![]() ![]() ![]() Things would get a little more interesting when I’d enable voice commands in the main menu. What exactly are users seeing here that wasn’t already shown in games like AI Dungeon years ago? Speech-to-text Square Enix noted that it had to remove the demo’s Natural Language Generation tool for now, citing the current risk of “unethical replies.” That aspect is what made the demo such an impressive showcase at GDC, so its absence here is a little confusing. Part of the confusion I experienced seemingly comes down to a big tech omission. My investigation felt every bit as unnatural and frustrating as classic text adventure games. I’d begin to progress the more I picked up on recognized phrase templates like “look at …” but I became skeptical that Square Enix has actually solved the problem it set out to fix. Nothing I was typing ended in an answer and I mostly found myself repeating the same few phrases over and over to move the story along. I experience a similar issue in interrogations, where forgetting to include a “the” in a command can leave the game confused.Īfter 30 minutes, I’d barely gotten anywhere. If I want to ask strangers on a busy street for information, I need to write “ask around.” If I try to go off script, I won’t get the desired response. Anything the game deems random gets me some boilerplate line to the tune of “Let’s not talk about that right now.” Instead, I need to figure out a pretty specific set of commands to make anything happen. Rather than functioning like ChatGPT, it feels like I’m trying to hold a conversation with Siri. I immediately learned that wasn’t the case. My assumption going into it was that I’d be able to type just about anything into the text box and get some kind of relevant response. I’m a detective investigating various locations across Japan trying to solve a murder by finding clues and interrogating suspects. ![]() When I open the game, I’m thrown into a basic visual novel. Unfortunately, the tech demo doesn’t currently impress in the way it’s meant to. The new project acts as a showcase of how much that’s changed in 40 years as Square Enix shows off the improved NLP it’s currently working with. The introduction goes on to explain that those restrictions came down to the title’s Natural Language Processing (NLP), which was limited at the time. However, they did come with one common source of frustration: players knowing what action they wanted to perform but being unable to do so because they could not find the right wording.” “Free text input systems like these allowed players to feel a great deal of freedom. “At the time of the game’s original release, most adventure games were played using a ‘command input’ system, where the player was asked to type in text to decide the actions of their character,” it reads. In a manual bundled with the download, Square Enix gives some context as to what the project is trying to show off. The intent here seems clear: show how far video game tech has come by contrasting a restrictive, old adventure game with a new version supported by AI. The Portopia Serial Murder Case acts as a modern remake of an old Japanese visual novel first released in 1983. Despite that, I’m not ready to write off Square Enix’s efforts entirely based on the experiment, as I can see some areas where the tech could be useful in the long run. The Portopia Serial Murder Case is an odd tech demo that seems to make the problems it aims to solve much worse. ![]() The educational project isn’t exactly a strong first look for the potential marriage of gaming and AI. Square Enix won’t ditch Just Cause after selling Western IPs ![]()
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