Detroit: I, Demo
Last week, Quantic Dream released the demo for David “I know
Ellen Paige” Cage’s latest adventure game called Detroit: Become Human. The game is set in the near future where
domestic, human like Androids are not only a reality but are also beginning to
question their place in society.
The demo is just one level from the full game entitled “The
Hostage”, where the player controls Connor, an Android hostage negotiator
working for the Detroit Police Department and one of the central protagonists.
Together with the player, Connor must secure the release of a young girl who is
being held at gunpoint by her family’s malfunctioning Android.
We don’t get off to a great start; the player must pass a
speech check with the on-site police captain to gain some initial information.
This mostly gets the player nowhere, making the odds of Connor successfully
negotiating the little girl’s release from the get-go either middling or poor. Thankfully, there’s plenty of evidence to peruse in order to improve
your chances – hooray!
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Quantic Dream, 2018 |
You have all the time in the world to collect clues and
recreate the timeline of events prior to the hostage situation on the roof. However, I was hoping that there would be an element of tension during this phase, such as a time constraint, to make the scene more challenging. Most of the player’s findings will improve your chances of resolving the
situation peacefully, but some player choices here will give them more options.
Picking up a discarded gun will open up a lethal takedown option to the player
for example, and it is implied this choice will have consequences for the
overarching narrative of the game – a warning comes up on screen stating that Android’s cannot legally possess firearms.
Even though this demo is about 5-15 minutes long for a
single run (dependent on how many clues you skip), the characterisation and
world building are a promising glimpse into Detroit’s
universe. Many NPC’s display an innate distrust and even fear of Connor and
Android’s in general, constantly referring to them as “that thing” and “it”. A
pair of SWAT officers can be overheard questioning why Connor is even there,
and that they’d rather shoot the suspect Android down than let the player
negotiate.
Quantic Dream, 2018
Interestingly, the demo includes two levels of difficulty.
Casual is a more story focused mode that highlights reconstruction nodes and
other clues, as well as simplifying the controls a little. Experienced, on the
other hand, can be seen as the purists setting, with more intricate controls
and less hand-holding. These settings also appear to alter how the third person
camera works, with Casual utilising pinned angles and minimal player control
over the direction. This is both a throwback to adventure games of old but also
makes the gameplay feel more, ugh, “cinematic”. Experienced grants the player
more control over the camera, but it is still a bit slow and unresponsive, and
sometimes can get confused with the interaction movements for the analogue
stick, which is irritating.
Once the player has completed the level, they are presented
with a flowchart showing all their decisions and what options and choices
they’ve missed, and a chance to go back and explore the rest. This is quite
interesting and demonstrates how much work has gone into the gameplay choices,
and certainly had me going back to find out what else I could do. However, I
will say that there are perhaps too many endings to the level, as finding all six
of them started to become a chore.
Overall, I think Quantic Dream have put out a pretty
promising vertical slice from Detroit.
The gameplay is solid, the story is engaging, and doesn’t yet feel too David Cage-y. it certainly feels that
even this section has more coming in the final game, as some areas of the level
and even some dialogue seen a bit cut off and redundant at present. The
concepts are both intriguing and relevant, and is a promising start to Detroit’s full release at the end of this month. Definitely one to check out.
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