GHOSTy
Cat Island, Bahamas
 
 
:mebutterfly: Ye they cool but I'm cold, I don't fit in the mold, I'm a rebel! :mebutterfly:

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Detroit: Become Human is an adventure video game developed by Quantic Dream and published by Sony Interactive Entertainment. Since the game is quite old, I want to make a little warning and say that I will mention some spoiler moments, in order to highlight the features of the characters.

Detroit: Become Human presents our world in the future of year 2038, city of Detroit, where androids can be found at every street corner. Each android is created with human appearance and voice, where it is assigned a code for its model and registration. This game has a story based on player choices. The course of the story unfolds and develops based on your choices and how you want the action to revolve around Detroit residents, whether androids or humans.

The story of the game focuses on androids, machines built to serve people and replace them in the service class. It is a simple premise, without some coating that can shine in anyone's eyes, but the action behind this curtain is much more complex than it seems. On one hand, people who have been replaced by androids have been fired from their workplace, where some have become unemployed and live a poor life, or others who have become homeless. On the other hand, androids have been programmed to obey mankind, but what happens when androids realize that they no longer have to obey the humans?

In this city, where each character has a story because of this conflict, the player follows only 3 android characters that will radically make history in Detroit. These characters are Connor (played by Bryan Dechart), an android who works for Cyberlife, the company that created the androids; Kara (played by Valorie Curry), a housemaid android owned by a man who lost his job because of the androids and Markus (played by Jesse Williams), a caretaker android of an old and rich painter.

These three characters will cross paths, at some point, directly or indirectly. At first when I went through the first missions, I didn't take into account the fact that I could get to meet my other characters, but at some point, the game warns you that there may be a conflict between what you choose for Connor and for Kara, for example, and then in that moment I realized that the situation is much more complex than it seems.

Connor is an android who works actively in police investigations of deviant androids. Connor meets Lieutenant Hank Anderson, a person who dislikes androids so much, and who has minimal interest in cases involving them. Connor at the beginning of the story is presented as "the most advanced prototype", who thinks he knows exactly what it is: a machine that always accomplishes its mission. What is special about Connor is that he really says loud and clear that he has no empathy, and yet the story gives him choices that are contrary to the statement. The choices for Connor's story tie in his machine-empathy conflict, and in his relationship with Hank Anderson, who is a huge catalyst for Connor's real identity. Bryan Dechart beautifully portrays Connor's facial expressions and body language when he remains a machine or acts emotionally. My conclusion to Connor is that this character is looking for his real self; and is a character with an inner conflict that is established throughout the story. Being a deviant hunter, Connor's actions have an average influence on the fate of the other two characters you play with.

Markus is an android I can describe as the one who had everything and suddenly nothing. The story presents him as the caretaker of the painter Carl Manfred, an old man in a wheelchair who needs care and assistance in his remaining days on Earth. The relationship between the two characters is like father and son, where Carl teaches Markus about the world around them and shares with him all wisdom he has about life. I describe Markus as the one who had everything and then nothing, because of an incident in one night, where Markus is unjustly accused by the police, shot and then abandoned in the landfill of the defective androids. Marked becomes deviant after the incidents and, returned from the dead, arrives in Jericho, a wreck where lost androids gather to be "free." And this is where the player's choices begin to define Markus's newly discovered feelings inside him. Markus will be able to gain a reputation in Jericho, or lose it forever (only if the missions are unsuccessful). In Jericho the secondary characters are 3 androids named North, Josh and Simon who can influence the player and Markus in making decisions for the future leadership of the deviants. My conclusion for Markus is that his choices are quite easy, in terms of morality, because we have a choice between violence and peace. How do we want androids to remain in human history: a group of revolutionaries who want to gain their freedom by force, or a new living species in minority that wants to peacefully obtain their rights? Markus' actions greatly influence the fate of the other two characters you play with.

Kara is a household android owned by Todd Williams who lives with his daughter Alice. The true story of this android begins when it notices that Todd is arguing, insulting and beating Alice, forcing her and Alice to run away from home and look for another place to live. Because of this event, Kara becomes deviant, but this is not the biggest concern for her. The fact that Alice deserves to live a normal life, free from her father's abuse, pushes Kara into wanting to be a parent that Alice never had. The relationship between the two is obviously like a mother and daughter one, where Kara's actions decide how much she cares for Alice. The catalyst for Kara's humanity is obviously Alice again, but throughout the story the two meet different characters who do good or bad things for them, giving Kara experience with the outside world. My conclusion for Kara is that from a naive and innocent character, she becomes a mother who would do anything to see her child safe and sound. Kara's choices are much more complex, because even if the characters want to give her a helping hand, the experience she gains with them matters the most to her. The actions in Kara's story have a minor impact on the other two characters because her main goal is the survival of her new family.

I can't say much about gameplay because the game focuses on the choices of the player in the story and less on other mechanics. The perspective is in third person, and interactions or scenes are influenced by click holds and Quick Time Events, which have an impact on the following scenes. In these sequences the course of the story can change, or even bring the death of the character you play. The uniqueness of this game is defined by the state that I felt in these sequences: while watching the story I’ve been relaxed, having to explore stuff, or interact with the world from time to time, but Quick Time Event were the ones to wake me up from this state and make me feel the intensity of the scene, the more desperate the situation, the faster I had to react for the right buttons.

The music in the game is composed to define each character exactly as it is: Connor, an analytical and conflicting character; Markus, a character in search of his feelings; and Kara, a tragic but hopeful character.

At the end of the day, Detroit: Become Human is an interactive movie presented as a game. I can certainly say that the philosophy of this story can be largely related to many of those who played it, play it or will play it. These three characters are easily described as believable and real, as the game tries to be as realistic as possible. Detroit offers a multitude of ways to attract the continuation of the game and invest in playing it again, and the choices are permanent which raises the stakes throughout the experience.


Detroit: Become Human Rating: 9/10 Shield and Sword
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