Detroit: Become Human‘s Imitation of Life Isn’t Always Embarrassing
David Cage isn’t subtle. He is, as we’ve noted before, a bad writer. He also presides over a company that has been accused of rampant toxic behavior full of sexism and homophobia. It’s impossible to separate Detroit: Become Human from the terrible culture that created it, and incredibly easy to dismiss this game out of hand. I won’t try to persuade anybody otherwise. I also can’t deny that, as odious as the man himself and his company are, this is the first David Cage game I’ve played that hasn’t thoroughly repelled, disgusted or bored me.
Of all the unique traits and weird tics that have proliferated throughout Cage’s games, heavy-handedness and an apparent unfamiliarity with real live people are probably the most consistent. They’re the biggest reasons why Heavy Rain was such a disaster, and why so many prefer dunking on Cage to actually playing his games. When you see Cage’s name in the credits you can expect hamfisted metaphors, an unearned confidence, characters who regularly state their thoughts and goals, and broad themes explored with more noise than nuance. The same issues keep popping up in all of his games, as if this is all he knows how to do, so he’ll just going to keep on doing it, no matter how awkward the games wind up being.
Detroit: Become Human is no exception. This time, though, Cage has created a sci-fi setting that’s actually capable of supporting his narrative excesses. This story of android civil rights isn’t remotely subtle, wears its influences on its sleeve, and makes some deeply questionable storytelling decisions throughout, but Detroit generally captures the spirit of good science fiction—that elusive quality that lets a speculative future make some solid points about an all-too-real past and present.
It’s pretty good. It’s not even all that bad. I’m really surprised to write that.
The Detroit of 2038 is the home of the most revolutionary technological development of the 21st century: perfectly lifelike androids who exist solely to do whatever humans tell them. They’re viewed as appliances, machines that serve as docile servants, always ready to perform any chore or satisfy any desire—until, one day, some of them start to develop minds of their own. The nature of these so-called deviants and their nascent sense of self drives the game’s plot, which branches off in a vast number of directions based on the player’s choices.
I’ve played the game to completion once, and my story focused on the androids’ quest to be seen as real living creatures and equals by the humans that made them. I assume that general arc will remain broadly true for every player, despite whatever specific story beats arise from their choices. Artificial intelligence rising up against humanity obviously isn’t an innovative idea, but in light of our real-world tech industry’s general refusal to question the morality or potential outcomes of its actions, it’s one that still feels timely. Cage might take a page (or entire chapters) from Roy Batty’s dream to be free in Blade Runner, but he has ample room to explore the idea within the expansive confines of a videogame. He frames it as a shadow of the American civil rights movement of the 1950s and ‘60s, and shockingly (at least in the story my decisions created) the result isn’t quite as embarrassing, pretentious or insensitive as you’d probably expect from a David Cage game about robots as an oppressed minority.
The story works in large part because of its characters. In the past Cage has struggled to write characters that act or talk like real humans. Even though Detroit’s three playable characters are all androids, they don’t always feel like lifeless stock types, or like cardboard cutouts that exist solely to churn through an increasingly ridiculous plot. The major characters here—Kara, Markus and Connor—have personality, motivation, and both internal and external conflicts that make sense and inform each other. You can reduce all three to a broad archetype, but there’s enough detail in how they’re depicted and enough growth in how they develop to give them all a bit of life beyond the roles that they serve.
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