also have their own charms, and 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 the "feeling".

As the default game of the next-generation matrix game pod, Detroit: Becoming Human embodies the power of the matrix game pod to the fullest. Players possess androids in a time-traveling way, and have very cool android abilities, such as scanning, path analysis, combat skills, etc., especially in Marcus's storyline.

In the part of the Mechanical Graveyard, Marcus is scrapped and wakes up in the graveyard of the scrapped androids. His optical components (vision) and audio processor (hearing) are all in a state of disorder, and the player's vision and hearing are completely simulated by Marcus's impaired state when they experience this part of the story.

I couldn't hear the rain in my ears, and the sound of each crawl seemed to come from a long distance, accompanied by a buzzing noise, and everything seemed so unreal; In the case of visual impairment, the image in front of the eyes is blurry, accompanied by a strange red light and tearing sensation, and the focal length is also severely off.

In this case, Marcus has to crawl through a mechanical graveyard strewn with mud and android remains, searching for the right parts to install. In the process, he encounters a number of living androids, some unconsciously repeating factory voices, some asking Marcus to end its life, and some begging Marcus not to take the parts from her......

In this hellish environment, players are suffering every second, and after getting the optical components and audio processors, the visuals and sound effects instantly return to normal, and the players will instantly feel like they have been reborn.

Thunder, rain, footsteps...... It's only then that the players feel that everything is so wonderful.

After struggling to crawl out of the mechanical graveyard, Marcus faced the raindrops, looked at the dark sky, and opened his arms, as if calling for the coming of freedom, and at this moment, the player's emotions were finally released.

In the search for Jericho, players were given the opportunity to experience a next-generation VR version of 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 let the player choose a suitable road. Once selected, Marcus will automatically perform actions, flying walls, parkour, climbing, and even a section that appears to be a tribute to the "Leap of Faith".

And players can also follow Marcus to experience this flying feeling, and experience these actions that they simply can't do in real life.

Moreover, the game also has a variety of elements such as parkour, horror, detective, action, shooting, etc., which is equivalent to a hodgepodge, so that players can experience many different play styles in this game.

Finally, "Detroit: Human" has its own unique spiritual connotation, and also puts forward a unique perspective on the topic of "artificial intelligence", in a more humane way.

Connor's investigation of anomalous androids requires him to work with Vice Captain Hank Anderson, and the plot options in this can be called a high-EQ mode of teaching. Vice-Captain Hank has a very strong prejudice against androids, but as he cooperates with Connor, his impression of androids is constantly changing, and Connor gradually changes from a ruthless android who only knows how to complete tasks to a partner who truly understands human feelings and empathy, and the two become real friends.

Of course, if the player insists on portraying Connor as a ruthless robot, or if the emotional intelligence is too bad and chooses too many wrong options, then Vice Captain Hank may also shoot Connor in the head and finally choose to commit suicide.