As the game progressed, Zou Zhuo gradually adapted to the three-protagonist mode of "Detroit: Bionic Change."
The three protagonists in this game were all androids. Connor was a new type of android who entered the forefront of the investigation to investigate the abnormal android incident. His job was to deal with all kinds of cases involving abnormal androids. The content included a series of difficult operations such as failed negotiations, oh no, negotiations, searches, interrogations, tracking, hunting, and so on. Although he was an android, he stood on the side of humans and worked desperately to prevent the androids from going out of control and rioting. In the early stages of the game, he and the other two protagonists were in a direct opposition relationship.
Cathy was a kind-hearted female android full of maternal brilliance. Her existence was originally to complete housekeeping services, but on a stormy night, Todd's emotions once again lost control, and Cathy could only escape with Alice. She evaded arrest warrants all the way and protected Alice as she fled to Canada to start a new life.
Marcus was originally an android who served an elderly painter, Carl. As a result, he was scrapped in the conflict between the old man and his unfilial son. After restarting from the ruins, Marcus embarked on the pilgrimage like other abnormal androids to "Jericho", which was the gathering place of the abnormal androids. After arriving in Jericho, Marcus found that these abnormal androids were just gathering here to wait for death. So, he embarked on the path of leadership without hesitation, leading these abnormal androids to fight for freedom.
Although the switching of first-person identities in the three-protagonist mode was a little confusing at first, Zou Zhuo quickly got used to it. Because the plot lines of these three protagonists had been very carefully arranged, many times you could know which story line you were in just by looking at the surrounding environment. Moreover, when the plot officially began and the surrounding environment was constructed by the data flow, the player would also see the role they were playing.
As the plot developed, Zou Zhuo gradually understood the core selling point of this game.
First of all, this was a plot-oriented interactive game. In the same story background, players could make many choices, leading to many different endings. Just like Connor's performance in the negotiation stage, collecting more elements in the scene could unlock more negotiation strategies. At the same time, players needed to make more reasonable or more in line with their own preferences for the current situation. The different outcomes of each storyline would affect the future development of the storyline and ultimately lead to different endings.
In other words, this could be seen as a game that tested the player's ability to gather information and their EQ. Players with low EQ might make some choices that could lead to irreversible outcomes. However, this was a game that did not have an absolutely correct choice. Even though there were endings where everyone could survive, those tragic endings had their own charm. Everyone could decide the fate of their character based on their own understanding of the game.
Secondly, the selling point of this game was the feeling.
As the default game for the next-generation Matrix game pod, Detroit: Man Breaker embodied the power of the Matrix game pod to the fullest. Players possessed androids through time travel and had very cool androids' abilities, such as scanning, path analysis, combat skills, etc., which were most prominent in Marcus's storyline.
In the [Machinery Cemetery], Marcus was scrapped and woke up in the cemetery of the scrapped androids. His optical components (vision) and audio processor (hearing) were in an abnormal state. When the player experienced this part of the storyline, their vision and hearing completely simulated Marcus's damaged state.
The sound of the rain could not be heard. The sound of every crawl seemed to come from a long distance, accompanied by buzzing noises. Everything seemed so unreal. In the case of visual impairment, the image in front of him was blurred, accompanied by a strange red light and a sense of tearing. The focal length was also seriously off.
In this case, Marcus had to crawl through the machinery cemetery full of mud and the remains of the androids to search for parts that were suitable for him to install. In the process, he would encounter some androids that were still alive. Some were unconsciously repeating the factory voice, some asked Marcus to end its life, and some begged Marcus not to take away the parts from them …
In this hellish environment, the player was suffering every second. After getting the optical components and audio processor, the visual and sound effects instantly returned to normal, and the player would instantly feel like they had been reborn.
The sound of thunder, the sound of rain, the sound of footsteps … At this time, the players sincerely felt that everything was so wonderful.
After climbing out of the machinery cemetery with great difficulty, Marcus faced the raindrops, looked at the dark sky, and opened his arms as if calling for the arrival of freedom. At this moment, the players' emotions were finally released.
In the process of searching for Jericho, the players were lucky enough to experience the next-generation VR version of Assassin's Creed.
When passing through some special terrains, Marcus would first use the intelligent system to analyze the safety and feasibility of each route, and finally, the players would choose a suitable route. After choosing, Marcus would automatically carry out the operation, such as running on eaves and walls, parkour, climbing, and there was even a section that seemed to pay homage to the "leap of faith".
The players could also experience the feeling of flying with Marcus, experiencing these actions that they could not do in real life.
Moreover, the game also combined a variety of elements such as parkour, horror, detective, action, shooting, and so on. It was equivalent to a hodgepodge, allowing the players to experience many different game styles in this game.
Finally, Detroit: Man Changer had its own unique spiritual connotation, and it also put forward a unique view on the topic of "artificial intelligence" in a more humane way.
In the process of investigating the abnormal androids, Connor needed to cooperate with Deputy Captain Hank Anderson, and the plot options could be called a high EQ model of teaching. Deputy Captain Hank had a very strong prejudice against androids, but as he worked with Connor, his impression of androids continued to change. Connor gradually changed from a ruthless android who only knew how to complete tasks to a partner who truly understood human feelings and was considerate. The two became true friends.
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