DO ANDROIDS DREAM OF QUANTIC SHEEP?
You can feel Detroit striving to be more than it ultimately turns out to be. We don’t mean for that to sound overly critical, but only to suggest that while fantastic progress has been made from Heavy Rain through Beyond and now Detroit: Become Human, it also doesn’t seem as if David Cage’s vision has been fully realised just yet, although it might be the closest he’s ever gotten.
What we will say to its absolute credit is that the subject matter of Detroit: Become Human suits Quantic Dream’s style down to a tee. Working in sci-fireally suits the studio’s approach to menus, character design, its cinematic flair with a camera, and even the nature of the controls. While the aim of these games has always been to bridge the gap between movie and game experience in as tight and clean a way as possible, the quicktime events, HUD elements and investigative twists sometimes felt like they put a barrier between us as players and the action. With androids as your leads that doesn’t feel as odd.
Detroit works with this really well as it establishes early on that it’s the programming the androids themselves that’s dictating where they can and can’t go in the game world (a simple twist on the invisible wall concept), that the different elements they see around them are part of how they view the world. And it’s interesting to see that change through the game too as they first break their strict programming (or not, as the case may be) and establish their own priorities. Then, suddenly, you choose not to walk down the alley, not because your programming says not to, but because the character has chosen a priority for themselves that they are tied to.
This story is from the Issue 201 edition of Games TM.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.
Already a subscriber ? Sign In
This story is from the Issue 201 edition of Games TM.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.
Already a subscriber? Sign In
Taking Fight
We sit down with Bioware'sJon Warner to dive into anthem. The studious attempt to tell a different type of story.
Everything Old Is New Again In Resident Evil 2
Hands-on with Capcoms stunning reimagining of a survival horror classic.
Battlefield V Is Well Worth Your Time And Attention
Hands-On Ahead Of The Delay.
The God Father
Sony Santa Monica studio’s creative director Cory Barlog discusses the challenges, hurdles, naysayers and triumphs of his attempt to modernise God Of War as we go handson with the nearfinished action epic.
A Plague Tale: Innocence Is Not A Game For The Musophobic
An emotional adventure through a world wrought with decay… and rats.
In Other Waters Is A Surreal Exploration Of The Unknown
HANDS-ON WITH A MUST-PLAY INDEPENDENT TITLE
Soon We Will All Bask In The Glow Of Ooblets
WE TAKE ANOTHER SPIN AROUND BADGETOWN TO SEE HOW DEVELOPMENT IS COMING ALONG
Papers, Please Meets Dystopian Britain In Not Tonight
BREXIT, PLEASE
Can Wargroove Surpass Its Biggest Inspiration?
CHUCKLEFISH IS TAKING THE FIGHT STRAIGHT TO INTELLIGENT SYSTEMS
Something To Remember - Forgotton Anne
When it comes to detailing the virtues of games, the term ‘cinematic’ is bandied around so often that its significance is all but lost. However, there are few games as deserving of the accolade as Forgotton Anne.