Detroit: Become Human Review

<p><em>Detroit&colon; Become Human<&sol;em> shows Quantic Dream&&num;8217&semi;s remarkable growth over the past eight years&period; <em>Heavy Rain<&sol;em> succeeded at crafting an interactive experience that took player decisions into account&comma; but its writing and acting was all over the place&period; <em>Beyond&colon; Two Souls<&sol;em> made major strides with its performances&period; Yet&comma; it paled next to <em>Heavy Rain<&sol;em> due to its scattershot pacing and lack of consequence&period; In circumventing many of those games&&num;8217&semi; flaws&comma; <em>Detroit&colon; Become Human<&sol;em> is the studio&&num;8217&semi;s most well-rounded narrative experience to date&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;138866" aria-describedby&equals;"caption-attachment-138866" style&equals;"width&colon; 1000px" class&equals;"wp-caption aligncenter"><img class&equals;"size-large wp-image-138866" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;05&sol;27134901&sol;Detroit&lowbar;-Become-Human&percnt;E2&percnt;84&percnt;A2-Pic-11&period;jpg" alt&equals;"" width&equals;"1000" height&equals;"563" &sol;><figcaption id&equals;"caption-attachment-138866" class&equals;"wp-caption-text">Detroit&colon; Become Human&comma; Sony Interactive Entertainment<&sol;figcaption><&sol;figure>&NewLine;<h3>Welcome to Detroit&colon; Become Human<&sol;h3>&NewLine;<p>Set in 2038&comma; <em>Detroit<&sol;em>&&num;8216&semi;s narrative follows three main characters&colon; Markus&comma; Kara&comma; and Connor&period; Connor is CyberLife&&num;8217&semi;s new advanced prototype&comma; tasked with investigating deviant cases alongside human partner&comma; Hank Anderson&period; Kara is the housekeeper to a defunct family of two&period; Markus&comma; on the other hand&comma; cares for an aging painter&comma; whose respect for Markus leads to him adopting an early understanding of the unfair relations between humans and androids&period; While each character begins the story with their own goals&comma; <em>Detroit<&sol;em>&&num;8216&semi;s overarching message of equal rights winds up converging the initially disparate adventures at key points&period;<&sol;p>&NewLine;<h4>Kara&&num;8217&semi;s Story<&sol;h4>&NewLine;<p>After being fixed and reset at a shop&comma; Kara returns home to watch over Todd&&num;8217&semi;s house and child&comma; Alice&period; Todd&&num;8217&semi;s abusive behavior takes no time to reveal itself&period; With little respect for his daughter&&num;8217&semi;s emotions or safety&comma; it doesn&&num;8217&semi;t take long for Kara to defy her programmed instructions&period; After a series of events&comma; she escapes the abusive captor&&num;8217&semi;s home with Alice&period;<&sol;p>&NewLine;<p>In search of a new beginning&comma; Kara&&num;8217&semi;s journey involves living day to day as she finds a new home for her and Alice&period; Kara&&num;8217&semi;s sections&comma; while the most mundane&comma; bare the brunt of <em>Detroit<&sol;em>&&num;8216&semi;s humanity&period; Meanwhile Connor investigates crime scenes and Markus plans an uprising&comma; Kara&&num;8217&semi;s determination sheds light on <em>Detroit&colon; Become Human<&sol;em>&&num;8216&semi;s most striking improvement over past titles&period; Despite centering around Androids and their fight for equality&comma; <em>Detroit<&sol;em> features Quantic Dream&&num;8217&semi;s most humanistic moments&period;<&sol;p>&NewLine;<p>Its overarching themes may be a little heavy-handed&comma; but the smaller moments shine&period; For the first time in Quantic Dream&&num;8217&semi;s history&comma; the script shows restraint&period; This is best illustrated by a late-game scene in which Alice witnesses an android holding onto his lover&&num;8217&semi;s dying body&period; The brief scene&comma; playing out with no dialogue&comma; resonates because of its silence&period; Sometimes no words can say so much more than droning monologues&period; It&&num;8217&semi;s not an isolated moment&comma; either&period; Many of <em>Detroit<&sol;em>&&num;8216&semi;s best scenes elicit the same level of restraint&comma; an astonishing turnaround for the studio&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;138870" aria-describedby&equals;"caption-attachment-138870" style&equals;"width&colon; 1000px" class&equals;"wp-caption aligncenter"><img class&equals;"wp-image-138870 size-large" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;05&sol;27135752&sol;Detroit&lowbar;-Become-Human&percnt;E2&percnt;84&percnt;A2-Pic-31&period;jpg" alt&equals;"" width&equals;"1000" height&equals;"563" &sol;><figcaption id&equals;"caption-attachment-138870" class&equals;"wp-caption-text">Detroit&colon; Become Human&comma; Sony Interactive Entertainment<&sol;figcaption><&sol;figure>&NewLine;<h4>Connor&&num;8217&semi;s Story<&sol;h4>&NewLine;<p>Connor&&num;8217&semi;s sections are the most mechanically involved of the bunch&period; Featuring chase sequences&comma; investigations&comma; and interrogations&comma; Connor&&num;8217&semi;s chapters most closely resemble Norman Jayden&&num;8217&semi;s from <em>Heavy Rain<&sol;em>&period; Though&comma; thanks to the game&&num;8217&semi;s structure and pacing&comma; they don&&num;8217&semi;t overstay their welcome&period;<&sol;p>&NewLine;<p>Pacing has always been one of Quantic Dream&&num;8217&semi;s enemies&period; <em>Heavy Rain<&sol;em>&&num;8216&semi;s first few hours arguably dragged on while <em>Beyond&colon; Two Souls<&sol;em>&&num;8216&semi; schizophrenic chapter transitions served no narrative purpose&period; While a film like <em>Memento<&sol;em> presented scenes out of order for a legitimate reason&comma; <em>Beyond<&sol;em>&&num;8216&semi;s flimsy structure had no purpose&period; It felt like a weak direct response to <em>Heavy Rain<&sol;em>&&num;8216&semi;s criticisms&period;<&sol;p>&NewLine;<p><em>Detroit&colon; Become Human<&sol;em> answers to both its spiritual predecessors&period; Unlike <em>Beyond<&sol;em>&comma; the entire narrative is presented chronologically&period; The story does jump around&comma; however&comma; it jumps from character to character in a logical flow of events&period; The shortest scenes last a handful of minutes whereas even the longest stretches as a single character never exceed the half-hour mark&period; This keeps the narrative moving briskly without compromise&period; Investigations&comma; one of Connor&&num;8217&semi;s core pillars are extremely simplistic and require little problem-solving&period; It isn&&num;8217&semi;t going to test you like <em>L&period;A&period; Noire<&sol;em>&comma; but it doesn&&num;8217&semi;t need to&period; Crime scenes are short but sweet slices of world-building&comma; providing insight into the larger deviant epidemic at large&period; Deviants are described as Androids that disobey humans&&num;8217&semi; instructions or ignore their programmed functions&comma; acting autonomously&period;<&sol;p>&NewLine;<h5>Connor&&num;8217&semi;s Partner<&sol;h5>&NewLine;<p>In a not so subtle move&comma; Connor&&num;8217&semi;s human partner distrusts Androids due to past circumstances&period; While this type of distrustful relationship has been done to death&comma; <em>Detroit<&sol;em> handles it fairly well&period; Hank&&num;8217&semi;s attitude and sarcasm contrast brilliantly with Connor&&num;8217&semi;s stern directiveness&period; This dichotomy leads to genuinely funny moments&period; Those fearing that Connor and Hank&&num;8217&semi;s relationship only exists to insert comedic relief needn&&num;8217&semi;t worry&period; The comedic bits are sprinkled sporadically throughout the roughly thirteen-hour adventure&period; Most shocking about Connor&&num;8217&semi;s story is the emotional baggage Hank carries with him&period; He&&num;8217&semi;s the typical emotionally distressed detective that drowns his sorrows behind the bottle&comma; but we&&num;8217&semi;re never treated to an elaborate backstory&period; No flashbacks&period; Nothing&period; Hank&&num;8217&semi;s facial expressions and mannerisms are more indicative of his character than any words that come out of his mouth&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;138868" aria-describedby&equals;"caption-attachment-138868" style&equals;"width&colon; 1000px" class&equals;"wp-caption aligncenter"><img class&equals;"wp-image-138868 size-large" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;05&sol;27135343&sol;Detroit&lowbar;-Become-Human&percnt;E2&percnt;84&percnt;A2-Pic-21&period;jpg" alt&equals;"" width&equals;"1000" height&equals;"563" &sol;><figcaption id&equals;"caption-attachment-138868" class&equals;"wp-caption-text">Detroit&colon; Become Human&comma; Sony Interactive Entertainment<&sol;figcaption><&sol;figure>&NewLine;<h4>Markus&&num;8217&semi; Story<&sol;h4>&NewLine;<p>This is <em>Detroit<&sol;em>&&num;8216&semi;s most ham-fisted and uninteresting story&period; Markus spends his life taking care of a rich artist in his mansion as he nears his final days&period; Barely able to move the wheelchair on his own for even small distances&comma; Carl relies on Markus&period; Such a dependency results in Carl&&num;8217&semi;s appreciation for machine life forms&period; As such&comma; he treats Markus like a friend&comma; encouraging him to walk his own path&period; No doubt influenced by Carl&&num;8217&semi;s generosity and trust&comma; later events lead to Markus leading an Android uprising&period;<&sol;p>&NewLine;<p>I always dreaded partaking in the uprising&period; I get it&period; Androids have feelings too&period; They want to be equal&period; Humans are bad&period; Most of the game&&num;8217&semi;s themes are lumped onto Markus&&num;8217&semi; story ad nauseum&period; This is where players are treated to remnants of Quantic Dream&&num;8217&semi;s past efforts&period; Unnatural optional romances&comma; heroic speeches&sol;monologues&comma; etc&&num;8230&semi;It&&num;8217&semi;s hit or miss&comma; though it still features interesting mechanics&period;<&sol;p>&NewLine;<p>While Connor reconstructs crime scenes based on evidence&comma; Markus reconstructs possible parkour routes&period; At several points in the story&comma; Markus can scan the environment and project a route&&num;8217&semi;s probability of success&period; Constructing the proper route was engaging enough&comma; but once you press the button to initiate it&comma; that&&num;8217&semi;s it&period; The entire animation routine plays out with no further input&period; This leads to <em>Detroit&colon; Become Human<&sol;em>&&num;8216&semi;s most startling step back and step forward&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;138872" aria-describedby&equals;"caption-attachment-138872" style&equals;"width&colon; 1000px" class&equals;"wp-caption aligncenter"><img class&equals;"size-large wp-image-138872" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;05&sol;27140134&sol;Detroit&lowbar;-Become-Human&percnt;E2&percnt;84&percnt;A2-Pic-41&period;jpg" alt&equals;"" width&equals;"1000" height&equals;"563" &sol;><figcaption id&equals;"caption-attachment-138872" class&equals;"wp-caption-text">Detroit&colon; Become Human&comma; Sony Interactive Entertainment<&sol;figcaption><&sol;figure>&NewLine;<h3>Interactions<&sol;h3>&NewLine;<p><em>Heavy Rain<&sol;em>&&num;8216&semi;s complex motions and quick time events made that game what it is&period; Action sequences provided an unprecedented sense of thrill because of how relentless and complex button sequences were&period; All main characters could die and with legitimately involved quick time events&comma; there was always the sense that the next prompt was your last chance to fuck up&period;<&sol;p>&NewLine;<p>Unfortunately&comma; <em>Detroit&colon; Become Human<&sol;em> adopts <em>Beyond&colon; Two Souls<&sol;em>&&num;8216&semi; more simplified control scheme&period; Fewer buttons are pressed per minute in action scenes&comma; meaning fewer chances for you to fuck up due to an overload of information&period; The button prompts themselves also require less dexterity&period; I rarely feared for my life because of the simplified control scheme&period; Though&comma; the fight choreography made it exciting to watch even if active participation is less involved than <em>Heavy Rain<&sol;em>&period; In a twist&comma; some fight scenes feature time-sensitive decisions&period; The action slows down for a few seconds&comma; giving the player one of two or three choices&period;<&sol;p>&NewLine;<p>Moments like these popped up infrequently enough to catch me off-guard&period; With such a restrictive time-limit&comma; these scenarios are panic-inducing&period; One of my characters&&num;8217&semi; friends died because I freaked out and didn&&num;8217&semi;t process the scene properly enough to make an informed decision&period; I jumped straight to the closest option out of fear that I&&num;8217&semi;d run out of time&period; It effectively echoes the sort of split-second decisions people make in life or death situations&period; They were terrifying&period; If only the core action scenes themselves elicited the same level of tension&period;<&sol;p>&NewLine;<h3>Inconsistent Visuals<&sol;h3>&NewLine;<p><em>Detroit&colon; Become Human<&sol;em> is an inconsistent visual experience&period; It has some incredibly detailed character models&comma; materials&comma; and lighting&period; By the same token&comma; it&&num;8217&semi;s also got the most glaring inconsistencies of any Sony exclusive title to date&period; At its best&comma; <em>Detroit<&sol;em> trumps anything else on the system&period; At its worst&comma; it appears two generations out of date&period; I&&num;8217&semi;ll just provide screenshot evidence of some of the textures&comma; a PS2 era character model&comma; and the worst reflection I&&num;8217&semi;ve seen in a PS4 exclusive to date&period; Keep in mind&comma; the review was employed on a PlayStation 4 Pro&period; I&&num;8217&semi;m not going to go as far as to say it looks bad because it clearly doesn&&num;8217&semi;t overall&comma; but even <em>Heavy Rain<&sol;em> didn&&num;8217&semi;t have any textures or character models that looked as bad as the evidence I&&num;8217&semi;m about to provide&period; How did Quantic Dream let this happen&quest;<&sol;p>&NewLine;<p>View full-sized images by clicking on them&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;138831" aria-describedby&equals;"caption-attachment-138831" style&equals;"width&colon; 1000px" class&equals;"wp-caption aligncenter"><a href&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;05&sol;26154514&sol;Detroit&lowbar;-Become-Human&percnt;E2&percnt;84&percnt;A2-PS2-Model1&period;jpg"><img class&equals;"wp-image-138831 size-large" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;05&sol;26154514&sol;Detroit&lowbar;-Become-Human&percnt;E2&percnt;84&percnt;A2-PS2-Model1&period;jpg" alt&equals;"" width&equals;"1000" height&equals;"563" &sol;><&sol;a><figcaption id&equals;"caption-attachment-138831" class&equals;"wp-caption-text">Detroit&colon; Become Human&&num;8217&semi;s PlayStation 2 Character Model on the right<&sol;figcaption><&sol;figure>&NewLine;<figure id&equals;"attachment&lowbar;138832" aria-describedby&equals;"caption-attachment-138832" style&equals;"width&colon; 1000px" class&equals;"wp-caption aligncenter"><a href&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;05&sol;26154822&sol;Detroit&lowbar;-Become-Human&percnt;E2&percnt;84&percnt;A2-Reflection&period;jpg"><img class&equals;"wp-image-138832 size-large" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;05&sol;26154822&sol;Detroit&lowbar;-Become-Human&percnt;E2&percnt;84&percnt;A2-Reflection&period;jpg" alt&equals;"" width&equals;"1000" height&equals;"563" &sol;><&sol;a><figcaption id&equals;"caption-attachment-138832" class&equals;"wp-caption-text">That reflection&comma; though<&sol;figcaption><&sol;figure>&NewLine;<figure id&equals;"attachment&lowbar;138826" aria-describedby&equals;"caption-attachment-138826" style&equals;"width&colon; 1000px" class&equals;"wp-caption aligncenter"><a href&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;05&sol;26153653&sol;Detroit&lowbar;-Become-Human-Bad-Texture0255481&period;jpg"><img class&equals;"wp-image-138826 size-large" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;05&sol;26153653&sol;Detroit&lowbar;-Become-Human-Bad-Texture0255481-1024x576&period;jpg" alt&equals;"" width&equals;"1000" height&equals;"563" &sol;><&sol;a><figcaption id&equals;"caption-attachment-138826" class&equals;"wp-caption-text">PlayStation 2 textures looking rough<&sol;figcaption><&sol;figure>&NewLine;<figure id&equals;"attachment&lowbar;138829" aria-describedby&equals;"caption-attachment-138829" style&equals;"width&colon; 1000px" class&equals;"wp-caption aligncenter"><a href&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;05&sol;26154153&sol;Detroit&lowbar;-Become-Human&percnt;E2&percnt;84&percnt;A2-Bad-Texture-21&period;jpg"><img class&equals;"wp-image-138829 size-large" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;05&sol;26154153&sol;Detroit&lowbar;-Become-Human&percnt;E2&percnt;84&percnt;A2-Bad-Texture-21&period;jpg" alt&equals;"" width&equals;"1000" height&equals;"563" &sol;><&sol;a><figcaption id&equals;"caption-attachment-138829" class&equals;"wp-caption-text">More PS2 Textures<&sol;figcaption><&sol;figure>&NewLine;<h3>Branching Storylines<&sol;h3>&NewLine;<p>The heavily advertised flow-chart system illustrates <em>Detroit&colon; Become Human<&sol;em>&&num;8216&semi;s branching paths&period; Some chapters&comma; such as the demo scene on the roof&comma; have upwards of up to six endings&period; Others&comma; on the other hand&comma; are disappointingly linear with only one final outcome&period; In addition to player actions influencing events&comma; <em>Detroit<&sol;em> also keeps a running tally of relationships&period; Actions can increase your relationship level with one character while decreasing another&period;<&sol;p>&NewLine;<p>Without physical meters indicating how far along players are on the relationship scale&comma; they can&&num;8217&semi;t fall back on cheesing the system&period; Because of the invisible meters&comma; decisions are made organically&period; Maintaining relationships goes beyond the surface level &&num;8220&semi;I like you&&num;8221&semi; versus &ast;grunts&ast; in a scene&period; At specified points&comma; entire paths can close or open up depending on the player&&num;8217&semi;s relationship with that character&period; Managing each playable protagonist&&num;8217&semi;s goals while accounting for how others might respond is a delicate balancing act&period;<&sol;p>&NewLine;<p>The aforementioned flow-chart system left a lot to be desired&period; On the surface&comma; some chapters appear mindbogglingly complex&comma; though it ultimately just comes down to poor implementation&period; Rather than keeping track of events and actions that influence the story&comma; the flow-chart takes the most insignificant of things into account&period; Reading a magazine&comma; for example&comma; would be a regular option on the flow-chart&period; Magazines are just optional collectibles that provide insight into the game world&period; It&&num;8217&semi;s nothing more than a trick to make it appear more complex than it really is&comma; though that&&num;8217&semi;s not to say <em>Detroit&colon; Become Human<&sol;em> doesn&&num;8217&semi;t offer its fair share of branching paths&period; Some actions&&num;8217&semi; consequences didn&&num;8217&semi;t resurface until several scenes later after I had already forgotten what I did&period;<&sol;p>&NewLine;<p>An item you picked up or examined in a previous scene opens up branches later on&period; Not all consequences are quite so in-your-face&period;<&sol;p>&NewLine;<p><img class&equals;"size-large wp-image-138876" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;05&sol;27141505&sol;Detroit&lowbar;-Become-Human&percnt;E2&percnt;84&percnt;A2-Pic-51&period;jpg" alt&equals;"" width&equals;"1000" height&equals;"563" &sol;><&sol;p>&NewLine;<h3>Conclusion<&sol;h3>&NewLine;<p><em>Detroit&colon; Become Human<&sol;em> has put Quantic Dream back on the radar&period; After a disgusting misstep&comma; the European-based studio returns with their magnum opus&period; It&&num;8217&semi;s their most technically well-rounded narrative experience&period; It may take a minor step back with less intensive quick time events&comma; but it makes up for it with the studio&&num;8217&semi;s best writing and plot pacing to date&period; Featuring surprisingly plausible scenarios&comma; <em>Detroit&colon; Become Human<&sol;em> is a shockingly aware culmination of Quantic Dream&&num;8217&semi;s experience over the past thirteen plus years&period;<&sol;p>&NewLine;

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