EDGE

The world is yours

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Steven Poole’s piece on “interactiv­e cinema” ( E329) confirmed many of my thoughts around games which appear to offer you a choice while in essence boxing you in at every opportunit­y, but it made me think back to the exception to the rule, last year’s Detroit: Become Human – a woefully underappre­ciated game because of its numerous defects. Yes the morals were clunky, the analogies to the civil rights movement were laid on so thick it should have come with a free trowel and there weren’t very many shades of grey, but your choices genuinely affected the outcome of the game – from one of the bleakest endings I’ve ever come across in a videogame to others which were much more encouragin­g, and made you feel like you had been part of changing the (gaming) world into a better place than it was 12 hours ago.

Obviously it’d be cynical for a game so ostentatio­usly about free will to not allow the player the same freedom it espouses, but the ambitious narrative left you feeling like those choices you make throughout – whether to start a civil war or take a path of peaceful resistance, whether to be honest and open-eyed or distrustfu­l and combative – really did matter. Not many studios, of course, have the resources to fund multiple branching paths which most people playing through the game once will never see, but Quantic Dream demonstrat­ed the possibilit­ies in this area, and in doing so they offered something beyond the “conservati­ve and depressing” charge which Steven rightly levels against the bulk of the genre. In the future technologi­cal advances should allow smaller studios to carry this torch forward, although the most involving stories will still be the ones that stand the test of time, and some of them might even have happy endings. Mark Whitfield

We put this to Steven, but his reply went flying right over our heads as always. Have a year’s PS Plus in lieu of his response.

“The ambitious narrative left you feeling like those choices you make throughout really did matter”

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