Almighty Game Designer

Chapter 982: Detroit: The Core Advantage of Variants (more)

As the game progressed, Zou Zhuo gradually adapted to the three-pronged model of Detroit: The Changer.

The three main characters here are biomimetics. Connor entered the front line of the investigation to investigate the anomalous biomimetics. His job is to deal with the cases of all kinds of anomalous biomimetics, including talking collapse. Oh no, it's a series of highly difficult operations such as negotiation, search, interrogation, tracking, hunting, etc. Although he is a biomimetic, he is in the position of a human being. He is desperate to stop the uncontrolled and rioting of the biomimetics. In the first phase of the game, he is in direct opposition to the other two protagonists.

And Kara was a kind, motherly, brilliant female biomimetic who was meant to serve the household, but on a stormy night, Todd's emotions were out of control again, and Kara had to escape with Alice and escape from wanted, protecting Alice from escaping to Canada to start a new life.

Marcus, who was originally serving an elderly painter, Karl's biographer, was scrapped in the conflict between the elderly and the infidel, and after restarting from the ruins, Marcus embarked on a pilgrimage like any other unusual biographer to “Jericho," a gathering place for unusual biographers. When Marcus arrived in Jericho, he discovered that these anomalous creatures were merely gathered here to die, and he went on the path of a leader, leading these anomalous creatures to fight for freedom.

Although the first person in the three-protagonist model called identity switching a bit confusing at the beginning, Zou Zhuo quickly got used to it. Because the drama lines of these three protagonists are all very carefully arranged, many times the surrounding environment can tell which storyline they are in, and when the drama officially begins and the data stream builds the surrounding environment, the player sees the role they play.

As the plot progressed, Zou Zhuo also gradually understood the core selling points of the game.

First, it's a dramatic interactive game in which players can make a lot of choices in the same story context, leading to a lot of different endings. As Connor did when negotiating the level, gathering more elements in the scene can unlock more negotiation strategies, while players need to make more rational or more responsive choices about the status quo. The different outcomes of each drama line will have an impact on future drama developments and ultimately lead to different outcomes.

That is, it can be seen as a game that tests the player's ability to gather information and double business, and the low emotional player is likely to make some choices and lead to irreversible results; but this is another game that does not have absolutely the right options. Although there is a so-called full-life ending, those tragic ends also have their own charm, and everyone can decide the fate of the character in the game based on their own understanding of the game.

Secondly, the important selling point of this game is Feel.

As the default game for the next generation of the Matrix Game Cabin, Detroit: The Varmint embodies the power of the Matrix Game Cabin. Players have penetrated biomimicry and possess very cool biomicry abilities, such as scanning, path analysis, combat skills, etc., most prominently on Marcus' drama line.

In the [Mechanical Cemetery] section, Marcus was scrapped and woke up in a graveyard that scrapped a biomimetic. His optical components (vision) and audio processor (hearing) were all in a state of disarray, and Marcus' impaired vision and hearing were fully simulated when the player experienced this part of the play.

You can't hear the rain in your ears, every crawl sounds like it's coming from far away, accompanied by a buzzing murmur, everything seems so unreal; in the case of visual impairment, the image in front of you is blurred, accompanied by strange red light and tears, and there is a serious deviation in focal length.

In this case, Marcus climbs over a mechanical cemetery full of mud and imitating human mutilations and searches for parts to install for himself. In the process, he will encounter some living imitators, some unconsciously repeating ex-factory voices, some demanding that Marcus end his life, some begging Marcus not to take away parts from her...

In this hellish environment, the player suffers every second, and after getting the optics and the audio processor, the visual and audio moments return to normal, and the player instantly has a feeling of being reborn.

Thunder, rain, footsteps… it was only at this time that players truly felt that everything was so wonderful.

After trying so hard to climb out of the mechanical cemetery, Marcus faced the raindrops and looked into the dark sky, opening his arms as if calling for freedom to come, and at this moment the players' emotions were finally released.

And in the search for Jericho, the players had the privilege of experiencing the next generation of VR's Assassin's Creed.

When passing through some special terrain, Marcus analyzes the safety and feasibility of each route with an intelligent system, and ultimately the player chooses a suitable route. And after the selection, Marcus would automatically perform the operation, flying the eaves, running cool, climbing, and even having a suspected "leap of faith” section inside.

And the players can follow Marcus through this feeling of flying, experiencing these actions that they simply can't do in real life.

Moreover, the game combines a variety of elements such as running cool, horror, detective, motion, and shooting, which is equivalent to a huge chore, allowing players to experience many different game styles in this game.

Finally, Detroit: Variants has a unique spiritual connotation and offers a unique insight into the topic of "artificial intelligence”, in a more humane way.

Connor needed to work with Lieutenant Hank Anderson in investigating the anomaly, and the drama options in it could be described as teaching a high emotional model. Lieutenant Hank has very strong stereotypes about biomimetics, but with his collaboration with Connor, his impression of biomimetics is constantly changing, and Connor is gradually changing from a ruthless biomimetic who only knows how to accomplish his mission to a partner who truly understands human feelings and understands people, and two people become true friends.

Of course, if players insist on shaping Connor into a ruthless robot, or if emotional intelligence picks too many wrong options, Deputy Hank may also shoot Connor in the head and end up choosing to kill himself.