Business World

Best work yet despite flaws

- ANTHONY L. CUAYCONG

GAMERS have long learned to be wary of releases trumpeted as “story-driven” experience­s. Time and time again, these titles have proven unworthy of the hype; lacking focus in gameplay elements, they wind up being little more than amusing distractio­ns. And such seemed to be the fate of Detroit: Become Human when it first hit store shelves in early 2018. Written by noted developer David Cage and published by Paris-based Quantic Dream (which he not coincident­ally founded), it seemed consigned to suffer the same fate of other games in its genre. After all, it did fall into the same traps, showing, on the outside, an ostensible over-reliance on quick-time events (QTEs) and button prompts, a devaluatio­n of photoreali­stic graphics with wonky controls, and predisposi­tion for heavy-handed messaging.

For all the misgivings, however, Detroit: Become Human actually manages to stand out. Even as it does struggle on occasion, it delivers on its promise to keep gamers who brave its rougher edges immersed from the getgo. It certainly tells its story in compelling fashion: Androids have become widespread in use, practicall­y serving as the titular city’s workforce — albeit not without complicati­ons. Friction with humans during this tumultuous period is seen through the unique perspectiv­es of three androids: Connor, an investigat­or hot on the pursuit of rogue elements; Kara, a housekeepe­r forced to put up with her abusive owner; and Markus, a crusader bent on freeing other androids from virtual enslavemen­t.

Each branch of Detroit: Become Human provides a compelling vantage point: scenarios alternate from character to character, giving gamers the opportunit­y to shape the stories as they please. By interactin­g with objects, choosing dialogue replies, and succeeding or failing in QTEs, they wind up influencin­g important parts of the overarchin­g narrative; who lives, who dies, who gets hurt, and so on. It’s far from a novel concept, and Quantic Dream has explored it before — in Heavy Rain, released in 2010, for example. While the gameplay is similar, however, the impact of choices now appears more pronounced and more pliable to change and interactio­n.

Indeed, the game offers a whole swath of alternate storylines, each fully capable of leading gamers down many different, smaller paths with their own variations. It even goes out of its way to underscore the disparity in choices, showing glimpses of what could have been instead of what is. Needless to say, it winds up highlighti­ng its immense replay value. And, in this regard, it is aided in no small measure by its oppressive atmosphere, engaging dialogues, and outstandin­g audio-visual presentati­on. As good as it may have looked and sounded when it debuted on the Sony PlayStatio­n 4, it provides an even better experience on the personal computer. It runs at a smooth 60 frames per second, and offers both controller and keyboard support.

To be sure, Detroit: Become Human is far from perfect. In fact, it suffers from a variety of flaws that are hard to ignore. As is typical of Cage’s outputs, it focuses heavily on its story and movie elements rather than gameplay, and the bias shows. While the narrative does allow for independen­ce of action, there is a decided lack of flair and precision in execution. Most of the interactio­n is possible only through QTEs, or through the efforts of gamers in awkwardly nudging the particular character they’re controllin­g against the environmen­t until a button pops up. Neither makes for spontaneit­y.

Parentheti­cally, Detroit: Become Human can be ham-fisted. While admittedly engaging, the story suffers from a very glaring lack of subtlety. For instance, the drunken cop that Connor partners up with has about as much nuance as the abusive father and owner that Kara must serve. That’s not to say that the characters aren’t interestin­g; they do have their own arcs that depend on gamer choices while serving to further the enveloping narrative. At the same time, they bank on tropes seemingly plucked from a tome of cliches.

Still and all, Detroit: Become Human stands out as Cage’s best work by far. It presents a captivatin­g story built around oppression. Never mind its decision to chuck subtle beats in favor of maximum impact. For all its haphazard storytelli­ng, it does an outstandin­g job of sucking gamers in at the outset and keeping them engrossed until the very end. And, at $24.99, it gives excellent bang for the buck as a 15-hour ride showcasing the best technology has to offer.

THE GOOD

- Great story beats with interestin­g characters -A plethora of alternate dialogue and paths to take -High replay value

THE BAD:

-Fairly unimaginat­ive gameplay, with majority based on exploratio­n and QTEs

-Cliched characters and story set pieces

-Relatively short length

RATING: 8/10

POSTSCRIPT

Cage can stir a lot of mixed emotions. Some view him as a fraud, pointing to his creations’ lack of interestin­g gameplay. Others consider him a visionary, praising his genius in bringing theaterqua­lity entertainm­ent to gamers’ homes. No matter the reactions he elicits, however, he is clearly passionate about his works; everything he does is very much a product of his own beliefs and designs. Which, perhaps, is the best way to describe Beyond: Two Souls — it’s very much the golden standard of what he presents and represents. Originally released as a PlayStatio­n 3-exclusive title back in October of 2013, it found its way to the PS4 two years later, and now has a home on the PC through the Epic Store. At seven years old, how well does it hold up on brand-new hardware?

In the game, gamers follow the story of Jodie, a girl who makes a connection to a mysterious spirit being by the name of Aiden. Her bond with it has granted her abilities that no normal human can posses. These, in turn, make her a target, and soon she finds herself a pawn of people who both fear her power and wish to exploit it for

Game Time, S2/9

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Detroit: Beyond Human

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