If
this blog is any testament, I was a library child. Along with trips
to school libraries, my mother regularly brought me to the local
public one. (I still recall the smell of the carpeting and the
silence it emanated.) I wandered the quiet, shadowed aisles, looking
at spines and grabbing books that took my fancy. I read the Princess
and the Goblin books. I read the Laura Ingalls Wilder books. I read
all the fifty-something Hardy Boy mysteries (and the Detective
Handbook), and even started the Nancy Drew series. I tried almost
all the How to Draw books (and still could never produce as nice a
drawing as the directions would have it). And of course, I read all
the Choose Your Own Adventures I could find. I still recall having
all my fingers acting as bookmarks, flipping between story branches
as one ended to see where a different choice would have brought me.
QuanticDream’s 2018 Detroit: Become Human brought me back to
my Choose Your Own Adventure books, at least somewhat; my fingers
didn’t fit anywhere except the controller...
Much
more Isaac Asimov I, Robot than William Gibson Neuromancer,
Detroit: Become Human is set in the near future where androids
are readily available on the market. Child care to street cleaning,
shop assistants to bus drivers, construction workers to janitors, the
human-like robots are peacefully interwoven throughout society in
controlled, seemingly benevolent fashion to serve humanity. But
there are signs not all is well. Inspector Connor (himself an
android), is called to the scene of a murder. He discovers that the
perpetrator is an android who has learned his owner intends to
replace him with a newer model, and lashed out. As the story moves
on, and murders by androids start piling up, it’s clear the
incident is no fluke. Something must be done to prevent a
robocalypse. But is this something humanity, with its own vices, can
help with, or will it just get in the way?
In
attempting to answer this question, Detroit: Become Human is
played through the eyes of three different androids, and subsequently
three different storylines that interweave as the game progresses.
The first is the latest, most advanced android model yet created,
Inspector Connor. Along with investigating crime scenes, he becomes
a pivotal point in the sequence of events that sees android-human
relations change forever. The second is a caregiver named Kara.
Owned by a lazy, drug-addicted, child-abusing gambler, Kara maintains
the man’s ramshackle, suburban home while watching his daughter,
Alice. And third is Marcus. Caretaker of a disabled, elderly
painter named Carl Manfred, Markus lives in the best possible
situation. Manfred open-minded, the pair regularly engage in
conversations on art and the idea of android sentience and autonomy,
that is, until tragedy strikes. Markus turned out onto the streets,
he must find a new direction in “life”.
Choose
Your Own Adventure video game-style, Detroit: Become Human
excels at scene staging and direction. Some decisions required
faster than others, the overall experience is an extended sequence of
cinematic, quick-time events in which the player, by choosing among
the presented options, has relative control over the direction of
story. It being possible for the three main characters to die in the
course of the game, decisions must be considered carefully (or
quickly, depending on the scene). It goes without saying, like my
bookmark fingers in the Choose Your Own Adventure novels, replay
value is extremely high if the player is interested in learning where
different choices could have taken the overarching narrative.
One
other interesting element exists in the game: emotional intelligence,
or at least something approximating it. Playing as Connor, the
player is required to interrogate several NPCs. The NPC’s
willingness to respond fluctuates, something which the game’s
writers aligned with the degree of emotional intelligence the player
deploys. Show too little concern for the NPC, and you’ll be shut
down. Try to force the issue and likewise you will get a cold
shoulder. Show the right level of sensitivity and understanding, and
doors will open. Video games most often a medium for violence (if I
had a dime for every first person shooter…), it’s interesting if
not unique to see the usage of soft skills in a game.
But
there are likewise some real issues with Detroit. The first
is shallowness of the narrative. For a game so wholly dependent on
the quality of its story, it falls short. Most scenes lie within the
range of b-movie to blockbuster. Rarely are there are any mature
moments that assume a higher degree of player intelligence and
require real ontological sweat to make. Kara’s thread, for
example, starts in the home of said drug-addicted, gambling abuser.
His actions don’t come any more cliché, and the resulting
decisions Kara faces couldn’t be more black and white. The
momentum of Marcus’ story arc after he exits the artist’s home is
as predictable as the sun, touching upon stereotype after stereotype.
Gameplay itself is already based on ‘going through the motions’,
but with Marcus, it felt like his story is also just treading a path
everyone expects. (I even started laughing out loud at the Robot
Jesus scenes toward the end…) Only Connor’s story has moments of
real surprise and decisions that feel truly adult.
Thus
it’s easily possible to complain the game’s ethics are too cut
and dry (not challenging or complex enough in the context of slavery
or android sentience), but I would argue that we should be holding
the game accountable for something additional: manipulation. I read
a boat load of science fiction, meaning I have read my fair share of
android stories, and thus have seen varying degrees of presentation:
from clumsy, two-syllable robots to fully human parallels. Like
Philip K. Dick’s novel Do Androids Deam of Electric Sheep? (aka
Blade Runner), Detroit: Become Human is entirely in the
camp of the latter. Nothing distinguishes the game’s androids from
humans. But where Dick’s novel questions the nature of human and
android sentience, Quantic Dream take their vision in the direction
of android rights, and questions these rights through the lens of
discrimination. Given the androids are human in every visible way,
this doesn’t truly challenge their right to autonomy, and by
extension players’ sympathies. This leads to the question: where’s
the tension? Where’s the truly intellectual conflict to elevate
the game? There isn’t any, really. I would guess the overwhelming
majority of people who play side with the androids, and of the
minority who don’t, there is likely a sense of fun at work knowing
it’s just a game.
I
think it’s here that a player’s appreciation of Detroit’s
agenda is truly tested. If the game is viewed as a metaphor making
people more aware of discrimination, then certainly the game can be
appreciated as it successfully puts the player in the shoes of
discriminated people and builds valuable sympathy for them. If,
however, the game is viewed as seen on the surface, i.e. the rise of
android sentience and the resulting human discrimination, then I
can’t help but think the game must be taken as something
intellectually simple-minded, and manipulative for it.
A
third issue for me was style of game play. Detroit: Become Human
is essentially a walking simulator built on quick-time events. After
nine or ten hours of walk here, push that, read pop up, choose
response, repeat, it gets repetitive given the urgency of the music
would seem to push tempo rather than placate it. Literally going
through the motions with the joysticks to open drawers, push doors,
stand up, etc. at first seems natural, but slowly it gets in the way
of what truly drives the game: the story.
All
in all, Detroit: Become Human is a beautiful game filled with
amazing set pieces. In terms of clean, robot futures, I daresay it
is the best realized on screen yet. Also, direction and editing are
so clean and crisp I daresay Hollywood could not do better. All
scene transitions are smooth and flawless as much as the graphics are
clear and pleasing. And if there is anything else positive to say
about Detroit, then it would certainly be there is nothing
else like it on the market. It is truly unique, and for that is
worth a play through. Where the game starts to lose traction is the
repetitive nature of the quick-time events. It loses further
momentum when the storylines begin devolving from complex to simple,
rather than vice versa. Rarely are the player’s choices
intellectually, morally, or emotionally complex. Such decisions do
exist, but more often they are decisions which make themselves. Do
I kill this sentient being, or not? Hmm… This results in a
situation, as stated, wherein the player’s enjoyment will likely
hinge upon how much metaphorical value they see in the game’s story
premise. Grab this, and the game should be lauded. Where most video
games these days flaunt taking life, Detroit: Become Human
asks you to take a look at the different ways we respect life.
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