Saturday, October 30, 2021

Those Endings Tho--Kara's Story **Detroit: Become Human Spoilers**

Of the three android protagonists in Detroit: Become Human, Kara doesn't have a lot of clearly defined conflicts within her story--Connor and Markus both have diverging paths based on player choices.  For some reason that's hard to understand, I enjoyed Kara's story arc the most.  One way that Kara differs from Connor and Markus is that her story seems to have more options for how it ends (although, I feel like I've possibly missed some content due to the choices I made).  **Serious story spoilers ahead!**

Kara's story starts off on a dark note; she wakes up inside a store that sells and repairs androids.  Her system is rebooting and it's obvious that she has recently been reset.  After a few moments spent looking around at humans shopping for new androids, Kara is approached by a salesman and another man.  The salesman asks an odd question that helps to provide some more background on Kara--why pay for repairs instead of just buying a new android?  Now players know that Kara has been repaired and had to have been seriously damaged.  The salesman prompts the man to inform Kara of her name--he also drops the fact that his daughter was the person who named her.  Players learn that the man's name is Todd and that Kara belongs to him.  Todd and Kara head to his truck for the drive home.

The drive home is part of an introductory cutscene, but it also reveals information about the game world.  Todd drives Kara through the city of Detroit--a city that is undergoing a dramatic rebirth thanks to the android industry.  The city shows evidence of being massively revitalized and that it's returning to its days of industrial glory.  While much of the city is a sparkling wonder, Todd lives in a rundown area that looks to be in danger of falling victim to the modernization sweeping through the city.  The drive ends in front of a battered, multistory house--Todd states that they're home and players can spend a few quick moments taking in the dingy neighborhood surrounded by signs of growth.

Once inside, Kara sees a young girl sitting on the stairs--this must be the daughter that Todd mentioned in the store...the one who named Kara.  Todd informs Kara (not nicely at all) that the girl's name is Alice.  It's obvious from Todd's tone that he's not overly fond of Alice and his behavior sets an ominous tone.  Kara can try to say hi to Alice, but she's oddly distant and seems to be trying to stay away from Kara.  Todd, who players should have clearly pieced together is a grade A asshole, demands that Kara start cleaning up the house and that it's pretty dirty from Kara being away for two weeks (another hint at how seriously Kara was damaged).  Players can direct Kara through a series of household chores that help shed more light on the entire situation.  As Kara gathers up abandoned laundry from the clothesline in the backyard, players can make another attempt at trying to befriend Alice...but, again, she's weirdly quiet and resistant.  Kara heads back inside to put the laundry in the washing machine and accidentally stumbles across a small packet of red ice (a new drug that uses ingredients derived from the android industry) hidden in the laundry detergent.  Todd angrily grabs Kara by the throat and violently shoves her against the washing machine--he threatens her to keep out of his business (which is apparently drug related), but fortunately nothing else happens.  It's confirmation of the potential violence that Kara has been subject to in the household.

After all the chores have been completed downstairs, Todd prompts Kara to clean the upstairs too.  In Todd's bedroom, Kara discovers more information as she's tidying up.  She finds a handgun and a bottle of antidepressants in the nightstand--so, Todd struggles with depression.  A stack of "past due" notices also sheds light on Todd's difficult situation.  Kara heads to Alice's room and gets the chance to try to approach Alice again--if players choose a friendly manner, Alice will give Kara a key to a small, locked "treasure box" in her room.  Upon opening the box, Kara is able to learn more--a photograph of Todd, a woman (Alice's mother?), and Alice--what happened to the mother?  Under the photograph are a stack of childish drawings that finally solidify Kara's backstory--there's one of a Alice standing over the shattered android corpse of Kara.  Even though Kara can't remember anything, it's obvious that Todd is violent and has brutally damaged her in the past.

Kara returns downstairs to find Todd frantically searching for something on a bookshelf (and tossing books on the floor where Kara just cleaned...sigh).  A few seconds later players hear the sound of a flicking lighter and realize that Todd's just enjoying some red ice...in front of Alice.  Todd prompts Kara to get dinner ready, so players head back to the kitchen.  Kara manages to find some food (the fridge is very bare) and announces that it's ready.  Todd and Alice sit down at the table and Kara stands by, ready to help.  Todd, who has been smoking red ice, is very worked up--he begins ranting--about Alice and how she hates him; about Alice's mother (who left him for an accountant); about not having a job and being a failure....things escalate rapidly as Todd flips the table and grabs Alice and slaps her!  It's shocking and disturbing--he starts crying and Alice flees upstairs.  Todd storms back over to his red ice...still ranting, and tells Kara not to move.  Players can choose not to move, to try to reason with Todd, or to become deviant and resist Todd's order to head upstairs and check on Alice.

If players choose not to move, both Kara and Alice are killed by Todd.  Choosing to reason with Todd results in Kara being strangled by Todd and briefly being disabled--she wakes up in time to chase him upstairs and find him menacing Alice in her room.  Opting to become deviant means that players can make it upstairs before Todd--from there, you have a couple of different choices--you can head to Todd's room to grab the handgun from his nightstand (at least Kara would have something to defend herself with) or to head straight to Alice's room and try to protect Alice.  Either choice results in Kara having to defend Alice and fight off Todd--however, the outcomes of the fight can be different if you opted to grab the gun.  In the gun scenario, Kara winds up shooting Todd and killing him--this allows she and Alice to escape, but now there's a murder hanging over her head.  If you don't grab the gun, Kara fights off Todd and manages to disable him using various objects in Alice's room.  He's bloody and bruised, but alive--he can still chase Alice and Kara through the house, but eventually they can find a way to escape.  They board a bus and are able to finally get away.

Kara and Alice.
Kara and Alice are awakened by a city employee who informs them that they have to leave the bus.  They make their way off the bus and the difficulty of their situation becomes staggeringly apparent--Kara is a deviant android with a human child...they don't have many options and nowhere to go.  It's raining and cold, so Kara's first concern is trying to find someplace to keep Alice warm and dry.  The part of the city that they've arrived in presents a few options--there's a motel, an abandoned car, and a boarded up, abandoned house.  Before choosing, players can also search around the area--there's a laundromat where players can choose to steal some clothing (Alice needs some warmer clothes and Kara needs to cover up her android uniform) from a sleeping customer.  Alice doesn't approve of any illegal activities, so stealing the clothes will result in a negative relationship outcome.  There's also a twenty-four hour convenience store that is open.  Looking around the store reveals a few potential actions--players can ask the clerk for help; they can choose to rob the story; or they can try to steal a few items for Alice.  Robbing the store will help Alice and Kara have enough cash to stay in the motel...a much more comfortable (but less discreet) option than either sleeping in an abandoned car or hiding out in a creepy house.  If Kara has the gun, players can simply choose to have her holdup the cashier...this also has the potential to bring unwanted attention to Kara (and robbing a store in front of a child...probably not the best example).  Players can also opt to have Alice provide a distraction so that Kara can covertly grab some cash out of the register...again, not the most upstanding moral behavior.  While searching the area, Kara is approached by another android who tells her that there's a safe location across town--unfortunately they have no way to get there.

The best options for Kara and Alice are the least desirable ones--either sleeping in the abandoned car or staying in the abandoned house.  Choosing the house introduces Ralph, a damaged and slightly nutty deviant android, who is the current occupant.  He's more than happy to accommodate Kara and Alice, but he seems unhinged.  Inside the house, Kara can search to find materials to make Alice a bed and start a fire to keep her warm.  She also gets a chance to discover more about Ralph--he is busy in the kitchen obsessively writing RA9 (the mysterious android god) on the wall.  He shares that a group of humans attacked him and damaged him and that he has been hiding out in the house for a long time.  Kara can explore upstairs and discovers some clothing to change into.  She also finds the bathroom and decides to cut her hair, change its color, and remove her LED to disguise herself.  From the corner of her eye she notices a bathtub surrounded by a shower curtain...there's a slightly ominous vibe.  Players can choose to open the curtain or return downstairs (of course you want to open it!).  Opening the curtain reveals the body of a dead human...could Ralph potentially be dangerous?  With that bit of unsettling information, Kara heads downstairs to check on Alice.  Players can choose to curl up on the floor with Alice or to have Kara settle in a chair nearby (keeping an eye out for Ralph seems necessary).  (*Choosing the car means that players don't encounter Ralph, but Alice isn't happy.  Kara still finds new clothing and will disguise herself)

Ralph wakes Kara and Alice with an announcement that he has found some food for Alice...a dead opossum.  He's thrilled and begins spitting it so that he can roast it on the fire.  Alice is mortified, but Kara understands that upsetting Ralph might not be the best option...maybe it's just best to play along with him until they get a chance to get away?  Ralph presents the barbecued rodent to Alice and demands that she eat it--he's getting agitated.  Kara is faced with a choice; she can choose to force Alice to go along with it or she can confront Ralph about the dead body upstairs.  Confronting Ralph causes him to break down (fortunately, not to freak out though) and back off, but by this point there's a knock on the door...someone is outside!  It's Connor and Hank who are responding to reports related to sightings of Kara.  Time to run!

Kara and Alice manage to slip out of the squat (and Ralph even helps to provide some brief level of distraction), but Connor is hot on their trail.  One of the potential downsides of choosing the squat is that players are not presented with an option of hiding from the police--instead, they must play through the pursuit sequence between Connor and Kara.  Kara and Alice frantically flee and Connor gives chase--Kara's forced to make a potentially fatal decision to cross a high speed freeway.  Players must correctly mash buttons in QTE sequences to help Kara and Alice avoid getting run over.  Depending on how players choose to play Connor, they can either stop at the fence to the freeway or hop over in pursuit.  If Connor pursues onto the highway, he will manage to grab Kara...players can have her fight free though.

Now that Kara and Alice know that they're being pursued, they have no other option than to look into the mysterious source of help indicated by the android near the squat.  They arrive outside an old brick mansion surrounded by a wrought iron gate (the exterior screams "haunted house").  The creepy vibes are readily apparent, but they desperately need help--despite Alice's entreaties to Kara to leave, Kara rings the doorbell.  Nothing happens....so she rings it again.  Finally, a man cracks open the door and asks what they want.  Kara informs him that they've been told that he can provide help...but he doesn't seem interested and starts to shut the door.  It's only when he finally notices Alice standing behind Kara that he changes his tune and lets them in.

Once inside, a very large android (who gives off definite "you'll never escape" vibes) takes their coats and escorts them into the sitting room.  The interior of the mansion is just as creepy as the exterior...but it's too late now.  The man introduces himself as Zlatko and he says that he can help.  First though, he needs to removed Kara's tracker to keep her location hidden.  To do this, she'll need to follow him to the basement--Kara demands that Alice be allowed to come along and Zlatko reluctantly agrees.  If the rest of the house gives off creepy vibes, the basement is a sure sign that things are about to go very, very wrong.  Alice stops and tries to see behind the slotted doors that line the basement corridor--there's something in there, but she can't clearly make it out.  Kara has to reassure Alice in order to continue toward the location of the machine that will remove her tracker.  Zlatko hooks Kara up to the machine--she's fully restrained as a probe enters the base of her skull.  It's then that Zlatko decides to reveal his true intentions--as a deviant, Kara's tracker has already been disabled, instead, he's going to erase her memory and turn her into one of his android slaves (like the big one).  The big android holds Alice back as the machine starts to erase Kara's memory.  Alice briefly breaks free and manages to hold onto Kara--Zlatko grabs her and knocks her to the floor.  Alice bites him and he angrily drags her around the corner and tells the big android to lock her up and that he'll get to her later.  Things are looking very bad.

Kara can't move much while hooked up to the machine and the ticking counter that indicates the percentage of memory that has been erased is a bit panic inducing.  If players carefully look around, they will see a few objects that can be interacted with--a small table and electric light can be kicked over--there's also a cable that can be yanked to knock an opened bottle of vodka onto the floor.  The combination of vodka and sparking lamp will produce an electrical malfunction in the erasure machine and cause it to release Kara without her losing her memory.  (If you fail to release yourself in time, Kara's memory will be erased, but she can find triggers that will help her remember Alice).

Once loose, Kara has to find Alice and escape.  She hurriedly heads through the basement--but this time you can have her look into those mysteriously cell-like enclosures.  Inside, there are numerous androids that look monstrous.  They inform Kara that Zlatko likes to capture androids and "play" with them--he does grotesque experiments for his own enjoyment.  Kara leaves the cell open and heads upstairs.  She hears Zlatko tell the big android that he wants to see the girl (Alice) in 10 minutes.  Players have 10 minutes to try to find Alice...and it's a big house.  Kara goes from room to room looking for Alice--in a room that appears to be Zlatko's bedroom she finds an unloaded shotgun...but no Alice.  A bathroom connects the bedroom to another room...unfortunately for Kara, one of Zlatko's experiments (that is just a torso) lies in the bathtub--it's still functioning and threatens to yell--Kara can make a deal with it or choose to kill it (it's blue blood pump is exposed and can easily be removed).  The next room is a large storage area--in one corner, there's a large cage that contains a partially deconstructed android polar bear (Kara can choose to open the cage)--a couple of "experiments" in various states of function lurk in the storage room (they're creepy to look at, but don't do anything).  The next room is a kitchen...and there's still no sign of Alice.  Kara heads back into the corridor and finds a small closet at the end.  She opens the door and finds Alice inside.  Once you've found Alice, Zlatko prompts the big android to bring her to him.  Kara and Alice have no choice but to try to avoid the big guy.  Players can have Kara and Alice hide in the next room--you can duck into a large cabinet and wait for the big guy to pass by.  Once the big guy discovers that Alice is missing, he yells for Zlatko.  Now both of them are searching, so Kara and Alice have to move carefully and not be seen.  The goal is for players to evade both Zlatko and the big android--this is more difficult than it sounds (running into the bathroom android again means that it will alert Zlatko to your location) and if either sees you, Zlatko--who has now armed himself with that shotgun Kara saw earlier...oh, and it's loaded now--will fire away at Kara and Alice.  Once seen, players have to execute QTE sequences to avoid being shot.  If done correctly, Kara and Alice can escape out the backdoor of the mansion.

Outside the mansion it seems like Kara and Alice have made it to freedom.  Unfortunately, Alice stumbles and falls and Kara has to stop and go back for her.  This slight delay allows Zlatko and the big android to catch up.  Zlatko has his shotgun pointed right at Kara and is ready to shoot...it's here that the big android unexpectedly grabs the shotgun and pulls it from Zlatko's grasp.  Zlatko yells at him, but there's no way he's getting the gun from the big fella.  Seconds later, a shambling group of Zlatko's experiments makes an appearance and begins taking out their vengeance.  Zlatko gets what he deserves at the hands of the androids he has tortured.  The big android still has the gun and it's not completely clear what his intentions are...but, he throws the shotgun down.  He introduces himself as Luther and tells Kara that seeing her protecting Alice allowed him to break free of Zlatko's programming and become deviant--he tells Kara that he knows someone else who might be able to help...but after this fiasco with Zlatko, trusting anyone else is going to be tough.

Luther, Kara, and Alice take a car from Zlatko's and head toward the new potential source of help.  The weather has turned and it's snowing heavily.  Kara has a few chances to talk to Luther and try to learn more information, but doesn't learn much.  Sadly, Zlatko's car breaks down, leaving the group stuck on the side of a snowy road.  There's nothing they can do to fix it, so they have no choice but to try to find somewhere for shelter and to make their way on foot the next day.  Kara looks around for shelter and doesn't see much--she does see a sign for an abandoned pirate-themed amusement park though.  Luther carries Alice as Kara looks for a place to sleep--the androids can withstand the cold temperatures, but Alice needs somewhere warm.  The park is very derelict and the search seems futile until Kara finds an abandoned restaurant.  Luther uses his muscle to break the boards off the door--the restaurant is falling apart, but it'll have to do.  Kara sets off to find materials to make Alice a place to sleep and Luther makes a fire.  Once Alice is settled in, Kara and Luther have a few moments to talk.  Kara can try to learn more about Luther.  The conversation is brief and Luther asks Kara a pointedly odd question--has she noticed anything weird about Alice?  Kara can't respond to that question because an object suddenly breaks one of the windows--has somebody found them?  Players can choose to grab a gun out of Luther's bag or to stand in front of Alice to protect her.  The door bursts open--and it's a horde of androids who used to staff the park.  Players can choose--to fire away or to question the androids.  Questioning the androids reveals that they are simply curious about the sight of a human child--they love children because that was the core part of their programming.  By this point, Alice is very much awake and frightened.  The androids inform Kara that their name is Jerry and ask Alice if she wants to see something cool.  Alice is thrilled and implores Kara and Luther to follow the Jerry's.  The Jerry's lead them to an abandoned carousel and offer to allow Kara to power it on.  Kara powers it on and it cheerfully lights up.  She helps Alice onto it and all the androids watch as she finally cracks her first smile of the game--it's a nice moment in the midst of all the chaos.

The next morning, Kara, Luther, and Alice arrive at the location where Luther says that they can find help.  They come across a young man who is chopping wood and Kara hesitantly asks if he can help (and reveals that she's an android).  He says no and seems standoffish.  Fortunately, a woman comes out of a nearby greenhouse and reveals that her name is Rose and that she can help.  She invites the androids to come into the house--Luther asks if Kara is sure that they should trust Rose (the Zlatko situation being what it was), but the group has no other choice.  Unlike Zlatko's creepy mansion, the inside of the farmhouse gives off warm vibes--there's even a Christmas tree in the corner of the living room.  Rose says that she can help and offers to allow Alice to rest upstairs--Alice appears to have a fever and to not be feeling well.  Adam agrees to show the group upstairs and Kara tucks Alice into bed while Rose prepares some food and finds some antibiotics for Alice (Rose is a good, kindly woman...nothing like Zlatko).  Kara leaves Luther to watch over Alice and heads downstairs--she's confronted with the sound of Rose and Adam fighting.  Adam thinks his mother is taking too many risks by helping the androids (and, by this point, Markus's actions mean that the android revolution is in full swing--things are much riskier than normal).  He and Rose argue and Adam eventually angrily storms off.  Kara and Rose have a chance to sit down and talk.  Rose tells Kara that she can find someone to escort them across the river into Canada, but that she'll need to leave to arrange it and that things are dangerous.  There's a ruckus in another room and someone calls for Rose--there are other people in the house?  Kara follows Rose into the laundry room and finds an android holding another android.  He tearfully explains that the female android has shut down and that he loved her.  Alice (who is supposed to be upstairs sleeping) comes through the door and upon the very emotional scene.  Kara escorts her out of the room.  Rose feels a sense of urgency and decides to go arrange transportation for the group--she heads out, leaving an angry Adam with the androids.  Kara can try to reason with Adam, but he's acting like a moody teenager and won't listen.  The doorbell rings...and it's a policeman!

Players have about 30 seconds to quickly act--Kara can prompt Luther and Alice to hide somewhere in the house.  There are also numerous signs of android activity in the house that need to be hidden (if players move quickly they can find them all before the timer ends--even if you can't, you can still cover them up while the policeman is looking around).  Kara, being an android, is cool as a cucumber--she calmly opens the door and lets the officer in.  He, of course, is looking for signs of runaway androids and asks if they've seen anything suspicious.  Kara tells him no and offers to make him a cup of coffee.  He looks around the living room for any signs (and has a handy "suspicion" meter which indicates how close he is to finding the androids) and asks Kara about who is in the house--Kara can easily lie.  Things go swimmingly, but Adam is acting twitchy and the officer definitely notices.  He questions Adam, but Kara can deflect his attention away.  As the officer heads for the door, there's a sudden thump--uh-oh, Kara has lied about who else is in the house!  Luckily, Kara can come up with a believable excuse and the officer will finally head out.  Another narrow escape!

Rose returns, but the appearance of the police has made it apparent that trying to wait until nighttime to leave is too dangerous.  Instead, the group leaves immediately--while they make the trip, Rose informs Kara that she can catch a bus to Canada but that the last bus leaves at midnight.  The group will also need forged passports to make it across the border.  The best place to find something like that is at a place called Jericho (the derelict container ship and deviant android hideout).  The trip back into the city reveals that the conflict within the city has escalated significantly--depending on the choices you've made for Markus (to keep the revolution non-violent or violent), androids are being rounded up (or shot).  Rose drops the group off near Jericho and says goodbye.

At Jericho, the stories of all three protagonists finally overlap.  Kara finds a warm spot for Alice amid the bustling crowd of deviants and leaves Luther to watch her.  Before she goes to find Markus, Luther wants to talk about Alice--but there's really no time, they need to reach that last bus and they've only got a couple of hours.  Kara starts searching for Markus and finds him sitting in thought on one of the upper decks--she approaches him and asks if he can get her passports.  He says that he has an android who worked for the state department who can get get the documents for her.  That was easy!  Kara heads back down to meet Alice and Luther.  As she reaches the bottom of the stairs, she sees a child who she thinks is Alice.  The child turns her head and reveals a bright LED indicator...Alice isn't human, she's an android.  Luther appears at Kara's shoulder and tells her that he was trying to tell her and that she knew it all along, but just ignored it.  A convenient flashback triggers and Kara remembers dropping an ad while cleaning Todd's house...an ad for Alice's android model.  (*I've got to admit that I didn't see this one coming.  It was a surprising twist.)

A big question looms--does Kara care less about Alice because she's not human?  Players can actively choose to have Kara act more distantly toward Alice.  There's not much time to dwell on the issue because the police (and military) have arrived at the ship!  A mad rush ensues as everyone is making a run for it--Kara, Luther, and Alice try to make it off the ship but Luther is wounded.  Players can make a decision about whether to leave Luther behind (Alice begs Kara to save him).  If you choose to save Luther, Kara can help him get to a side room, but he still has to stay.  Kara and Alice continue to move toward the exit (and players can chose whether they want to help other androids) and eventually make it.  Sadly though, the soldiers are right behind them.  The choice this time involves trying to keep running (if you do this, Kara gets shot and wounded), playing dead, or choosing to surrender.  This choice has a big impact on which ending players will get.

If Kara played dead (which happens if you try to run or if you just choose to play dead from the start)--she and Alice wait until the soldiers leave and then can escape.  The next part of the game sees them trying to navigate through a very tense city full of police and soldiers who are trying to arrest (or kill) all androids.  To make it to the bus station, Kara and Alice will have to sneak past without getting caught.  As they're sneaking, Alice catches sight of a large figure--it's Luther!  He managed to get off the ship and is being held at gunpoint by a soldier.  Players can either leave Luther or save him (Alice, of course, wants Kara to save him).  Kara grabs a brick and manages to sneak behind the soldier and knock him unconscious.  Luther joins Kara and Alice as they continue to make their way toward the bus station.  Another significant choice presents itself--the straight route to the bus station involves passing through a military checkpoint--it's very risky because they are doing temperature checks to look for androids.  The less risky option is to take a detour around the checkpoint--it's slower and if the group chose to stop and save Luther, they have even less time than before--there's a good chance that they will miss the last bus.  (*Passing through the checkpoint is very tense and success seems to hinge on a few other choices that players have made.  Luther is very jumpy and offers to disable the guards so that Kara and Alice can escape...  At an earlier point in the sequence, players can choose to have Alice turn off her temperature detection--she's an android after all, the cold doesn't affect her.  While the guards are questioning the group, they notice that Alice is shivering and Kara wisely uses that to tell them that Alice is freezing and needs to get home.  It works and the guards let the group pass.)

The trio arrives at the bus station just in time--the last bus is loading and they still have a chance to make it.  The bad news is that only passengers with tickets are being allowed on board...and they don't have tickets.  They desperately mill around the busy bus station and run into a human woman with a small baby.  Alice is curious about the baby and the woman lets her approach and look at it.  The woman's husband appears and prompts the woman that it's time to get on the bus.  As the woman gets up to leave, a paper falls out of her bag and onto the ground.  It's their bus tickets.  One of the worst moral decisions follows--Kara can grab the tickets off the ground.  The woman and man frantically appear a few moments later looking for the dropped tickets--they ask Kara if she has seen them...you can lie and say no.  With tickets in hand, Kara, Luther, and Alice board the bus and head toward Canada.  (*You're a monster though!)

The best ending...but at what cost?
As the bus approaches the busy border crossing, everyone is prompted to leave the bus and pass through border security.  It's inside the security station that Kara realizes that they're checking for androids...and there's no way forward except to make it through security.  While standing in line she sees one of the Jerry's in another line.  She also sees the familiar face of Rose!  Kara is desperate and needs to come up with a plan--she pulls Alice out of line under the guise of needing to use the restroom.  She catches Rose's eye as they walk by.  Rose takes the hint and meets them in the restroom.  Rose is heading to Canada too (things have gotten too tense in Detroit) and offers her brother's address to Kara--they can hide there until they get things figured out.  The challenge of passing through the border still remains though.  As Kara and Alice return to the line, an android is discovered and is shot!  That's the fate that potentially awaits them if they don't make it past security.  Luther understands the stakes and offers to provide a distraction.  Or, Kara can ask Jerry to do it.  Or, option three, the group can take their chances and try to make it past security (up until this point, Kara's skills at getting them through tough situations has been spotless).  If you choose Jerry, all three characters will make it through.  If you choose Luther, Kara and Alice will make it.  Depending on the type of revolution that you've chosen for Markus, there's also a chance that the guard at the checkpoint will let the group through (*only if it's a peaceful revolution).

Let's rewind a bit--back to the choice between passing through the military checkpoint or taking the longer, but slower route.  If you choose this option, the group misses the bus.  Things look pretty dire, but as the trio is trying to leave the bus station they find Rose and Adam waiting in a nearby parking lot.  Since they've missed the bus, the only option left is try try to attempt the dangerous river crossing.  Rose drives the group to the meet up spot--as she pays the man who is providing the boats (Rose is a real gem), Kara can approach the water and finds out that it's brutally cold--falling in would be fatal...even to an android.  They say their final goodbyes to Rose (who again, proves what an angel she is as she hands Kara $50 to help when they get to Canada) and push off into the river.  They have to row out a bit before they can start the engine, but they're getting so close!  They start their engines and the opposite shore is in view--then, a sudden group of lights approaches.  It's the Coast Guard and they're in a shooting kind of mood!  Players have to make a quick decision (Kara can stand and protect Alice--this results in Kara being severely injured; they can all lie flat in the boat--this results in Luther being killed and Alice being severely injured; or they can quickly dive into the water next to the boat--this results in Luther being severely injured).  If Alice is injured, she will only have a short time until she shuts down--Kara can jump into the water (sustaining serious damage) and push the boat to shore.  In one of the saddest scenes in the game, Kara holds Alice as she shuts down.  Players can then choose whether Kara will shut down too or if she will continue on alone to Canada.  If Luther is injured, he will shut down (the river option means that there's no way that all three can make it to Canada).  Kara has to jump into the water and push the boat to shore, but she manages to survive the ordeal.  Things look bad as Alice appears to have shut down, but Alice finally wakes up and Kara is able to tell her that they've made it--a happier ending.

But that's not all folks!  Say we go all the way back to Jericho and Kara chooses to surrender rather than play dead.  Kara and Alice find themselves in one of the android detention camps with all the other androids that have been caught.  They're ordered to strip naked and to also turn off their skin--it's eerie seeing them both as androids (also, the camps have a very Holocaust-esque feeling that is very bad).  Kara desperately clings to Alice as they're forced to stand in long lines in different holding areas.  An android makes a desperate dash toward a fence and is shot down by a guard.  Kara sees an opportunity and offers to drag the body to the disposal area--the guard tells her that she has to do it alone though--this means she'll have to separate from Alice.  If you choose to move the body, Kara sees an opportunity to hop aboard a truck hauling away the bodies of androids that have been shut down--she can play dead and get away...but Alice will die (and, again, you're a monster!).  Kara heads back to the camp area but now she can't find Alice.  She desperately asks the others where Alice is and sees her standing in a different, fenced off area.  She also stumbles upon the hulking form of Luther who is easily recognizable due to his size.  They both head toward the next area which is even closer to the "recycling machine" that is killing the androids.  Soldiers and a drone are patrolling the area, but Alice is just a few lines over--with some careful timing and distractions, Kara can make it over to Alice.  Alice is extremely frightened, but is overjoyed at seeing Kara again.  Luther has also managed to move nearby, but now they're stuck in the lines that are steadily moving forward toward the recycler.  It's here that Kara receives a friendly message--it's Jerry and he's willing to help them escape.  Similar to the border station scenario, players can choose to have Luther or Jerry provide a distraction--whoever you choose will be shot and killed, but it does buy the rest of the group time to make it over a fence and on to safety.  The final scene in this scenario is of the android forms of Luther, Kara, and Alice hugging amid the mountains of android bodies.

Kara's story presents a different kind of internal conflict--should we play Kara differently after we find out that Alice is an android too?  Should Kara care less?  I found it difficult to play Kara that way--I think part of Kara's journey is her maternal instincts and need to protect Alice at all costs.  It shouldn't matter if Alice is an android--don't android lives matter too (which is THE issue at the crux of the game)?  One of the more difficult parts of Kara's story is the fact that the best ending (Luther, Kara, and Alice make it safely to Canada) is only possible through making some morally dubious choices--essentially sacrificing the human family (*you don't really know for sure what happens to them, but we can assume that being left in the city while the revolution is happening isn't safe) and possibly poor Jerry (who does volunteer....).  And, I hate to admit it, but I've never found myself getting too attached to Luther (he really doesn't get any backstory and there's no chance to learn anything about him).  

Saturday, October 23, 2021

Those Endings Tho--Markus's Story--Detroit: Become Human **Serious Spoilers**

Of the three android protagonists in Detroit: Become Human, Markus has a positive relationship with humans.  His owner, the famous painter Carl Manfred, is lovingly cared for by Markus and views him as a son rather than a simple android.  Unfortunately for Markus, the rest of the world doesn't have as much appreciation for androids--Markus's first mission forces player to confront the reality of life in the fictional android manufacturing capital of Detroit--there's a very conspicuous number of people begging on the street with signs stating that they're unemployed thanks to the introduction of android labor.  Markus walks by hostile vendors who berates him if he simply stops to look in their direction; an angry man preaches to a small crowd of people gathered around and confronts Markus if he stops to listen.  After Markus has completed his task of buying paint for Carl, he is forced to walk past an anti-android protest and gets attacked by the crowd (luckily a police officer is nearby to break it up).  He manages to make it to the bus and return back home, but this mission cleverly reveals the fact that life with androids is complicated.

Things for Markus go from being great to catastrophic in a very short timespan.  Carl's somewhat estranged son, Leo, shows up suddenly--he's strung out and clearly on drugs and is demanding that Carl give him some cash.  Carl refuses and sends Leo packing, but not before Leo can accuse Carl of only caring for Markus...an android who's not even alive.  It's a painful moment, but it seems to have resolved peacefully....that is, until Leo decides to sneak into the house when Carl and Markus are gone to a party.  Upon arriving home they discover that the lights in the studio have been turned on and they find Leo rooting around.  Carl has Markus call the police and they confront Leo--things get heated when Carl forcefully tells Leo to leave.  It's here that Markus is forced to make a choice--does he break through his programming and fight back against Leo or do as Carl wants and remain passive while Leo attacks him?  Choosing to fight back means that Markus pushes Leo and Leo trips and falls onto a piece of Carl's painting equipment--Leo strikes his head and it doesn't look good.  If you choose not to fight, Carl becomes very agitated and suffers a heart attack and dies.  Either option ends in tragedy for Markus--the cops show up and it looks bad (Markus is either standing over the fallen body of Leo or the the body of Carl).  They don't hesitate to open fire.

When next we see Markus, he's waking up in the hellish landscape of the dumping ground for androids.  He's badly damaged and barely functional, but able to run a diagnostic and figure out what's wrong.  Luckily, he's in a place that full of potential replacement parts and he's still functioning well enough that he can locate and replace the parts that have been damaged.  Even though it's creepy af in the android dump (semi-functioning androids shamble around like zombies or slump on piles of their dead brethren), Markus manages to find enough parts to reset himself to working order (he can't find an eye that matches the same color, but his differently colored eyes give him a unique look).  In a very Shawshank Redemption-esque type of re-birth scene, he scrambles up a mountain of android corpses and out of the dump into pouring rain--he finds a jagged piece of metal and removes his LED...he's going to have to figure out how to live in the human world from now on.  His next step is trying to find the location of a mysterious, secret safe zone for runaway androids--Jericho.

Players help Markus follow the hidden clues and find Jericho--a derelict container ship.  Markus navigates the darkened passages and after the floor collapses, he finds himself surrounded by a small group of androids.  They reveal the fact that life on Jericho isn't great--they're basically hiding and trying to survive.  Many of the androids who do make it to Jericho are extremely damaged and in need of repairs that the group can't provide.  Markus is frustrated by the passivity of the group and decides to take the lead--he comes up with a plan to break into a CyerLife facility to steal much needed supplies.  It's here that players get the first inklings of Markus being a leader.

Markus's story revolves around leading the android revolution and players can choose to either play Markus as a non-violent, pacifist or as a more violent revolutionary.

Markus--leader of the android revolution.
Markus's Story
On Jericho, Markus meets a group of three androids who have become a sort of de facto leadership council--Josh, an android model used as a college professor; Simon (who you don't really learn too much about); and North.  Josh is a pacifist and encourages Markus to pursue non-violent measures.  North, on the other hand, believes that the only things humans will respect is violence and reacts favorably to any agreement about fighting back.

Markus encourages the group to head to a nearby CyberLife facility to steal much needed supplies and it's here that players are able to begin making choices about what kind of leader Markus will be.  During the attempted heist an android worker stumbles across the group as they are pilfering blue blood from supply crates.  A human worker appears shortly thereafter looking for the android--players can choose whether Markus grabs the android and keeps him quiet or kills the android.  If you choose to save the android, he will ask to join the group and return to Jericho (*this choice also has consequences later on).  The android also informs the group that it would be possible for them to steal an entire truckload of supplies--all they need to do is break into the guarded gate and steal a key for one of the automated trucks.  Josh and Simon think they should leave, but North pushes Markus to seize the opportunity.  Choosing to steal the truck means that Markus has to sneak into the guard post and figure out a way to distract the guards while he steals the key.  Players can choose to cause a blackout in the guard post by sabotaging an electrical panel or to grab a gun and threaten the guards.  Non-violent Markus causes the blackout which distracts the guards and grabs the key while they're distracted.  He has to sneak out before they realize that he's hiding in the building (it's easy).  Markus returns to the group in success and gets to head back to Jericho with enough supplies to really help the androids.

The success of the CyerLife heist thrusts Markus into a leadership position.  He finds himself frustrated that the androids are living a pathetic life of hiding in the dark and decides that they should take their fight to the public.  One of the best missions in the game involves playing through an elaborate plan hatched by Markus to break into the office of a local television network.  The androids want to broadcast a message to humans asking for equal rights and better treatment.  It's during this mission that players are given multiple options to either stay peaceful or use force (Markus can choose to disable the guards outside the broadcast room--or hesitate and have North shoot them; he also has to make a quick choice about shooting a human who manages to flee out of the broadcast room).  The type of message that Markus chooses to broadcast also influences how the public feels about the androids--if he chooses to stay calm and deliver a less forceful message, public opinion will rise and humans seem more sympathetic to the androids.  The downside of staying peaceful during this mission is the fact that the human who escapes the broadcast room quickly alerts the police--a SWAT team arrives just as the androids are preparing to make their dramatic exit and Simon is wounded.  The team is faced with another difficult decision--Simon can't make the jump, but if they leave him there's the possibility that his memory could be hacked and the location of Jericho could be revealed.  North proposes that Markus should kill Simon to prevent that scenario from occurring (a non-violent Markus says no).

Markus has now become the face of the android resistance and he proposes another dramatic action--he plans a coordinated liberation of androids from CyberLife stores around Detroit.  It's during this mission that players get to decide the nature of the android uprising--after Markus and North have liberated the androids from the store, North tells Markus that they're following his lead and that his actions will influence how they act--players can choose to have Markus destroy property around the store (including toppling a large statue of a human creating an android) in a very riot-y kind of way or they can choose to make a statement while keeping things peaceful--tagging stores with pro-android messages or creating a large electronic symbol of the android resistance.  The positive vibes are short-lived as the police arrive on the scene...they immediately open fire and many of the newly liberated androids are killed.  Markus has fallen behind the group and turns the corner onto a scene of carnage--dead androids litter the street--North might be among them...but luckily she is alive.  She tearfully spurs Markus to take revenge for the deaths of the androids.  He makes his way through a large group of androids to find two human policemen who have been disarmed.  One of the androids hands him a gun and tells him that they want justice...players can choose whether or not to shoot the cops.  Non-violent Markus chooses to walk away while sharing the famous "an eye for an eye makes the whole world blind" quote.

By this point the androids have started getting a lot of attention, but Markus still feels that the humans aren't really listening.  He convinces Josh and North that they should participate in a march through downtown Detroit.  This mission involves using Markus's ability to convert androids (freeing them from their programming) to grow the numbers on the march.  Once players have converted a large number of androids, they can choose to have the group chant different slogans (things like "freedom" or "equal rights").  After the ruckus from the CyberLife break-in, the police decide to send in the heavily armored riot squad to disperse the march.  They threaten the group and tell them to leave or that they will open fire--there's a very dramatic scene where Markus can have the entire group hold their hands in the air.  The riot police open fire on the group and many androids are killed--players can choose whether to stand firm, fight back, or run away.  It's during the violence that Markus is shot and wounded, but this is where a previous decision pays off--the android from the docks that Markus allowed to join the group will intervene and sacrifice himself, keeping Markus from being killed.  Markus narrowly manages to survive the march and make it back to Jericho.

After the violent end of the march, it's apparent that the humans have little interest in parlaying with the androids.  Back on Jericho, Josh, North, and Markus meet to discuss the fallout from the march.  News broadcasts reveal that androids are being rounded up in camps and then are being destroyed.  Things are getting dire...and they're about to get even worse--(*this is slightly dependent on the choices you make in other stories) the police (and Connor) have discovered the location of Jericho.  Josh, Markus, and North argue about the best way to address the camps--should they try to fight and liberate them or should they march to the camps and demand that the androids are freed?  It's at this point that Connor makes himself known and players choose to turn Connor deviant or keep him a machine (this could potentially change the ending as Connor is vital to converting thousands of androids at the CyberLife headquarters).  Either way, the police show up and the androids are forced to flee from Jericho.  Markus makes a mad dash through the ship (where players can choose to rescue various groups of androids being confronted by the police) and decides to blow it up--destroying their base, but potentially giving the androids time to escape.

The finale of Markus's story takes place with the surviving androids either marching or fighting to liberate the detention camps.  The non-violent option sees the androids marching closer to the camp, but being cut down by fire from the army troops that surround it.  They're being decimated and things don't look hopeful--a small group that includes Josh, North, Markus, and about 20 others makes it to the point directly in front of the camp.  They create a barricade and plan to hold out--even if it means that they'll all be killed.  Fortunately there's a large amount of press attention (and, if you've chosen for Markus to remain non-violent, public opinion will be with the androids) and the humans finally seem like they're concerned about looking bad for slaughtering the androids.  Perkins (the asshole FBI agent who makes appearances in Connor's story) asks to parlay with Markus--it feels like a trap, but players can choose whether or leave the barricade and speak with him.  He offers Markus a deal--they'll let Markus go (and be free) if Markus agrees to withdraw and stop the march (*I've never taken the deal because I don't believe that clown for one second).  If Markus says no, he heads back to the barricade and prepares the androids to withstand a final push by the army troops who are now back in position and readying themselves to charge.  Shortly after that the troops do charge--there's a frantic QTE sequence where Markus tries to protect the remaining androids.  The androids are totally outnumbered (and trying to be non-violent) and the few survivors--which include Josh, North, and Markus--find themselves surrounded.  It looks like the end for them, but players can choose for Markus to take a final action--he can sacrifice himself, he can kiss North (*if Markus has entered into a romantic relationship with North), or simply surrender.  I've only chosen to kiss North and that action has the effect of the president calling off the army--it also happens to coincide with Connor's arrival with the thousands of androids he has converted from CyberLife (*If you've chosen that option).

Non-violent Markus's story has a happy ending--the camps are liberated and public opinion seems to back the androids.  There are some variations if you choose to launch a violent revolution--there are many more QTE sequences where you get to fight with the police or soldiers (and, they're pretty fun).  Simon gets to live during the broadcast heist mission, but he and all the other leaders (Josh and North too) are killed during the final assault on the camps.  Choosing the violent option means that the androids have no public support--this is something that can have an impact on Kara's story--but the endings aren't terribly different.

I personally preferred the non-violent option for Markus and felt like the story ends in a much more positive place (if there's a second game that ties-in).  It's a bit of a brutal option because choosing not to fight back while the androids are being slaughtered is difficult. Part of Markus's story that I found a bit baffling was his relationship with North.  Somehow I wound up in a romantic partnership with her during both my non-violent and violent playthroughs.  She seems to disapprove of Markus's non-violent options but his actions as a leader somehow keep her friendship level high enough that she'll engage in a relationship.  Part of me wishes that her behavior was more nuanced depending on player choices. 

Saturday, October 16, 2021

Those Endings Tho--Connor's Story **Detroit: Become Human Spoilers**

I've spent a large portion of my gaming time the last week playing through the enjoyable Detroit: Become Human multiple times in an effort to experience the numerous paths and endings.  Trying to land on a satisfactory ending for all three characters can be a bit of a challenge, but on my final playthrough I think I managed it.  If you haven't played it yet I would highly recommend it...and now you should stop reading.  (The rest of this post will deal with the endings and major storyline spoilers for Detroit: Become Human--spoilers ahoy!)

Connor (Machine)
Connor's major conflict is choosing between accomplishing his mission (unraveling the mystery behind the wave of android "deviancy" plaguing the city of Detroit) or siding with the android deviants.  I found Connor's "machine" playthrough the be particularly painful.  One of the best parts of Connor's storyline is his relationship with his grumpy, washed up, human cop partner, Hank.  In a machine playthrough you frequently have to make choices that strain your relationship with Hank.  Hank already dislikes androids, but he comes to absolutely loathe the machine version of Connor--quite frankly, that's not unreasonable.  A purely machine playthrough means prioritizing accomplishing the mission over everything else--when Connor's faced with the choice of saving Hank when he's hanging dangerously from a ledge or catching a runaway deviant...Hank stays hanging (but does survive).  From that point on the Hank/Connor relationship is very strained and only gets worse.  Having Connor choose to shoot the Eden Club deviants (which is heartbreaking....) pushes Hank to a point of extreme frustration...in one of the most tense exchanges in the game (during the Bridge interlude) he shoots Connor!  Of course this isn't the end for Connor--CyberLife can always send another one.

Things get even worse when Hank takes Connor to meet the reclusive founder of CyberLife, Elijah Kamski.  It's during this exchange that Kamski pushes Connor to choose who he really is through a brutal test--he hands Connor a gun and offers to help with the investigation if Connor will shoot ("shoot" is a nice way of putting it--it's basically an execution) one of the Chloe androids.  Machine Connor doesn't hesitate to pull the trigger...after all, it's all about completing the mission.  It's a particularly brutal scene and Hank is disgusted--he peels out of the driveway leaving Connor behind.  At the police station Hank and Connor find out that they've been taken off the case (if you've chosen correctly with Kamski, Connor already knows how to find Jericho) and a frustrated Hank hands in his badge and gun...he's done with it all.  Connor goes to Hank's house to speak to him and finds a combative Hank who doesn't want to talk and who orders Connor to leave...it's when Connor closes the front door that he hears a single gunshot.  Hank has chosen to commit suicide.  It's a real punch right in the gut.

Since the police investigation is over, Connor's taking his orders directly from CyberLife.  The mysterious Amanda (who, even after multiple playthroughs, I'm still not completely sure who/what she actually is--possibly a CyberLife AI modeled after Kamski's college professor) tells Connor that he needs to do whatever it takes to stop the deviants (who are now led by Markus).  Connor heads downtown with the intent of killing Markus--he finds a good viewpoint, pieces together a sniper rifle, and prepares to take the shot...fortunately for Markus, Connor is disturbed by the SWAT team that has been ordered to round up all androids.  Players can choose to fight off and kill the SWAT team or to have Connor leap to his death (choosing to save time by coming back as another Connor).

Connor reappears just in time to confront Markus as the androids are making progress in their march (or fight depending on the choices you've made for Markus) toward the detention camps.  It's here that players are forced to choose between playing as Markus or Connor--choosing Connor (and winning the fight) means that the android revolution is definitively stopped and that Connor has accomplished his mission.  

It's machine Connor's happy ending, but it doesn't turn out that way at all.  Upon returning to CyberLife and meeting with Amanda, Connor discovers that he's done such a good job that they've managed to create an upgraded version...Connor's model is now obsolete and he's going to be deactivated.  A depressing end to an equally downer of a playthrough.

My favorite Hank and Connor moment.
Connor (Deviant)
If you don't want to be completely depressed by your choices for Connor, choosing the deviant option is much, much better.  You get to fully enjoy the burgeoning friendship between Hank and Connor and don't have to make decisions that feel horrible (leaving Hank to hang on the ledge, shooting the Eden Club androids, and shooting the Chloe android).  Amanda hates you, but screw her/it.  Things turn out much better for deviant Connor--he plays a vital role in converting thousands of androids at the CyberLife headquarters (with the intervention of his buddy Hank) and helps to turn the tide for Markus and the other androids who are attempting to liberate the detention camps.  Amanda does try to hack Connor, but he's able to locate Kamski's backdoor and free himself of CyberLife control.  The best part is the epilogue during the credits...you see Hank and Connor meet up and share a nice hug--it's a cute moment and the beginning of a great possibility for a future human/android buddy cop scenario.

I really like Connor as a character and my favorite moments were the ones where he used his ability to test blood samples (which he does by licking them...something that was initially shocking and which humans frequently express disgust about).  I love it when Hank tells Connor not to lick the evidence and later how disgusting Connor is.  

Saturday, October 9, 2021

Android Adventure--Detroit: Become Human Review

My love for android-themed science fiction is deep--I have done my best to consume any and all television shows (Westworld, Humans, a few choice episodes of Black Mirror) that deal with human vs. android conflict.  I had heard good things about Detroit: Become Human from console gamers but had read a few PC reviews that mentioned some crashing/issues.  I decided that it would be a good idea to wait and see if the reviews got better (and if it seemed like the issues were fixed) and then promptly got distracted by a bunch of other games.  Recently, I saw it go on sale and decided that for 50% it was worth the risk of some possible issues (and, it seems like those issues were potentially overblown--I experienced 1 crash just prior to the menu screen the first time I booted it up).  Having just finished my first full playthrough of the story, I wish I had snagged it earlier--it's great!

Kara is one of the three android protagonists.
What is it?
Detroit: Become Human is tagged on Steam with the following:  choice matter, story rich, multiple endings, and sci-fi.  The story follows three androids--Connor, a prototype model designed to aid the police with investigations; Markus, a caregiving android who belongs to a well-known, elderly painter; and Kara, a domestic android.  The gameplay alternates between the three characters--each sequence focuses on a piece of the story unique to a specific android.  During each sequence players are required to make choices that can change the outcome of the sequence...or potentially the entire story.

How long does a full playthrough take?
I played through the story in 12 hours.  That might seem short, but the choice based nature of the game means that it's meant to be played multiple times.  I fully intend on going back and replaying it.

Pros:
+ The graphics are amazing.  Initially I was a bit irritated--before you can even start the game it has to go through a sequence of "shader optimization."  The message that pops up informs you that the process could potentially take awhile and is based off the speed of your CPU and GPU hardware.  It took somewhere between 10-20 minutes on my machine (which isn't brand spankin' new).  Once it was done, I was stunned at how realistic and amazing the characters and world looks.  It's gorgeous.

+ Tons o' choices.  Each story sequence involves making many small and large decisions that have an impact on the outcome.  These decisions are frequently weighty and difficult.  There are many different factors to consider that add weight to the choices. 

The flowchart shows your choices as well as the ones you haven't made.
+ Unique branching narrative mechanic.  Each time you finish a story sequence you are presented with a "flowchart" that shows you all the choices you made.  It also shows paths for the choices that you didn't make (it doesn't spoil anything), but it makes it abundantly clear that there are many potential outcomes for each sequence.

+ Replayability factor is high.  It's not the kind of game you're going to replay 10 times, but the choice-based nature and branching narrative lends itself to playing through the story multiple times to see the many potential story outcomes.  There's also the handy chapter select option that allows you to replay specific scenarios.  If you're unhappy with an outcome or are just trying to see all the potential outcomes (which is actually quite difficult) you can easily pick a checkpoint and opt for another path.  (*I would strongly recommend replaying the entire story though)

+ Sequence length varies, but most are fairly short.  This format is perfect for gamers who don't have hours and hours to dedicate to playing.  You can play through a single sequence in less than an hour (and much shorter for some sequences).

+ Collectibles/unlockables.  Each sequence awards a sort of currency for the choices you unlock--you can use the currency to unlock artwork, character models, developer commentary and shorts, and other fun stuff.

+ World stats.  You can see what choices other players from around the world made.

+ Branching storyline.  Playing as three different characters provides some variety in the story.  The storylines also overlap a few times and players are forced to make some difficult decisions that could impact one or more of the three characters.

+ Touches on some thought provoking and philosophical themes.  There's a sort of android "guide" on the menu screen and she will prompt players to answer questions related to some of the themes in the game.  The game doesn't go into too much depth about these big questions, but they do make you think.  There's even a short survey players can take and compare their answers with others from around the world.  

Cons:
+/- Timer for choosing dialogue and/or making many choices is short.  There are many QTE sequences in the story that require fairly quick reflexes and messing them up can result in the loss of a character (*however, there is a lower difficulty setting that makes QTE sequences less impactful).  The ability to easily replay sequences means you have the option for a re-do, but they might be a bit challenging for some people.

- There's not a lot "game-y" about it.  You guide the characters and make choices--the QTE sequences are the closest it gets to resembling gameplay.  If you're familiar with TellTale games...it's in that same vein of gameplay.  I found the story, characters, and choices to be compelling enough that I didn't find myself wanting any further "gameplay" but this particular genre of games isn't for everyone.

- Even though I liked the story, it does play into some pretty standard androids vs. humanity tropes.  If they do make another game, I hope they try to do something a bit more unique.

- If you're the type of player who wants to 100% (which means uncovering all the potential outcomes on every sequence flowchart), you'll have to intentionally fail over and over.  Yeah, there's a chance that you could accidentally mess up some of the sequences, but for the most part they're easily doable--this seems like a needlessly irritating addition, but I suppose it does give you the chance to see how the story plays out if you fail at specific points.

Recommendation:
If you're someone who enjoys choice-based games, you'll definitely love Detroit: Become Human.  The demise of TellTale left a gaping hole in this genre of games, but Quantic Dream have given me hope that it's not totally dead and it might actually be improved upon.  Even though the story sticks to  standard android tropes, you'll still find yourself attached to the characters and having to agonize over your choices.  

Saturday, October 2, 2021

But does it have Androids?

Starting on a high note, I think I've finally broken my streak of semi-bad gaming luck and managed to find a game that has stuck.  Huzzah!  I wish I had pulled the trigger on Detroit: Become Human earlier because I am greatly enjoying it.

I'm a science fiction fan and in particular I love stories that involve androids.  I loved Westworld (originally a TV drama in the 1970's and then brilliantly rebirthed by HBO as a series in 2016--I would highly recommend it) and enjoyed AMC's series Humans (not as good as Westworld, but still good).  I'm also constantly on the prowl for good robot/android books/stories and discovered the excellent Murderbot series (here's a link to the series on Goodreads:  The Murderbot Diaries).  Android stories are fascinating to me--there's just something innately thought provoking about humans creating robots that are meant to emulate them and then struggling to figure out exactly how androids should fit into the world--they look and feel human...but they're not human, so how should humanity treat them?  Like humans or like robots?  Inevitably, most of these stories come down to the fact that humans wind up treating androids like shit (after all, they're not alive, right?) and things usually start to get heated.  I  find myself rooting for the androids.

Connor--the android investigator.
So, it's really no surprise that I've found Detroit: Become Human to be a great addition to my favorite genre of sci-fi.  The story revolves around three androids who live in the futuristic city of Detroit (which has seen a period of great re-birth thanks to it being the center of android manufacturing and the home of CyberLife--the world leader in android design).  There's Connor, a prototype model who has been specially designed to help the police with investigations into a new problem that is threatening to get out of hand--androids who have become "deviant" and are no longer acting according to their core programming.  Connor's job is to catch these deviants and try to figure out what is causing their abnormal behavior.  Players can choose how they play Connor--he can follow the company directives and keep CyberLife happy by capturing deviants or he can side with the deviants (who all have good reasons for their behavior).

And then there's Markus, a caretaker model who belongs to a well-known, elderly painter (voiced and modeled after Lance Henriksen--an actor who has played androids himself!) named Carl Manfred.  Markus's tasks include running errands for Carl and it's through the seemingly mundane task of buying paints in an art store that players get an idea about the place of androids in society.  To get to the art store Markus has to walk by an angry man preaching to a small crowd about the evils caused by androids; news screens flash messages about a high unemployment rate caused by the introduction of android laborers...things are definitely complicated.  After Markus buys the paint he has to walk past an anti-android protest to reach the bus.  The bus presents another troubling aspect of society--androids are forced to stand in the "androids-only" section located in a small compartment on the back of the bus.

Markus, a caretaker model.
Once Markus arrives at home players get a glimpse into his relationship with Carl--it's one of care and respect.  Things take an unfortunate twist when Leo (Carl's adult son) shows up out of the blue and demands money from his father.  It's obvious that Leo has a drug problem and Carl refuses to give him the money.  Markus stands by protectively, but fortunately Leo angrily storms out without any physical conflict.  Things heat up the next day when Carl and Markus arrive home from a party to find that someone has broken into the house--guess who it is?  Yep, it's Leo and he's trying to steal one of Carl's paintings to sell.  Carl tells Markus to call the police (which he is easily able to do with built-in software) and has Markus wheel him in so he can confront Leo.  Leo angrily rants against Carl and accuses him of only caring about Markus (who isn't even human!).  Then Leo turns his anger on Markus and starts physically attacking him.  Carl implores Markus not to fight back (and players can choose whether Markus obeys), but he's getting too worked up and he collapses--his fragile heart couldn't take the excitement.  The police show up just in time to see Markus crouching over the downed figure of Carl...it doesn't look good.  Leo, being an asshole, tells the cops that it's Markus's fault and they don't hesitate to open fire....  The story continues when Markus wakes up in what appears to be the dumping ground for all inoperable androids.  He's damaged, is now considered deviant, and has painfully lost his owner...what's he going to do?

Things start off on the showroom floor for the third character--she wakes up to the sight of shoppers perusing android models.  An employee approaches and is explaining to a man that the android has been reset and repaired (an interesting tidbit that implies that something strange happened that resulted in the android needing to be repaired).  The employee questions the man about the name of the android (it's Kara and she was named by his daughter) and why he is opting to pay for repairs rather than buying a new android.  The entire situation feels a bit ominous and strange.  After paying for the repairs the man tells Kara to get in his truck so they can return home.  "Home" happens to be situated in a rundown section of the city.  The man takes Kara inside--it's here that Kara meets a little girl who is apparently the daughter of the man.  The girl seems apprehensive about Kara and players don't get much of a chance to interact with her because the man orders Kara to clean up the house (he also adds in that Kara's been gone for two weeks...apparently she was very badly damaged).

Kara, a housekeeping android.
Players then get to play through a series of chores around the house--picking up trash, washing dishes, and various other cleaning tasks.  It's an interesting glimpse into the repetitive nature of the tasks that androids perform.  While cleaning up, players are able to learn a little bit about the situation--looking at a framed picture reveals a family portrait (there's no sign of the woman in the picture, so she must be gone and the little girl must be the daughter).  Part of Kara's cleaning task involves tidying up the little girl's bedroom.  It's here that players get a chance to interact with her--it's a bit difficult because she seems apprehensive about Kara.  Kara is programmed to deal with children and if players choose the right options the girl warms up enough to reveal that her name is Alice and gives Kara a key to unlock her "treasure box."  Players can choose whether or not to open the box.  If you do choose to open the box, Kara finds a picture of the girl's parents as well as several crayon drawings that appear to show a damaged Kara--something bad did happen.  Kara puts the items back and heads downstairs to ask about any other tasks that need to be completed.

Kara finds Todd on the couch with drug paraphernalia scattered on the table (awesome....) and he is very agitated and aggressive.  He orders her to make dinner and proceeds to enjoy his drugs (which seem to be making him even more agitated).  Alice has come downstairs and apparently Todd has no concerns about using drugs in front of her.  Kara finishes making the food and serves it on the dining room table--she stands nearby to help pour water and serve the meal.  Todd has reached a boiling point and starts in on a rant about how his wife left him and how he's stuck with Alice (a "brat" who he doesn't care about).  He goes ballistic, flips the table, grabs Alice and slaps her!  It's hard to watch....

Players have to choose whether to intervene--(umm, who wouldn't?) and Kara grabs Alice and flees upstairs.  You can choose the actions that Kara takes--I had her hide with Alice in Alice's bedroom and lock the door.  Todd is raving and smashes the door open--there is a frantic QTE sequence as Kara tries to defend Alice and fend off Todd's drug-fueled attacks.  Eventually Kara manages to smack Todd in the head and disable him long enough so that she and Alice can escape--but where are they going to go?  An android with a human child?

The story alternates between Connor, Markus, and Kara and plays out in short choice-based sequences.  Occasionally there is an overlap in the stories and that adds in an additional layer of intrigue.  I'm really enjoying the stories and the way the game stresses the branching narrative.