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Detroit Analysis: Become Human for PC

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Detroit Become Human PC Analysis 01

2020 has already begun, and has allowed us to savor for quite some time the latest work of Quantic Dream on PC. The study led by David Cage has addressed 2019 by bringing keyboard and mouse players their latest gaming triplet: Heavy Rain, Beyond: Two Souls and Detroit: Become Human. A movement that had much more premonitory than we imagined, and that has allowed many to enjoy their last batch of games for the first time.

He who writes here has been able to immerse himself in the Detroit PC version: Become Human. The PlayStation 4 title that arrived in 2018, and which we already have a lot of analysis with fellow Juan Montes, has another opportunity in the Epic Games Store. An adaptation that I have been able to completely shed and overcome several times to understand the journey of Kara, Markus and Connor. Three androids that live, or survive, in the Detroit of 2038.

Challenging the three laws of robotics

When Isaac Asimov He delved into the delicate world of robotics within his science fiction works, established three laws that, practically, could be defined as the Holy Bible for artificial intelligences. The writer elaborated these red lines for the behavior of the robots that appeared in his works, pointing out the following three norms:

  • A robot will not harm a person or allow it to suffer damage due to inaction.
  • A robot must comply with the orders that human beings send him, except those that contradict the first law.
  • A robot must protect its existence, as long as this does not conflict with the first and second law.

In these times, these three laws have been taken more into account than one might think. In fact, in the era of AI development, the European Union has come to dictate up to 6 laws of robotics to avoid possible conflicts with the growth of this technology.

Detroit Become Human PC Analysis 02

Mankind has always wanted draw borders before each change to avoid risks put her in danger, and that is precisely one of the central points of Detroit: Become Human. Kara, a domestic assistance robot; Connor, a robot dedicated to police investigation; and Markus, another robot in charge of caring for an old man, live a series of situations that lead them to consider where the limit between good and bad lies, what is the right path to follow in a society that considers them simple instruments at your service. Yes, they start to think and feel, to go well beyond a set of chips, circuits and algorithms.

Intertwined paths

Detroit Become Human PC Analysis 03

Each character follows his own plot linebut all are connected one way or another. Without going into spoilers for those who have not yet been able to enjoy this adventure, we have to say that, on this occasion, those thousands of script lines have a real effect on the whole plot.

The decisions made throughout the game with each character can influence their line and, in the long run, also that of the rest. Every small gesture, explored corner or chosen line of dialogue has its repercussions, to the point of drawing hundreds of possible destinations for each protagonist of this game.

In fact, you have to be careful, because it is possible that some see its end sooner than it should. Or maybe not. The grace of Detroit: Become Human is that each player can be molded Thanks to all that it offers in options, and that allows each one to build their own story on the skin, or on the circuits, of these 3 robots that are about to live a critical moment for their “species”.

Great setting, but lack of deepening

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One of the aspects that we most praise when we play the original was its ability to capture a futuristic Detroit that moved great between the line that separates reality from fiction. Although in the "near" future, the abundant presence of these androids, their interactions and the design of each environment within this American city give a feeling of total credibility.

However, I suppose that in order to reinforce the true thickness of this game, which is nothing more than that construction of the plot based on the player, the reality is that almost everything is a showcase. You cannot go deeper when exploring environments, which suggests that everything is built to be seen, but not to interact. Sometimes it can surprise you with certain interactions and, above all, with decision-making; but in the end, the flavor that leaves is that it is too much «Pasillero».

Nor is it a complaint, because the work of Quantic Dream, while still being a video game, flirt quite with cinema concepts, or even literature. To begin with, he calls into question those laws of robotics that many have come to consider real, although that is only a hint of everything he offers. Plasma a much more interactive and open to exploration scenario could break the impact of the script and the rhythm of the story; but it would also strengthen immersion in your world. The team, of course, has opted for the first.

Conversation, observation and action

Detroit Become Human PC Analysis 05

Talk, look and act These are the three most frequently repeated verbs in Detroit: Become Human, also in this PC version. In fact, all the weight falls on the clues and data that are collected and their transfer to the conversations, something that is already almost a hallmark of the study.

As an example we can take the start of the game, with Connor trying to stop the murder of a little girl by a robot that is "defective". The clues collected on that floor before talking to him will completely mark what happens at the start and, at the same time, will influence the rest of the story, including our character, who almost seems to remain unmoved by what happens.

But, apart from all this, this title is not missing those QTE so characteristic of Quantic Dream games. In the PS4 version we already noticed it, and on PC it feels again. The difference in difficulty that is chosen at the beginning is very palpable, to the point that the one designed for more expert players barely gives reaction margin. Who chooses it must be very attentive, because sometimes the time given is so short that it is barely possible to react. And that can sometimes make a brutal difference in the story.

On PC, better than ever

Detroit Become Human PC Analysis 06

Go ahead that Detroit: Become Human is not a beast that requires huge resources on a computer. In fact, we can take a look at your minimum and recommended PC requirements to check. It is a game that works very well on virtually any current PC and, in addition, manages to exploit quite well the hardware on which it runs.

During my games I had no problem executing it with a high setting and at a rate of 60 frames per second, and that with a pair of AMD FX 8350 CPU and NVIDIA GeForce GTX 1060 GPU. With a configuration like this you can get all the juice to the audiovisual component of this title, which can sometimes surprise you with its degree of photorealism; although others reach that awkward "disturbing valley" (eye to teeth, teeth!).

However, the game offers a good amount of graphic configuration options, although it establishes two frame limits per second at 30 and 60, which prevents enjoying the improvements in the refresh rate of the most advanced monitors. Even so, sometimes it is even strange to play it at a rate of 60 frames per second. Is it because of the movie air that distils?

Detroit: Become Human on PC – An almost perfect adaptation

Detroit Become Human

Detroit: Become Human's PC adaptation is very strong. The controls have adapted well to the keyboard and mouse combo, although there are those who can continue to prefer the use of the pad; and the configuration options allow to adjust the graphic section to the taste of each one.

Works very good even in more modest equipment, although it does not finish offering enough options to exploit all its possibilities. The two options of the frame rate seem to be scarce, especially for "Frames foodies"; But let's not fool ourselves, for any user they are more than enough.

However, the work of Quantic Dream continues to work just as well as at the time. Keeps the lights and shadows of the original, such as a certain linearity in the environments or a message that sometimes does not achieve the impact you wanted. But, even so, it is an experience more than recommended for lovers of science fiction stories, police research and human drama. If you gather any of those three ingredients, or even all three, it's time to give it a try on your computer.



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