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Gosh, I hope nothing in this game has a time limit attached...
I couldn't take the $hitty movement controls and camera switching.
I played Dark Souls again recently, and as much as I love that game, saying that compared to this demo the camera follow in PC Dark Souls feels positively elegant is no compliment to either game.
[Edit: I'm not asking for a proper chase cam... Okay, I am, but that's in addition to wanting the camera options it has, to work. Seriously, I can't tell what's right in front of my character without randomly wandering until I can see it, probably from across the room, can't see a room he's about to enter because the camera's busy staring at his eyebrow; there's no way that's right.]
Hitting Ctrl reorients the camera and generally gives you a clearer view of where you're going/looking at. Assuming the demo is the first level, that apartment has some really wonky angles in it, but the areas after (at least so far) are a lot more straightforward and easier to navigate.
Also, slight spoilers, but you play as a few different androids and for some reason the detective/negotiator android's camera feels especially loose. I think it's by design because they expect you to be carefully examining the rooms, but who knows.
But, then again I don't like the Witcher games because controlling Geralt felt about as responsive as steering a boat, so take whatever I say with a grain of salt.
Also, it's just really not fun to find things by meandering half-blindly around until something pops up onscreen. Trying to pick up an object in the first room happened entirely blind, because a prompt came up. Until the view shifted to "examine what's in his hand" mode I'd never seen what it was the game was suggesting I examine, because, as I passed by, the camera decided the opposite side of the room was far more interesting.
Now, while I was TRYING to look at that other side of the room before that, the camera was more interested in trying to turn around to see the elevator he'd come out of... However this is intended to work, I'm reasonably sure it's not doing it right, because I literally can't see where this guy is walking half the time in the second room in the demo. I'm just aiming in some direction I hope is further into the room, and bouncing off of what it took me three goes to realize are android-program-barriers saying "do this thing first before you can go here", because I couldn't see them while they were activated, being as they were in a direction the camera wouldn't point at the time. I finally read one by turning his head at the right time. That CAN'T be right, they're intended for the player to read when they're triggered, clearly.*
CTRL key is good to know, thanks, but if I'm using a controller right now, that usually means the keyboard is far out of reach. Even if I could bind this to the controller somehow, though, I'd have to reset the camera three or four times a minute (Edit: as in, absolute minimum, "I can't see what I'm doing at all"; much more to keep it at a reasonable angle all the time), which is both awkward and silly to have to do**. Not that this would be the first game to require manual camera correction, but I so prefer being able to give the angle a nudge to having to "pop" it back to some zero-point constantly, and this camera refuses to be nudged.
*Edit: It's worth mentioning here that I've seen part of a console playthrough of Detroit: Become Human on YouTube, and as far as it's possible to judge camera behavior when I'm not the one controlling the character, it didn't seem nearly this bad.
**I suspect it'd also test my tolerance for motion sickness after awhile; small stick-corrections are fine, but sudden, major camera jumps aren't kind to my stomach. There's a reason I don't do VR. ;D
Followed this guide yesterday & can now play the game without the controller spinning.