The idea is nice, the renders aren't horrible, but do leave a lot of room for improvement.
The interface though, is rather tedious. Before you click an object or character, you have to select the action you want to use on the object (use/move to/talk/look/nothing), which is rather inconvenient. More convenient would be to click an object or person, and then be presented the available options.
When talking to someone, you've talked to that person, and that's it. It would be really nice if we could talk to that person again and get some response, even if the response was just something in the vain of "I just told you to grab your helmet and take the motorbike to patrol the Red Light District".
The same door is used for the briefing room, a storage area, and I recall going through that same door for something else, but I forgot what it was.. This definitely requires some more variety in backgrounds and sceneries.
Names (characters, the city, licenseplates) are hopefully just placeholders, or we're going to need a LOT more corny humor for them to fit in. I mean, the characters (and other assets) are styled realistic instead of cartoony, the characters act serious instead of overly stereotyped, the story so far is about serious stuff (murder, passing through red lights) instead of comical antics. So those names just don't mesh well with the rest of the game.
Finally, a hint system or questlog would probably be beneficial. As it is now, it's maybe something to look forward to for the hardcore adventure players from the 80's and 90's, but even most of those got used to certain "conveniences" within games by now. And, hate to say it, but most people who played Larry or Police Quest made frequent use of walkthroughs that were commonly published in computer magazines. Many magazines during that time even came with one or more cd-roms or disks, which didn't just contain some demos and outdated full games, but often also contained a folder with walkthroughs for most games released during the past year.
Overall, this looks like a very early techdemo (which it is), with lots of placeholders and a very crude mock up interface. It has potential, but needs a lot of improvements before it will really start to capture attention. It obviously already got some attention here, but that attention might have already cost Caciotta some potential future interest. So, instead of moving forward with the storyline (except for maybe releasing one or two sexy scenes to re-capture interest), I'd suggest to spend a lot of time improving the interface. Make it look slick, add more interactions, even if they're pointless or just repeats of what was previously said, figure out the exact tone and style of the game.