• Ever wanted an RSS feed of all your favorite gaming news sites? Go check out our new Gaming Headlines feed! Read more about it here.
  • We have made minor adjustments to how the search bar works on ResetEra. You can read about the changes here.

ghostcrew

The Shrouded Ghost
Administrator
Oct 27, 2017
30,375
I need to fond what ending Alex Navarro at Giant Bomb got, because he said he was on the floor cackling by the end and after finishing, I'm right there with him.

The results of the survey too... Lmao

He said on the Beastcast that he'd seen a bunch of the endings. They also said that he'd told everyone on the podcast what it was and they all thought it was hilarious. Desperate to know what the ridiculous one is but waiting till I've finished the game first!
 

Gemeanie

Member
Oct 27, 2017
443
SEA
Oh yeah I know he's a prototype and an earlier version of the same line of Android Connor is from. Picked that up at the broadcast station. I just didn't know that RK models could do stuff like that, infact I don't even know ow what RK models are for only that they can investigate. Though now it makes sense considering Connor was able to convert too, but originally I thought anyone could do it who was woke but that did seem out of place as it raised the question of why weren't the others doing it? Now it makes sense if it's limited to RK models.
Imo him hacking skill is the opposite of Connor's memory probing too.
 

Deleted member 16365

User requested account closure
Banned
Oct 27, 2017
4,127
First time I've ever considered replaying a chapter to see what the other side of the story is. How much more information do you get if you
decide to shoot Chloe
?

Seems like the whole thing would be opened to me if I'd picked the other way.
 

dragonbane

Member
Oct 26, 2017
4,585
Germany
wait..i was reading some reviews,and some are a bit overblown ,right?


in the eurogamer review:
"What he isn't, though - what none of them are - is a convincing machine intelligence. The androids in Detroit behave, talk, emote, respond like people, and not because they've been programmed to; if anything, once they break their programming, they only seem more human.
Cage doesn't have the wit or the intellect to write machines as machines; he can't imagine intelligences that are different to human beings or that want different things. His androids are types: the idealist, the cold professional, the frustrated mother."

this doesn't make any sense.Of course they have been programmed to behave like an human.Connor is programmed to investigage,Kara is programmed to serve human (a frustrated mother really?),and Markus is a prototype.
Did the reviewer really understand the game ?

also this part:
"Cage is still Cage, though. (...) his female characters are either sexy or in peril (or both)'

any women here who have played the game?do you really feel this in this game?
I don't think it's the case at all in Detroit (but i am not a woman),nothing like Madison in HR for example.
Yeah this is utter nonsense. The game has a bunch of women who are neither sexy nor in danger. And it is not exclusive either. Bechdel test is passed easily too.

It saddens me the cop I saved in The Hostage came to thank Connor but my Connor MK-II doesn't recognise him=(
AWWW.
I'm still on my first Connor and he recognized the cop back and smiled at him very gently which was an awesome moment

I loved how after Kara gets reset, when you walk to the living room you can choose to go up to the front door and if you do it then you find out it's locked. I feel like a good amount of people might just skip over that entirely just because they might not see any reason to go over to it with Alice still somewhere in the house. Then later during the escape sequence when you have to choose between the front door and the back door, it all came together. If you didn't check the front door earlier then you wouldn't know it was locked at all. I just love the little things like that in this game. It's really cool to have that aha moment and see how certain things that don't seem particularly relevant at first end up being vital to the choices.
I didn't check it, but I checked the backdoor earlier and learned it was open. Also you NEVER choose the front door. Not sure if I learned this from movies or what but I had a bad feeling and went to the back instinctively haha


The garden where Connor
meets Amanda reminds me of the VR in Heavy Rain heh. The tomb for Connor(s) who died earlier in the game was a nice touch too.
Holy shit,
still on my first Connor so those aren't there. Awesome
 

hydruxo

▲ Legend ▲
Member
Oct 25, 2017
20,445
I didn't check it, but I checked the backdoor earlier and learned it was open. Also you NEVER choose the front door. Not sure if I learned this from movies or what but I had a bad feeling and went to the back instinctively haha

Haha that's also true.
I feel like some people who didn't check it might still panic and pick the front door anyways though. That whole sequence was intense as hell, I want to replay it just to pick the front door and see what happens lol.
 

1.21Gigawatts

Banned
Oct 25, 2017
3,278
Munich
I posted this in the Review thread, but since its more general thoughts I had about the game and not just about its reviews and is not spoilery at all I thought I might as well post it here:

Having played through the game once now I kind of understand the reviews a bit more and have an opinion on whats going on.

Heavy Rain presented a vision that was relatively new at the time and showed some promise, it was taken for what it was by reviewers and did relatively well critically.
But over the years these types of games became a kind of polarizing topic, where some people had problems with the base promise of the interaction, while others where fine with it.
Detroit seems to have moved past that point. Even though some people still voiced these opinions, I generally didn't read them in reviews. This is also because this type of game has become much more common in recent years, so continuously hammering them for the very premise of what they want to be really would just be a waste of time.
However, many reviewers seem to be unsure about what kind of standards to apply instead and as a result went with movie like standards resulting in a lot of high level criticism of the writing.
Without being disrespectful, though, I don't think they did a very job at that. Often, the criticism was as one dimensional and predictable as they accused the writing of being and in some instances seems to have come from a very condescending position.
Similar to peoples condescending reaction to the success of many summer blockbusters with cliché stories/characters and corny dialogue. (I'm not saying Detroit is like that.)


Before I played the game I assumed that Westworld would be a very good point of reference for writing and story telling to compare Detroit to. Similar topic, similar scope, similar expectations?
But it quickly became clear that this kind of comparison would be incredibly unfair. Detroit has to construct a story that reacts to player choice in countless realistic and interesting ways. It not only has to maintain a cohesive narrative, but it also has to make the player feel as if they have a meaningful and personal impact on the story with their decisions.
While the writing is very on the nose in some instances, the overall achievement here is incredible and easily makes up for these weak moments.
Detroit delivers on the promise of having a massive, interesting and incredibly branching story that can play out in fundamentally different ways depending on player decisions which are neither to arbitrary nor too predicable.(most of the time)

"Show don't tell" is easier when you don't want your players to make somewhat informed decisions on how the story continues. The very nature of this interaction the game is based on requires a lot of exposition and I wish reviewers would have delved into how well that worked and how it affects, enriches or hurts, the experience instead of the simple "oh it so much exposition, has David Cage never heard of "show don't tell?".

Westworld is good at "showing" instead of "telling", but in the story ark of Westworld the viewer is rarely in the position of being able to predict how possible decisions might affect the story going forward. Obviously the viewer in Westworld doesn't have to do that, but in Detroit players do have to do that, and if they were left in the dark about whats going on, these decisions would feel random and arbitrary and it would be bad.
While most reviewers touched on how real and important the decisions feel, I don't remember a single reviewer who talked about what that circumstance required from the writing and how good or bad a job Quantic Dream did at it.

Anyway, while the reviews are generally quite good, I think the legacy of this game will be much more positive than just "good".

I also think that most of the narrative criticisms reviewers made out will leave the majority of players entirely unbothered.


Coming from someone who always doubted Quantic Dream's vision of narrative and player decision driven cinematic games, I stand corrected and wish this game great success.
I actually used to make the argument(either here or back on GAF) that decisions always stand in the way of truly great stories, using The Last Of Us as an example, where the story only is as good as it is because it tells the characters story and lets the player watch but not interfere with the characters decisions. Imagine how decisions would have ruined that game: Press X to safe Ellie, press O to sacrifice Ellie. Fuck that. The Last Of Us' story only could've played out one way, otherwise the essence of it would've been lost.
And I still stand by that, but Detroit made me realize that this isn't true for all stories and crucial player interaction through decisions can enhance a narrative experience tremendously, even when it comes at the cost of maybe not telling the greatest story ever, to accommodate for player interaction.
 

More_Badass

Member
Oct 25, 2017
23,623
I posted this in the Review thread, but since its more general thoughts I had about the game and not just about its reviews and is not spoilery at all I thought I might as well post it here:

Having played through the game once now I kind of understand the reviews a bit more and have an opinion on whats going on.

Heavy Rain presented a vision that was relatively new at the time and showed some promise, it was taken for what it was by reviewers and did relatively well critically.
But over the years these types of games became a kind of polarizing topic, where some people had problems with the base promise of the interaction, while others where fine with it.
Detroit seems to have moved past that point. Even though some people still voiced these opinions, I generally didn't read them in reviews. This is also because this type of game has become much more common in recent years, so continuously hammering them for the very premise of what they want to be really would just be a waste of time.
However, many reviewers seem to be unsure about what kind of standards to apply instead and as a result went with movie like standards resulting in a lot of high level criticism of the writing.
Without being disrespectful, though, I don't think they did a very job at that. Often, the criticism was as one dimensional and predictable as they accused the writing of being and in some instances seems to have come from a very condescending position.
Similar to peoples condescending reaction to the success of many summer blockbusters with cliché stories/characters and corny dialogue. (I'm not saying Detroit is like that.)


Before I played the game I assumed that Westworld would be a very good point of reference for writing and story telling to compare Detroit to. Similar topic, similar scope, similar expectations?
But it quickly became clear that this kind of comparison would be incredibly unfair. Detroit has to construct a story that reacts to player choice in countless realistic and interesting ways. It not only has to maintain a cohesive narrative, but it also has to make the player feel as if they have a meaningful and personal impact on the story with their decisions.
While the writing is very on the nose in some instances, the overall achievement here is incredible and easily makes up for these weak moments.
Detroit delivers on the promise of having a massive, interesting and incredibly branching story that can play out in fundamentally different ways depending on player decisions which are neither to arbitrary nor too predicable.(most of the time)

"Show don't tell" is easier when you don't want your players to make somewhat informed decisions on how the story continues. The very nature of this interaction the game is based on requires a lot of exposition and I wish reviewers would have delved into how well that worked and how it affects, enriches or hurts, the experience instead of the simple "oh it so much exposition, has David Cage never heard of "show don't tell?".

Westworld is good at "showing" instead of "telling", but in the story ark of Westworld the viewer is rarely in the position of being able to predict how possible decisions might affect the story going forward. Obviously the viewer in Westworld doesn't have to do that, but in Detroit players do have to do that, and if they were left in the dark about whats going on, these decisions would feel random and arbitrary and it would be bad.
While most reviewers touched on how real and important the decisions feel, I don't remember a single reviewer who talked about what that circumstance required from the writing and how good or bad a job Quantic Dream did at it.

Anyway, while the reviews are generally quite good, I think the legacy of this game will be much more positive than just "good".

I also think that most of the narrative criticisms reviewers made out will leave the majority of players entirely unbothered.


Coming from someone who always doubted Quantic Dream's vision of narrative and player decision driven cinematic games, I stand corrected and wish this game great success.
I actually used to make the argument(either here or back on GAF) that decisions always stand in the way of truly great stories, using The Last Of Us as an example, where the story only is as good as it is because it tells the characters story and lets the player watch but not interfere with the characters decisions. Imagine how decisions would have ruined that game: Press X to safe Ellie, press O to sacrifice Ellie. Fuck that. The Last Of Us' story only could've played out one way, otherwise the essence of it would've been lost.
And I still stand by that, but Detroit made me realize that this isn't true for all stories and crucial player interaction through decisions can enhance a narrative experience tremendously, even when it comes at the cost of maybe not telling the greatest story ever, to accommodate for player interaction.
This is a good post. I can't imagine how much narrative fine-tuning had to be done to make this story cohesive and choices predictable enough for players given the sheer volume of possible changes and choices. Taking into account the player and their perception of plot and choices is a design element unique to game storytelling that other mediums don't have to worry about
 

Rowsdower

Prophet of Truth - The Wise Ones
Avenger
Oct 27, 2017
16,576
Canada
I posted this in the Review thread, but since its more general thoughts I had about the game and not just about its reviews and is not spoilery at all I thought I might as well post it here:

Having played through the game once now I kind of understand the reviews a bit more and have an opinion on whats going on.

Heavy Rain presented a vision that was relatively new at the time and showed some promise, it was taken for what it was by reviewers and did relatively well critically.
But over the years these types of games became a kind of polarizing topic, where some people had problems with the base promise of the interaction, while others where fine with it.
Detroit seems to have moved past that point. Even though some people still voiced these opinions, I generally didn't read them in reviews. This is also because this type of game has become much more common in recent years, so continuously hammering them for the very premise of what they want to be really would just be a waste of time.
However, many reviewers seem to be unsure about what kind of standards to apply instead and as a result went with movie like standards resulting in a lot of high level criticism of the writing.
Without being disrespectful, though, I don't think they did a very job at that. Often, the criticism was as one dimensional and predictable as they accused the writing of being and in some instances seems to have come from a very condescending position.
Similar to peoples condescending reaction to the success of many summer blockbusters with cliché stories/characters and corny dialogue. (I'm not saying Detroit is like that.)


Before I played the game I assumed that Westworld would be a very good point of reference for writing and story telling to compare Detroit to. Similar topic, similar scope, similar expectations?
But it quickly became clear that this kind of comparison would be incredibly unfair. Detroit has to construct a story that reacts to player choice in countless realistic and interesting ways. It not only has to maintain a cohesive narrative, but it also has to make the player feel as if they have a meaningful and personal impact on the story with their decisions.
While the writing is very on the nose in some instances, the overall achievement here is incredible and easily makes up for these weak moments.
Detroit delivers on the promise of having a massive, interesting and incredibly branching story that can play out in fundamentally different ways depending on player decisions which are neither to arbitrary nor too predicable.(most of the time)

"Show don't tell" is easier when you don't want your players to make somewhat informed decisions on how the story continues. The very nature of this interaction the game is based on requires a lot of exposition and I wish reviewers would have delved into how well that worked and how it affects, enriches or hurts, the experience instead of the simple "oh it so much exposition, has David Cage never heard of "show don't tell?".

Westworld is good at "showing" instead of "telling", but in the story ark of Westworld the viewer is rarely in the position of being able to predict how possible decisions might affect the story going forward. Obviously the viewer in Westworld doesn't have to do that, but in Detroit players do have to do that, and if they were left in the dark about whats going on, these decisions would feel random and arbitrary and it would be bad.
While most reviewers touched on how real and important the decisions feel, I don't remember a single reviewer who talked about what that circumstance required from the writing and how good or bad a job Quantic Dream did at it.

Anyway, while the reviews are generally quite good, I think the legacy of this game will be much more positive than just "good".

I also think that most of the narrative criticisms reviewers made out will leave the majority of players entirely unbothered.


Coming from someone who always doubted Quantic Dream's vision of narrative and player decision driven cinematic games, I stand corrected and wish this game great success.
I actually used to make the argument(either here or back on GAF) that decisions always stand in the way of truly great stories, using The Last Of Us as an example, where the story only is as good as it is because it tells the characters story and lets the player watch but not interfere with the characters decisions. Imagine how decisions would have ruined that game: Press X to safe Ellie, press O to sacrifice Ellie. Fuck that. The Last Of Us' story only could've played out one way, otherwise the essence of it would've been lost.
And I still stand by that, but Detroit made me realize that this isn't true for all stories and crucial player interaction through decisions can enhance a narrative experience tremendously, even when it comes at the cost of maybe not telling the greatest story ever, to accommodate for player interaction.

Just wanted to let you know this is a great read; thanks for your thoughts.
 

Katana_Strikes

Unshakable Resolve
Member
Oct 29, 2017
10,755
Enjoying it even more as I'm playing. Really coming together as the story and characters warm to you. And the faces are phenomenal. Like if you squint just slightly they almost look real. I really want to try different scenarios too, that could be very interesting to discover new paths.
 

HMD

Member
Oct 26, 2017
3,300
So I have a question, I'm assuming I'm still in early game and I'm playing as Markus... And I have a question.

So in the chapter I was shot by the police for somehow giving the old guy a heart attack. Uhhhh can someone please tell me I didn't just kill off the character over something so stupid? I already replayed the chapter and I had markus kill the old guy's kid but he was still shot anyway.
So I just wanna know, did I do something wrong?
 
Oct 27, 2017
4,645
Just finished it and got a mixed ending.

  • Fought to retrieve androids from internment. I was generally nonviolent but people getting shot at the protest + the boat attack was my limit.
  • Markus convinced Connor to deviate and he successfully activate the Androids in the Cyberlife warehouse
  • Connor died but transferred everything to nu-Connor. Sacrificed Hank though (to be fair he did tell me "do what you need to do" before I did it).
  • Amanda tried to have me kill Markus after but I overcame it.
  • Society forced to accept Androids (President makes a statement).
  • Lived: Markus, Connor, Kara, North
  • Died: Luther + Alice got shot when we took the boat across to Canada. Had to dump Luther's body to stay afloat. Josh during the rebellion + Simon back in the broadcast Tower.
Really enjoyed my time with the game and wouldn't mind seeing a sequel (though the problem with these types of games is connecting a sequel with so many variables unless it's designed that way from the start.

Time to play again and find out all the stuff I missed.

Early game question:
Alice gives you a key - does anyone know what that is for? I didn't realise it was usable straight away so I didn't eat to use it.

HMD it's a scripted result - don't worry about trying to change it and keep playing for now
 
Last edited:
Oct 27, 2017
1,297
Really enjoying this so far. At the moment it is above Beyond and Heavy Rain but it still hasn't clicked with me like Until Dawn did in this genre. I'm really enjoying both Kara and Connor (there have been some decisions and moments with both that have literally had me panicking one minute and smiling widely when a plan comes together). At about 'chapter 18' and I think Markus is by far the weakest in terms of narrative. While Connor is just pure fun to play and Kara is a character who is easily empathised with, the plot and subtext QD are pushing in Markus sections feels a little undercooked (this might improve later on). One of my main thoughts though is why is everyone Kara meets an ass lol?
 

Bionic-Boost

Member
May 12, 2018
377
So I have a question, I'm assuming I'm still in early game and I'm playing as Markus... And I have a question.

So in the chapter I was shot by the police for somehow giving the old guy a heart attack. Uhhhh can someone please tell me I didn't just kill off the character over something so stupid? I already replayed the chapter and I had markus kill the old guy's kid but he was still shot anyway.
So I just wanna know, did I do something wrong?

Keep playing, scripted event.
 

Nooblet

Member
Oct 25, 2017
13,637
I posted this in the Review thread, but since its more general thoughts I had about the game and not just about its reviews and is not spoilery at all I thought I might as well post it here:

Having played through the game once now I kind of understand the reviews a bit more and have an opinion on whats going on.

Heavy Rain presented a vision that was relatively new at the time and showed some promise, it was taken for what it was by reviewers and did relatively well critically.
But over the years these types of games became a kind of polarizing topic, where some people had problems with the base promise of the interaction, while others where fine with it.
Detroit seems to have moved past that point. Even though some people still voiced these opinions, I generally didn't read them in reviews. This is also because this type of game has become much more common in recent years, so continuously hammering them for the very premise of what they want to be really would just be a waste of time.
However, many reviewers seem to be unsure about what kind of standards to apply instead and as a result went with movie like standards resulting in a lot of high level criticism of the writing.
Without being disrespectful, though, I don't think they did a very job at that. Often, the criticism was as one dimensional and predictable as they accused the writing of being and in some instances seems to have come from a very condescending position.
Similar to peoples condescending reaction to the success of many summer blockbusters with cliché stories/characters and corny dialogue. (I'm not saying Detroit is like that.)


Before I played the game I assumed that Westworld would be a very good point of reference for writing and story telling to compare Detroit to. Similar topic, similar scope, similar expectations?
But it quickly became clear that this kind of comparison would be incredibly unfair. Detroit has to construct a story that reacts to player choice in countless realistic and interesting ways. It not only has to maintain a cohesive narrative, but it also has to make the player feel as if they have a meaningful and personal impact on the story with their decisions.
While the writing is very on the nose in some instances, the overall achievement here is incredible and easily makes up for these weak moments.
Detroit delivers on the promise of having a massive, interesting and incredibly branching story that can play out in fundamentally different ways depending on player decisions which are neither to arbitrary nor too predicable.(most of the time)

"Show don't tell" is easier when you don't want your players to make somewhat informed decisions on how the story continues. The very nature of this interaction the game is based on requires a lot of exposition and I wish reviewers would have delved into how well that worked and how it affects, enriches or hurts, the experience instead of the simple "oh it so much exposition, has David Cage never heard of "show don't tell?".

Westworld is good at "showing" instead of "telling", but in the story ark of Westworld the viewer is rarely in the position of being able to predict how possible decisions might affect the story going forward. Obviously the viewer in Westworld doesn't have to do that, but in Detroit players do have to do that, and if they were left in the dark about whats going on, these decisions would feel random and arbitrary and it would be bad.
While most reviewers touched on how real and important the decisions feel, I don't remember a single reviewer who talked about what that circumstance required from the writing and how good or bad a job Quantic Dream did at it.

Anyway, while the reviews are generally quite good, I think the legacy of this game will be much more positive than just "good".

I also think that most of the narrative criticisms reviewers made out will leave the majority of players entirely unbothered.


Coming from someone who always doubted Quantic Dream's vision of narrative and player decision driven cinematic games, I stand corrected and wish this game great success.
I actually used to make the argument(either here or back on GAF) that decisions always stand in the way of truly great stories, using The Last Of Us as an example, where the story only is as good as it is because it tells the characters story and lets the player watch but not interfere with the characters decisions. Imagine how decisions would have ruined that game: Press X to safe Ellie, press O to sacrifice Ellie. Fuck that. The Last Of Us' story only could've played out one way, otherwise the essence of it would've been lost.
And I still stand by that, but Detroit made me realize that this isn't true for all stories and crucial player interaction through decisions can enhance a narrative experience tremendously, even when it comes at the cost of maybe not telling the greatest story ever, to accommodate for player interaction.
This is a very well thought out post and I am quoting it just to say that. Creating a branching storyline with this many possibilities and big repercussions is difficult and you need to inform the players by telling them what's going on so that they can make a choice. This is very much a create your own story game and it delivers there, it's so far beyond other games in the genre when it comes to player choice, interconnectivity and variation in scenarios that it's remarkable that there is a coherency at all.

Considering that I excuse some inconsistencies, but then it looks like some people/reviewers are out for blood and making the oddest of points at times as well (like calling Kara a frustrated mother who gets mistreated using typical tropes against women by other men).
 
OP
OP
Angie

Angie

Best Avatar Thread Ever!
Member
Nov 20, 2017
39,526
Kingdom of Corona
I posted this in the Review thread, but since its more general thoughts I had about the game and not just about its reviews and is not spoilery at all I thought I might as well post it here:

Having played through the game once now I kind of understand the reviews a bit more and have an opinion on whats going on.

Heavy Rain presented a vision that was relatively new at the time and showed some promise, it was taken for what it was by reviewers and did relatively well critically.
But over the years these types of games became a kind of polarizing topic, where some people had problems with the base promise of the interaction, while others where fine with it.
Detroit seems to have moved past that point. Even though some people still voiced these opinions, I generally didn't read them in reviews. This is also because this type of game has become much more common in recent years, so continuously hammering them for the very premise of what they want to be really would just be a waste of time.
However, many reviewers seem to be unsure about what kind of standards to apply instead and as a result went with movie like standards resulting in a lot of high level criticism of the writing.
Without being disrespectful, though, I don't think they did a very job at that. Often, the criticism was as one dimensional and predictable as they accused the writing of being and in some instances seems to have come from a very condescending position.
Similar to peoples condescending reaction to the success of many summer blockbusters with cliché stories/characters and corny dialogue. (I'm not saying Detroit is like that.)


Before I played the game I assumed that Westworld would be a very good point of reference for writing and story telling to compare Detroit to. Similar topic, similar scope, similar expectations?
But it quickly became clear that this kind of comparison would be incredibly unfair. Detroit has to construct a story that reacts to player choice in countless realistic and interesting ways. It not only has to maintain a cohesive narrative, but it also has to make the player feel as if they have a meaningful and personal impact on the story with their decisions.
While the writing is very on the nose in some instances, the overall achievement here is incredible and easily makes up for these weak moments.
Detroit delivers on the promise of having a massive, interesting and incredibly branching story that can play out in fundamentally different ways depending on player decisions which are neither to arbitrary nor too predicable.(most of the time)

"Show don't tell" is easier when you don't want your players to make somewhat informed decisions on how the story continues. The very nature of this interaction the game is based on requires a lot of exposition and I wish reviewers would have delved into how well that worked and how it affects, enriches or hurts, the experience instead of the simple "oh it so much exposition, has David Cage never heard of "show don't tell?".

Westworld is good at "showing" instead of "telling", but in the story ark of Westworld the viewer is rarely in the position of being able to predict how possible decisions might affect the story going forward. Obviously the viewer in Westworld doesn't have to do that, but in Detroit players do have to do that, and if they were left in the dark about whats going on, these decisions would feel random and arbitrary and it would be bad.
While most reviewers touched on how real and important the decisions feel, I don't remember a single reviewer who talked about what that circumstance required from the writing and how good or bad a job Quantic Dream did at it.

Anyway, while the reviews are generally quite good, I think the legacy of this game will be much more positive than just "good".

I also think that most of the narrative criticisms reviewers made out will leave the majority of players entirely unbothered.


Coming from someone who always doubted Quantic Dream's vision of narrative and player decision driven cinematic games, I stand corrected and wish this game great success.
I actually used to make the argument(either here or back on GAF) that decisions always stand in the way of truly great stories, using The Last Of Us as an example, where the story only is as good as it is because it tells the characters story and lets the player watch but not interfere with the characters decisions. Imagine how decisions would have ruined that game: Press X to safe Ellie, press O to sacrifice Ellie. Fuck that. The Last Of Us' story only could've played out one way, otherwise the essence of it would've been lost.
And I still stand by that, but Detroit made me realize that this isn't true for all stories and crucial player interaction through decisions can enhance a narrative experience tremendously, even when it comes at the cost of maybe not telling the greatest story ever, to accommodate for player interaction.
Thank you so much for this :D
I always love reading players impressions. And I'm glad you did love the game.
I agree, I feel this will be a game that people that played it will love it, and just like Until Dawn (that also is at 79 MC) it will have a good word to mouth from players.

Also this genre is always awesome to watch let's plays.
 

Gyoru

Member
Oct 27, 2017
1,599
So I have a question, I'm assuming I'm still in early game and I'm playing as Markus... And I have a question.

So in the chapter I was shot by the police for somehow giving the old guy a heart attack. Uhhhh can someone please tell me I didn't just kill off the character over something so stupid? I already replayed the chapter and I had markus kill the old guy's kid but he was still shot anyway.
So I just wanna know, did I do something wrong?

Markus gets confronted and shot by the police no matter what you choose to do. Markus's route through most of the story is very on rails unlike the other two characters.

Just finished it and got a mixed ending.

Early game question:
Alice gives you a key - does anyone know what that is for? I didn't realise it was usable straight away so I didn't eat to use it.

Opens the music box in her room which contains Alice's drawings showing domestic abuse
 
Oct 27, 2017
13,464
So I have a question, I'm assuming I'm still in early game and I'm playing as Markus... And I have a question.

So in the chapter I was shot by the police for somehow giving the old guy a heart attack. Uhhhh can someone please tell me I didn't just kill off the character over something so stupid? I already replayed the chapter and I had markus kill the old guy's kid but he was still shot anyway.
So I just wanna know, did I do something wrong?
Keep playing
 

FireSafetyBear

Banned for use of an alt-account
Banned
Oct 27, 2017
4,248
A couple of these chapters as I go through are gonna take forever to do all the options. I love it.
 

Nooblet

Member
Oct 25, 2017
13,637
Just finished it and got a mixed ending.

  • Fought to retrieve androids from internment. I was generally nonviolent but people getting shot at the protest + the boat attack was my limit.
  • Markus convinced Connor to deviate and he successfully activate the Androids in the Cyberlife warehouse
  • Connor died but transferred everything to nu-Connor. Sacrificed Hank though (to be fair he did tell me "do what you need to do" before I did it).
  • Amanda tried to have me kill Markus after but I overcame it.
  • Society forced to accept Androids (President makes a statement).
  • Lived: Markus, Connor, Kara, North
  • Died: Luther + Alice got shot when we took the boat across to Canada. Had to dump Luther's body to stay afloat
Really enjoyed my time with the game and wouldn't mind seeing a sequel (though the problem with these types of games is connecting a sequel with so many variables unless it's designed that way from the start.

Time to play again and find out all the stuff I missed.

Early game question:
Alice gives you a key - does anyone know what that is for? I didn't realise it was usable straight away so I didn't eat to use it.

HMD it's a scripted result - don't worry about trying to change it and keep playing for now
How did you get the boat section? I didn't know it was possible. I got a totally different scenario where I took the bus.

Also regarding the key, it's for a box in Alice's room which has some of her stuff, can't remember exactly what it was.
 

ronaldthump

Attempted to circumvent ban with alt account
Banned
Oct 27, 2017
2,439
Just want to say, i played a good chunk of this game. I'm now just past
The pirates fairground
and my Connor storyline is a cluster fuck but the other two are going okay. What a game.

HOLY FUCK BALLS THE GRAPHICS IN THIS. SO MANY SCENES OF OMFG HOW AMAZING DOES THIS LOOK SEQUENCES.

grave yard sequence with Marcus
was legit Fucking amazing. One of the most visually arresting sequences in gaming for me
 
Oct 27, 2017
13,464
How did you get the boat section? I didn't know it was possible. I got a totally different scenario where I took the bus.

Also regarding the key, it's for a box in Alice's room which has some of her stuff, can't remember exactly what it was.
To take the boat, go with Rose and Adam instead of getting on the bus

HOLY FUCK BALLS THE GRAPHICS IN THIS. SO MANY SCENES OF OMFG HOW AMAZING DOES THIS LOOK SEQUENCES.

grave yard sequence with Marcus
was legit Fucking amazing. One of the most visually arresting sequences in gaming for me
Absolutely.
 

More_Badass

Member
Oct 25, 2017
23,623
Question about a moment
Was that part in the junkyard meant to be a homage to Repulsion?

RepulsionHeader.jpg
 

Tagyhag

Member
Oct 27, 2017
12,536
Started it last night, I'm enjoying it and goddamn does it look gorgeous, but I have one big problem with the game.

I already knew it wasn't going to be subtle but holy shit it takes the blunt stick and clubs a baby seal with it. It feels less subtle than Heavy Rain, and some of the characters are basically cartoons. I was halfway expecting Todd to be drowing a bunch of puppies yelling "CAN YOU TELL THAT I'M AN ASSHOLE? CAN YOU TELL YET?"

I'm hoping that gets better later on.
 
Oct 27, 2017
13,464
Huh...when do you get that choice?
i.e. to go with Rose and Adam. All she did was take me to Jericho and drop me off there to get passports so that I can take the bus.
At the checkpoint you need to find tickets to ride the bus. Some lady lost her tickets but I was honest so I gave her the tickets back. The game told me to find another way to leave the city so I explored a little until I found Rose, Adam and their car at an exit.

I replay the scene after saw this.
Jesus Christ, whole scene remind me of Grave of fireflies. You know it's cheap tear jerking writing but you still fall for it for whatever reason.
Fucking hell whoever wrote this scene.

"Mission accomplie"

davidcage_-c-qd.jpg
 

bshock

Self-requested permanent ban
Banned
Nov 3, 2017
1,394
The visuals are getting a lot of praise and rightly so but damn is the audio just as well done. Playing with headphones and it's insane how well done the cityscape sounds are. Extremely detailed.

The soundtrack is just glorious.
 

Gemeanie

Member
Oct 27, 2017
443
SEA
with Amanda, it's strange to see my now Connor MK-III yelling he's not a unique model. Shouldn't this dialogue choice be locked after Connor dies once?
 
Nov 1, 2017
2,904
I love playing Connor as the villain who is active in his mission of hunting deviants, only thinks of himself as a machine and hampers the actions of the other two characters. It's interesting to be able to steer a QD character down a path of outright antagonism.
 

Scottish Sin

Chicken Chaser
Member
Nov 12, 2017
597
Scotland
Just started the game earlier and quite enjoying it so far.

However, no trophies have unlocked for me at all? Anybody have any similar issues?
 

More_Badass

Member
Oct 25, 2017
23,623
I love playing Connor as the villain who is active in his mission of hunting deviants, only thinks of himself as a machine and hampers the actions of the other two characters. It's interesting to be able to steer a QD character down a path of outright antagonism.
I'm doing the same. He's just following his programming, aside from those moments of instability that we should have Cyberlife QA check out
 
Oct 27, 2017
4,645
Thanks for answering my Q's
Markus gets confronted and shot by the police no matter what you choose to do. Markus's route through most of the story is very on rails unlike the other two characters.

Opens the music box in her room which contains Alice's drawings showing domestic abuse

To be fair - this is because a broad part of the end game of the story is dependent on him. He provides the backbone for the larger plot while Kara kind of just flows through the events and Connor is following them.

How did you get the boat section? I didn't know it was possible. I got a totally different scenario where I took the bus.

Also regarding the key, it's for a box in Alice's room which has some of her stuff, can't remember exactly what it was.

I don't know how much of this is required to trigger it but this is what I had prior to that:

During the Jericho attack, Kara/Alice were separated from Luther. We found him about to be executed during the curfew section. We saved him and managed to bluff our way through the checkpoint. (I used the "Alice excuse" and then said she was cold when the guard asked why she was shaking)

As we were walking through, the guard tells you to stop and I choose to keep calm. After you get through to the terminal, They say they are only letting people through who have tickets. I saw a woman with a baby on the upper left and she drops the tickets. I gave them back then went around to the other side (on the right) and there is an opening to a small car park section - Rose & Adam were there waiting for you and take you to the boat guy.
 

Clocian

Attempted to circumvent ban with alt account
Banned
Apr 23, 2018
839
Holy shit, watching a lets play of the Zlatko chapter anddidn't know it was possible to
disrupt the surgery. I thought it was scripted so that you fail. Amazing
 

Nooblet

Member
Oct 25, 2017
13,637
Thanks for answering my Q's


To be fair - this is because a broad part of the end game of the story is dependent on him. He provides the backbone for the larger plot while Kara kind of just flows through the events and Connor is following them.



I don't know how much of this is required to trigger it but this is what I had prior to that:

During the Jericho attack, Kara/Alice were separated from Luther. We found him about to be executed during the curfew section. We saved him and managed to bluff our way through the checkpoint. (I used the "Alice excuse" and then said she was cold when the guard asked why she was shaking)

As we were walking through, the guard tells you to stop and I choose to keep calm. After you get through to the terminal, They say they are only letting people through who have tickets. I saw a woman with a baby on the upper left and she drops the tickets. I gave them back then went around to the other side (on the right) and there is an opening to a small car park section - Rose & Adam were there waiting for you and take you to the boat guy.
Ah I see now, well I took the easy way out
by stealing hte tickets but I felt bad and thought it was the only way to get to the border otherwise I'd get captured., but good to know there is a way to do it otherwise too that doesn't require morally dubious actions. Seems like Cage was right when he said that there are no actions in the game that are better than the "morally right" ones.

Holy shit, watching a lets play of the Zlatko chapter anddidn't know it was possible to
disrupt the surgery. I thought it was scripted so that you fail. Amazing
Yea this game is just full of moments where you feel the stuff you see happening is what everyone will see with some variations, but you can have large variations all over the game, so much so that you can even get completely different environments and sections depending on what you do.
 
Oct 27, 2017
4,645
Meh on all you Markus haters - he was my fav of the trio. Wouldn't want to be in his shoes and have to make the decisions he needs to make though.

I loved the piano playing at Carl's house.
 

Nooblet

Member
Oct 25, 2017
13,637
Meh on all you Markus haters - he was my fav of the trio. Wouldn't want to be in his shoes and have to make the decisions he needs to make though.

I loved the piano playing at Carl's house.
Don't think anyone hates him, it's just that his sections are longer than others and have fewer possible variation and choices than the other two so sometimes it feels like they drag. Though the choices that you do have with him all have rather big consequences and affect the other two characters and the whole story a lot.
 

wapplew

Banned
Oct 25, 2017
1,163
Meh on all you Markus haters - he was my fav of the trio. Wouldn't want to be in his shoes and have to make the decisions he needs to make though.

I loved the piano playing at Carl's house.

His supporting characters just too boring, like zero chemistry between them. Which end up making his scene boring imo.
Except for Carl.
 

Nooblet

Member
Oct 25, 2017
13,637
with Amanda, it's strange to see my now Connor MK-III yelling he's not a unique model. Shouldn't this dialogue choice be locked after Connor dies once?
In that storyline does he know that he died previously at a different location? If yes then he probably means unique in a way that there's only one working model of Connor at any given time with that same personality and that when he dies they just activate a copy of the same model that died rather than a new model altogether.
 

ronaldthump

Attempted to circumvent ban with alt account
Banned
Oct 27, 2017
2,439
Btw, I'm waiting for the mid year sale to buy a 65" HDR tv and the whole time I was thinking (while playing on the 55") .... I really should be waiting to play this on the big new tv.
 

Nooblet

Member
Oct 25, 2017
13,637
His supporting characters just too boring, like zero chemistry between them. Which end up making his scene boring imo.
Except for Carl.
Regarding Carl
He died in my playthrough so never saw him again :(
I wonder what it'd be like if he was alive. With him deaad all that happens is that you see Leo at the end for a bit when Markus is visiting Carl's grave.
 

Gemeanie

Member
Oct 27, 2017
443
SEA
Oh man everything I did in investigation as Connor came back to bite me really hard.

Daniel hates me because I lied to him
Failed miserably and lost track of the deviant in The Nest so all I have was a useless diary.
Deviant completely dead after interrogation.
Nothing from The Eden Club since I let the deviant go.

My only choice was to fool the deviant in the station by copying Markus's voice and I feel bad making Connor lie again.

In that storyline does he know that he died previously at a different location? If yes then he probably means unique in a way that there's only one working model of Connor at any given time with that same personality and that when he dies they just activate a copy of the same model that died rather than a new model altogether.
He always tells Hank nothing to get emotional over machine replacing a machine upon coming back which annoys the latter, and he can see the tombs in the garden which state where and when he died. There's even a dialogue choice with Amanda herself early in which he comments Hank doesn't take his replacement positively.
 
Last edited:

wapplew

Banned
Oct 25, 2017
1,163
Started it last night, I'm enjoying it and goddamn does it look gorgeous, but I have one big problem with the game.

I already knew it wasn't going to be subtle but holy shit it takes the blunt stick and clubs a baby seal with it. It feels less subtle than Heavy Rain, and some of the characters are basically cartoons. I was halfway expecting Todd to be drowing a bunch of puppies yelling "CAN YOU TELL THAT I'M AN ASSHOLE? CAN YOU TELL YET?"

I'm hoping that gets better later on.

Let's just say you will feel ashamed of your word and deeds.
Maybe.
 

Nooblet

Member
Oct 25, 2017
13,637
Started it last night, I'm enjoying it and goddamn does it look gorgeous, but I have one big problem with the game.

I already knew it wasn't going to be subtle but holy shit it takes the blunt stick and clubs a baby seal with it. It feels less subtle than Heavy Rain, and some of the characters are basically cartoons. I was halfway expecting Todd to be drowing a bunch of puppies yelling "CAN YOU TELL THAT I'M AN ASSHOLE? CAN YOU TELL YET?"

I'm hoping that gets better later on.
There's a reason he's like that and you will find out why....depending on what choices you make. It makes total sense even.
And that really is the name of the game here, an awful lot of stuff and player experience depends on what choices you make so if you think something's dumb then it is probably because you missed something or don't know something that you will in the future provided you pick the right route.