![]() Witnessing how the world around you evolves based on your own choices and making for a playthrough that is unique to most players is an aspect of Detroit: Become Human that I applaud. However, what really makes this game stand out as a Quantic Dream classic is its interactive dialogues and choices, which often include tough moral ones or seemingly innocuous ones which add up to shape the direction that the plot follows. When these work, they make for "wow" moments but when they don’t, it feels like the game is trying too hard to offer a different gameplay. When you’re not moving your character or looking around for clues, you’ll probably be rotating the joystick or mash some button combination to try to emulate real life motion, just as in Heavy Rain. When it comes to the gameplay, Detroit: Become Human bears the distinct David Cage-y flair to it. Moreover, the beautifully rendered environments and stunning graphics wowed me throughout the game enough to dismiss tropes and being nitpicky. ![]() There are even common tropes like the latter littered here and there but the acting is professionally executed and I could easily overlook them. ![]() Just like Quantic Dream’s previous titles, this one is rich in scenes worthy of a Hollywood blockbuster from climbing a freaking skyscraper to explosions to parkours to more explosions, and yes, to the good ol’ good cop-bad cop duo. What do you make of these instances? Robots gone haywire or indeed some inkling of life and genuine emotion? Refusal of being shut down by another for fear of being replaced by another model. Self-defense of an Android servant who was subject to repeated physical abuse. A robot maid defending a child from an abusive father. What was thought to be malfunctioning programs is being rumored to be something akin… consciousness. ![]() However, the cases of Androids gone rogue and attacking their human masters is spreading like wildfire. Lastly, we have Markus programmed to care for an aging artist, Carl Manfred, who becomes closer to Markus than his estranged son. Next up you’ll meet Kara, a maid of sorts, who develops a strong motherly bond with a child named Alice who she looks after. First you’re given control over Conor, CyberLife’s top of the line Android model sent out to assist the Detroit police in the increasing cases of deviant Androids. As such, you’ll get to control three Androids programmed for different purposes but whose paths ultimately converge. While you might empathize with the humans in this not-so-distant future, the game wants you to see that same future from another perspective, that of Androids. So much so that they're being treated like tools and segregated from humans. The despise of Androids by humans is palpable. ![]() Listening to by-passers I could hear them rambling about their woes and how it’s all Androids’ fault. and how an all-Android band was set to win some music competition. Fiddling around I saw news about the first book written by an A.I. Throughout the game you’ll hear or read tales about how Androids are improving, sometimes surpassing their human creators. This constant fear of being replaced by computers in a plastic shell led to a widespread hatred towards Androids by humans. Indeed, with literal machines acting and looking like humans but with the added perk of never getting old, tired or hurt, those Androids created by CyberLife are increasingly replacing humans in the workplace. However, as I progressed through the game, I came to realize that there might be more truth to that message than I initially thought…ĭetroit: Become Human is set in the titular city of Detroit in the year 2038 where humanoid Androids are commonplace, facilitating human tasks… often to the latter's discontent. This is our future.'' With such a bold claim, I dismissed it as fantasy talk that aims to better "immerse" the player in the game's universe. When I first launched Detroit: Become Human, I was welcomed to the “Detroit experience” by a humanoid Android named Chole who then told me that "This is not just a story. ![]()
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