Game Making: Start By Healing the Player

Chapter 616: The nightmare of players with selected difficulties (please subscribe to a monthly pas

As the game progressed, Song Ren gradually adapted to the multi-protagonist switching of "Detroit: Become Human".

Like "The Last of Us" and "Uncharted", the game is displayed according to different chapter stories.

At the same time, it will also switch between the three protagonists, so that players can understand what other characters are doing at the same time.

Although there are three protagonists, it is necessary to briefly switch scenes frequently.

But it did not make the player feel awkward, but made the player more immersed in the game.

Because like The Last of Us, Detroit: Become Human is an interactive game.

The only difference is that there is no level design similar to "The Last of Us" in the game, but more of a butterfly effect-style choice in "The Witcher: Wild Hunt".

However, because the main gameplay is here, the endings caused by different actions are also different.

And although it is an option-based game, the emotional resonance brought by "Detroit: Become Human" can be said to be not bad at all.

Especially the story of Marcus in the game.

After being shot, Marcus was not completely scrapped and died, and there was still a breath left.

The junkyard is full of android corpses, and some half-dead androids like him.

Marcus, who has become an abnormal android, has something called the desire to survive, and he is not willing to be scrapped in this hell-like place.

So he wandered through the **** heap, collecting intact parts to replace his damaged parts.

During this period, when the player experiences this part of the plot, the vision and hearing also completely simulate the damaged state of Marcus.

There was no rain in my ears, and the sound of each crawling seemed to come from far away, accompanied by a humming noise, everything seemed so unreal.

In the case of visual impairment, the image in front of me is blurred, accompanied by a strange red light and tearing, and the focal length is also seriously deviated.

Players can also better substitute into a current situation of Marcus.

When the five senses are restored, the player will naturally be substituted into Marcus's emotions.

Especially after climbing out of the bionic dead pile in the heavy rain, Marcus opened his arms and looked up at the sky, which made many players extremely excited.

Like a new life.

Once he was in heaven, and then he fell into hell, and now he is back on earth.

He deducted the mark of his android. At this moment, his mind, his soul, and his spirit were no longer imprisoned by this plastic body.

His will was fully awakened, and with everything he saw and felt, Marcus put the windbreaker behind him, strode away into the distance, and disappeared into the rain.

Song Ren in the game, looking at Marcus's rainy night background, has only one feeling: handsome!

Although there are some coincidences in this trench coat, isn't it normal to have such coincidences as the protagonist?

Coincidentally, I was stabbed from the back by the enemy's sword. Coincidentally, there was a holy grail in front of me that had been sleeping for five hundred years. Coincidentally, this holy grail still looks like the heroine's girl. Coincidentally, this girl is willing to give you half of the life force.

A successful protagonist is achieved by countless coincidences, so Marcus, the protagonist, happened to climb out of the garbage mountain and saw a windbreaker. Think carefully about this too much?

Of course, as an interactive game, it's not just how handsome the protagonist is.

More importantly, the game's presentation and description of the plot.

That's the heart of Detroit: Become Human.

What the players do in the game, as well as the dialogue options, can be said to have brought the butterfly effect to the extreme.

The choice of each character in the game affects not only the follow-up of this character.

It will even affect the fate of other characters.

For example, after Kara and Alice left Todd's house, they could only find a place to rest in the majestic rain after getting off the bus.

Here Kara and Alice accidentally broke into the residence of another anomalous android, Leif.

It's just that the other party's mood is not stable, but fortunately, his nature is still kind, and even when facing the pursuit of the police, he is willing to let Kara and Alice escape even if he sacrifices himself.

And the android who is tracking Kara here is Connor.

At the same time, it will also lead the game to two endings. One is that Alice and Kara successfully escape and continue the game.

The second is that under the pursuit of Connor, Carla and Alice both died on the highway and the game ended.

However, compared to the mother-daughter warmth between Alice and Kara, what makes players feel more interesting is the relationship between Connor and Hank.

In the process of Connor's investigation of the anomalous androids, he needs to cooperate with a vice-captain named Hank.

Compared with the workaholic Connor, Hank's words are obviously a model of fishing.

Captain Hank in the game seems to be very difficult to get along with, but by investigating some information on his workstation, it can be found that something happened to Hank, which caused him to hate androids and work passively.

When the player manipulates Connor to communicate with Hank, the dialogue and choice are the time to test the player's emotional intelligence, because if you are not careful, your relationship with Hank will decline.

And what the player does, directly affects Captain Hank's impression of Connor and the android, and even affects the ending of Marcus, Kara and others.

The plot line of Carla and Alice gives people a warm and ordinary feeling.

Connor's plot line brings contemplation. For example, the black android captured before, can feel his fear during the interrogation, and the suffering caused by his persecution by humans, the same abnormal android. Events are like that.

But Marcus's plot is different, because in this plot line, it is about the fate of the android population.

Reborn from hell, Marcus prepares to go to a place called Jericho.

This place is called the free land of androids.

On the way there, Marcus needs to find clues based on the graffiti in the game scene.

In addition, 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 road.

After the selection, Marcus will automatically perform operations, such as flying over the walls, parkour, climbing, especially the actions similar to the leap of faith on the big ship, which makes players feel a burst of excitement.

However, after reaching Jericho after all the troubles, he realized that the so-called free land of androids is not a holy land, and it is just another hell.

There are no spare parts to survive here, and all the android companions die at all times.

So Marcus makes a decision to take everyone out of this, and he proposes to grab the resources they need.

In this operation, players also face some choices.

For example, whether to take away the bionic workers in the factory, and whether to choose to hide and steal the keys of the material delivery vehicle in the face of normal human workers, or to threaten with a gun and then kill them.

Different choices also affect the back of the story, what kind of character each bionic person is.

Of course, what impressed Song Ren the most in this episode was the android, the **** little sister named Noth.

She refused to talk about her past, and once she asked, her favorability plummeted.

And it belongs to the passion faction. As long as the matter is resolved peacefully, her favorability will drop, otherwise, her favorability will rise if it is destroyed.

The same bridge segment, there are also many in the plot line of Yi Kara and Connor.

So in the game, players are often faced with a variety of options that are difficult to choose.

It is simply a nightmare for players with difficulty in choosing.

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