With the advancement of the game process, Zou Zhuo gradually adapted to the three protagonist mode of Detroit: changing people.

The three protagonists are all bionics. Connor is a new type of bionic man who entered the forefront of investigation in order to investigate the event of abnormal bionic man. His job is to deal with various cases of abnormal bionic man, including talking about collapse, oh no, a series of difficult operations, such as negotiation, search, interrogation, tracking, hunting and killing. Although he is a bionic man, he stands on the man In the early stage of the game, he is directly opposed to the other two protagonists.

Kara is a kind-hearted female bionic person full of maternal brilliance. Her existence was originally to complete the domestic service, but in the stormy night, Todd's mood was out of control again, Kara could only escape with Alice, and all the way to avoid the wanted, and protect Alice to escape to Canada to start a new life.

Marcus, who used to serve an old painter Karl's bionic man, was scrapped in the conflict between the old man and the unfilial son. After he was restarted from the ruins, Marcus embarked on the same pilgrimage as other abnormal bionic people and went to "Jericho", the gathering place of abnormal bionic people. After arriving in Jericho, Marcus found that these abnormal bionics just gathered here to die, so he went on the road of leadership, leading these abnormal bionics to fight for freedom.

Although the first person identity switch of the three protagonist mode seemed a little confused at the beginning, Zou Zhuo soon got used to it. Because the story lines of these three protagonists have been carefully arranged, many times you can know which story line you are in once you look around the environment, and when the story officially starts and the data flow constructs the surrounding environment, the players will also see the role they play.

With the development of the plot, Zou Zhuo gradually understood the core selling point of the game.

First of all, this is a story oriented interactive game. Under the same story background, players can make many choices, leading to many different endings. Just like Connor's performance at the negotiation level, collecting more elements in the scene can unlock more negotiation strategies, and players need to make more reasonable or more willing options for the current situation. Different results of each story line will have an impact on the future development of the story, and ultimately lead to different outcomes.

That is to say, it can be regarded as a game to test players' ability to collect information and double quotient. Players with low EQ are likely to make some choices and lead to irreparable results. But it is also a game without absolutely correct options. Although there is a so-called full play, those tragic endings also have their own charm. Everyone can play according to their own needs The understanding of the play determines the fate of the characters in the game.

Secondly, the key selling point of this game is "feeling".

As the default game of the next generation of matrix game cabin, Detroit: changing people embodies the power of matrix game cabin. Players attach themselves to the bionic human body in the way of crossing, and have very cool bionic human capabilities, such as scanning, path analysis, combat skills, etc., especially in Marcus' plot line.

In the part of [the mechanical cemetery], Marcus is abandoned and wakes up in the cemetery where the bionic man is abandoned. His optical components (vision) and audio processor (hearing) are all in abnormal state, and when players experience this part of the story, vision and hearing also fully simulate the damaged state of Marcus.

I can't hear the rain in my ear. Every time I crawl, the sound seems to come from a far away place, accompanied by a buzzing noise. Everything seems so unreal. When my vision is damaged, the image in front of me is blurred. With the strange red light and tearing sense, the focal length also has a serious deviation.

In this case, Marcus had to climb over a mechanical cemetery full of muddy and bionic human remains to search for parts suitable for his own installation. In this process, he will meet some living bionics, some unconsciously repeating the factory voice, some asking Marcus to end its life, some begging Marcus not to take her parts

In this hellish environment, players are suffering every second, and after getting the optical components and audio processors, the visual and sound effects instantly return to normal, and players will have a sense of being reborn.

Thunder, rain, footsteps Players at this time just feel sincerely, everything is so wonderful.

After painstakingly climbing out of the mechanical cemetery, Marcus faced the rain, looked at the dark sky, opened his arms, as if calling for the coming of freedom. At this moment, the players' emotions were finally released.

In the process of searching for Jericho, players are lucky to experience the assassin creed of next generation VR.

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 the selection, Marcus will perform the operation automatically, flying, parkour, climbing, and even there is a bridge section suspected of honoring the "leap of faith".

And players can also follow Marcus to experience this flying feeling, experience these actions that they can't do in real life.Moreover, the game also has parkour, terror, detective, action, shooting and other elements, which is quite a hodgepodge, so that players can experience many different game styles in this game.

Finally, "Detroit: changing people" has its unique spiritual connotation, and also puts forward a unique view on the issue of "artificial intelligence", in a more humanized way.

Connor needs to cooperate with vice captain hank Anderson in the process of investigating the abnormal bionic human, and the plot option can be called the teaching of high EQ mode. Vice captain hank has a very strong prejudice on the bionic man, but with the cooperation between him and Connor, his impression on the bionic man is constantly changing. Connor has gradually changed from a ruthless bionic man who only knows how to complete tasks to a partner who really understands human feelings and is good at understanding people, and the two become real friends.

Of course, if players are determined to portray Connor as a ruthless robot, or if EQ is worried about choosing too many wrong options, then vice captain hank may also blow Connor's head with one shot, and finally choose to commit suicide.