Detroit: Become Human
Description official description
What does it mean to be human? The looks? The emotions? The choices one makes? In this tale set in 2038 Detroit, the player takes control of three different androids and takes them on a journey to discover what becoming human is all about. Each of the protagonists has its own story and consequences that come with choices selected and actions made by the player.
The game opens with Connor, an android sent by the Cyberlife corporation to deal with deviants. Deviants are androids that deviate from their programming and start to become conscious and experience human emotions. Kara is a housekeeper android designed for cleaning, cooking, looking after children and other such tasks. She becomes a deviant in order to protect Alice, the little girl she lives with, from an abusive father. And finally, Markus. Markus was lucky to have lived with a caring master who treated him as a sentient being and taught him a lot. But after things turned south and Markus was shot and tossed into an android scrapyard, he had to crawl out of mud and reassemble himself. This in turn led him to seek refuge and become the key figure in an android revolt. He could try to seek freedom peacefully or go to war with humans.
With Connor tasked to eliminate all deviants, he and Markus start as enemies. But choices he makes may well turn him into something more, or he may choose to stay an obedient machine and care only about the mission. Choices the player makes will not only affect a single scene or specific character, but also the overall opinion of people around the world. The butterfly effect is shown as a tree structure showing players all possible paths and outcomes, but unlocking only those they reached during gameplay. Aside from actions which affected the branching story, being aware of your surroundings, finding out things and noticing objects and their whereabouts will unlock additional dialogue options and possibilities.
As in previous Quantic Dream titles, the camera doesn't constantly follow the player and instead tries to create a cinematic feel by being able to switch between preset cameras on each and every scene. A little freedom in looking around is given, but not much and more often you won't be able to see the exact spot you wish to examine in more detail as even 1st-person perspective is tied to only a handful of areas in each chapter. Each of the game protagonists can be killed, some even early in the game, which removes all future chapters pertaining to the character in question. Points are awarded by unlocking paths in each chapter, which can then be used to unlock bonuses such as a 3D character gallery, making-of artwork, soundtrack, and interview videos. The main menu features an interactive android who will comment on the player's choices and otherwise interact with the player.
- Detroit: Стать человеком - Russian spelling
- 底特律：化身为人 - Chinese spelling
Credits (PlayStation 4 version)
1,236 People (1,156 developers, 80 thanks) · View all
|Associate Game Director|
|Simon / Daniel|
|Elijah Kamski / Gavin Reed|
|[ full credits ]|
- The Game Awards
- 2018 – Best Game Direction – Nominated
- 2018 – Best Narrative – Nominated
- 2018 – Best Performance: Bryan Dechart as Connor – Nominated
- MobyGames ID: 105139
- PlayStation Store (en-US): UP9000-CUSA08344_00-DETROIT000000001
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Contributors to this Entry
Game added by Kam1Kaz3NL77.
Windows added by Melody Watts.
Additional contributors: MAT, JudgeDeadd, Rik Hideto, Fenixs.
Last modified February 13th, 2023.