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Detroit: Become Human Review - Screenshot 1 of 6

Published again on Tuesday, July 2, 2019: We are recovering this revision of the files after the announcement of the July PlayStation Plus line. The original text follows.

Despite its new configuration and history, Detroit: Become Human is unlikely to surprise Quantic Dream fans. Although this interactive adventure adheres to the model established by the exclusive Heavy Rain of PlayStation 3, it shares the same rhythm of life as its contemporaries, which gives it a deep vision of the life of its trio of protagonists in the future.

Launched in a US context of 2038, where the creation of cyborgs has greatly contributed to the country's gross domestic product at the expense of its working class, the science fiction plot attempts to explore the consequences of this technological advance by watching people from all walks of life. areas. Life – including the so-called androids in themselves.

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It's a disappointingly unrealistic premise for the Parisian developer to work with games like NieR: Automata is already tackling a similar theme only on PlayStation 4, but there is a logic in the high-tech world of the title that gives it an air of credibility, Even if issues like unemployment and slavery seem to be very obvious from afar.

The three leaders feed on fiction in different ways: Kara's story explores the concept of motherhood, as she frees herself from her programmed role as a domestic employee to escape with a small girl; Marcus examines the upper class, as he is imbued with essential values ​​by the owner of his artist who lights up his decision to lead an uprising, and Connor is a detective, designed to investigate "deviant."

The concept of deviant is one that is explored throughout the game, since the unique stories of the three characters are intertwined. As with the previous Quantic Dream games, the way the plot progresses is reduced to the decisions it makes, and although it occasionally "cheats" with some results, there are Many More variables to consider than in Beyond: Two Souls.

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This means that drivers can die and the story simply adapts to that. There are times when the finality of a result may not be as firm as expected, but there are others in which you will simply say goodbye to a protagonist forever. While it may still not be as malleable as some might anticipate, it runs rings around people like Life Is Strange with the wide variety of variables on the screen.

However, this comes at a cost, as history struggles with its many forked roads, desperately struggling to convey its message. Ultimately, with so many potential outcomes and alternative options to adapt, it lacks the coherence of a more linear story; It is similar to the way in which a novel of choosing your own adventure may be rougher than the one you read from beginning to end.

It does not help that the whole story is built on a narrative supervision on which we fight to suspend our disbelief. Without spoiling too much, the plot focuses on the idea of ​​deviant androids trying to integrate into society, but with many of the models that share the same facial features, it is hard to believe that any of these cyborgs can be disguised among humans.

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That does not mean that everything is bad, however, since there are a number of high points throughout history. Connor's relationship with his partner, a detective with bad luck played by Clancy Brown, injects a much-needed comedy into the proceedings, and there are a handful of excellent sequences with Kara and her adopted daughter, including one in which she needs to find shelter for the night.

Divisional director David Cage is still struggling to decide on a genre, going from horror to science fiction to action, although the whole thing is ultimately much more consistent than the uncomfortable Beyond: Two Souls. The acting is better in all areas, too: there is no outstanding performer like Ellen Page to raise trees, but practically everyone, including the supporting cast, makes a decent change with a less unstable script.

And a special mention must be given to the presentation, which is absurd. The character models are incredibly detailed and incredibly animated, even highlighting the strange valley of the androids that, otherwise, are similar to life compared to their human counterparts. However, it is the sets that steal the show: they can be limiting and claustrophobic, but they are absolutely full of details.

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They are also interactive, with gesture-based controls and thought bubbles from previous Quantic Dream games that come back to provide you with a means to interact with the world. There are fewer QTE sequences on rails of previous games, with the title instead of giving you a bit more freedom during moments of intense action, allowing you to make your own mistakes.

While it's not a mechanically dense game in the least, the developer mixes things up. Connor's detective sequences will see him gathering evidence and recreating crimes, while Marcus will occasionally have to compute focus plans based on what certain circumstances require. The user interface, at all times, is intelligently integrated into the world itself, which is a great touch.

And to be fair, the whole game feels very well organized. You can play previous chapters from specific control points, allowing you to explore all the permutations. The different decisions are recorded in flowcharts, which can be compared with the rest of the world. You will also earn points for every new thing you do in the game, which you can then spend on additional content, including some short stories.

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Perhaps most impressive of all is the menu screen, which is anchored by an android that will periodically ask you questions and comments about what it does. If you play on a Friday night, for example, the robot will recognize you and congratulate you on your decision to start your weekend with the game; It's a small thing, but everything helps to sell the fiction.

conclusion

Detroit: Become Human is the classic dream of Quantic Dream, which offers a multifaceted adventure to choose your own adventure, which is both ambitious and in some ways an acquired taste. It is clear that considerable attention has been paid to the vision of the title of the near future, which makes it difficult to suspend disbelief about some of its smaller narrative oversights. The game huffs, but never brings anything new to its central theme of the androids that awaken human emotions, and yet, despite its relative familiarity, it is an interactive story that can be reproduced impressively with an alarming number of variables of which there is nothing else. I like it.

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