Paint From the Heart! | Detroit: Become Human - Gameplay Playthrough Walkthrough | #2
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Detroit: Become Human is an adventure game developed by Quantic Dream and published by Sony Interactive Entertainment for the PlayStation 4, released worldwide on 25 May 2018. The plot revolves around three androids: Kara, who escapes the owner she was serving to explore her newfound sentience and protect a young girl; Connor, whose job it is to hunt down sentient androids; and Markus, who devotes himself to releasing other androids from servitude. They may survive or perish depending on dialogue choices that shape the story as customised by the player.
Detroit: Become Human was based on Quantic Dream's 2012 tech demo Kara; Valorie Curry returned to reprise the title role. To research the setting, the developers visited Detroit, Michigan. They built a new engine to complement the game and cast hundreds of actors from Los Angeles, London, and Paris before commencing the process of shooting and animation. The script took writer and director David Cage over two years to complete. Philip Sheppard, Nima Fakhrara, and John Paesano served as composers for Kara, Connor, and Markus, respectively.
Detroit: Become Human was met with generally favourable reviews from critics, who praised the setting, visuals, smaller moments in the story, main characters, their voice actors, the impact choices had on the narrative, and flowchart feature, but criticised the motion controls, mishandling of historical and thematic allegories, and aspects of the plot and characters.
Detroit: Become Human is an adventure game played from a third-person view, which is subject to a set and controllable perspective. There are multiple playable characters who can die as the story continues without them as a result, there is no "game over" message following a character's death. The right analogue stick on the DualShock controller is used to interact with objects and observe one's surroundings, the left analogue stick is for movement, and R2 scans an environment for possible actions; the motion controls and touchpad are also employed. Via quick time events and dialogue decisions, the story will branch out depending on which choices are made, the sum of which can be viewed in a flowchart during and immediately after a given chapter; the player can rewind to certain points in the story to reshape decisions in the event of regret. Certain scenes feature countdowns, which force the player to think and act quickly.
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