If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Detroit: Become Human

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Detroit: Become Human

Developer: Quantic Dream
Publishers: Sony Interactive Entertainment (PS4), Quantic Dream (PC)
Platforms: PlayStation 4, Windows
Released internationally: May 25, 2018 (PS4), June 18, 2020 (PC)


AnimationsIcon.png This game has unused animations.
AreasIcon.png This game has unused areas.
ModelsIcon.png This game has unused models.
MovieIcon.png This game has unused cinematics.
MusicIcon.png This game has unused music.
DebugIcon.png This game has debugging material.


NotesIcon.png This game has a notes page

So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?

Detroit: Become Human is a narrative-driven adventure game set in the near future of 2038 which follows three androids (Kara, Connor, and Markus) as they navigate a society on the brink of conflict between humans and machines. The game explores themes of freedom, identity, and morality, with branching choices that lead to multiple possible outcomes and alternate endings for each protagonist.

The game was very well received for being able to deliver what Telltale couldn't, and it's also the first David Cage game to not include a sexual assault sequence. Impressive!

Hmmm...
To do:
Replace the icons from the Detroit Model Swapper website with renders from the game, if possible.

Sub-Pages

Miscellaneous tidbits that are interesting enough to point out here.
Notes
Blank.png
Unused Soundtrack
Tracks found in the files that are not used in the final game at any point.

Sequences

Pirate's Cove Chase


In the released version, Pirate's Cove ends up being one of the shortest chapters in the game, offering just a single choice that carries no real consequences and always leads to the same ending. This was not always the case; originally, after the merry-go-round scene, instead of fading to black, the Jerries were meant to hear chaos erupting at the park's entrance as trucks full of armed teenagers stormed in, likely drawn by the carousel's lights. The attackers would open fire on the androids, forcing Kara, Alice, and Luther to flee.

A Temple Run–esque sequence would play out, where the player must guide Kara and Alice as they escape the incoming trucks while the Jerries are being gunned down. If the player manages to survive, one of the trucks will accelerate in an attempt to strike Kara and Alice. At the last moment, Luther would push them out of the way, taking the hit. At this point, the player would be presented with the following options:

  • Grab Luther's Gun – Kara will rush to Luther's body, grab the gun, and warn the gunmen by firing warning shots. The teenagers will beg for their lives and flee shortly after.
    • Grab Gun (Item dependent) – Same outcome as the previous option, the only difference is already having the gun on you, assuming you collected it in a previous scene.
  • Protect Luther – Kara will plead for the man not to shoot Luther by posing as a human. If the player succeeds, the teenagers will leave. If the player fails at negotiating, the teenagers will shoot Kara, Luther, and Alice.
  • Hide – Kara and Alice will hide under a nearby table, as the teenagers execute Luther and leave. The scene ends with Alice rushing to Luther's body and mourning his death.
  • Do nothing – If the player does not take any action before the time runs out, the teenagers will shoot Luther, making Alice scream, which catches the attention of the gunmen who execute her soon after. Kara will lie next to her body, whispering "I love you Alice" before being executed.
    • Choosing any of the previous options, but failing the quick-time events, will also trigger the "do nothing" outcome.

The chapter also features cross-path impacts. Depending on the choices taken in this chapter, later events will unfold in the following way:

  • Luther's early death means he will not be at Rose's home, therefore some of the scenes play out differently;
    • Instead of approaching the house with Luther, you'll do so with Alice.
    • Most of Luther's dialogue will be performed by Alice. For example, asking if the humans can be trusted or not.
    • Kara will have extra dialogue when putting Alice to bed, since she doesn't have Luther to chit-chat with.
  • Since Luther has already died, the cop can only discover Alice in the closet, therefore he doesn't have a reason to bring up his gun and will leave shortly after.
    • If the cop finds the androids, since Luther won't be there to protect them, the cop will try to crowd control, which leads to Kara getting shot and dying.
      • Dying here will unlock a unique post-credits scene, showing that Alice now lives with Rose.

It's evident that this sequence is unfinished. Many of the animations are very rough and unpolished. The section where the player must run away from the trucks offers little to no gameplay; while there's a spotlight marking where the attackers are aiming, staying inside it has no effect, and the player can only die if they refuse to move. The scene where Kara must negotiate with the gunman is also very underdeveloped, offering only a single dialogue option. It's clear that the developers intended this to be a multiple-choice scenario where the player must persuade the teenagers to spare Luther, but it was never properly implemented. Despite not being completed, it's clear that a lot of work was put into developing the latter half of this chapter, featuring its own flowchart, connections to later story events, and full localization across all supported languages. It's reasonable to speculate that it was likely removed due to time constraints.


Download.png Download FunFairRestoration.zip
File: FunFairRestoration.zip (135MB)
Current version: 1

It is possible to modify the game to restore this cut chapter. To do so, extract the contents of the zip file and place them in the game's root installation folder. This should force the engine to load the available data from the chapter (at least the portions that still remain in the release build).

Models

2016 tech demo Kara

Given its name, this was likely intended to be a remake of the Kara android from the 2012 Kara tech demo released for the PlayStation 3. The design was slightly altered, featuring blonde hair instead of the original brunette. The room from the short was also recreated and was used in the final game to house the model/character gallery. It's reasonable to speculate that the team may have considered recreating the demo to showcase the graphical leap between the PS3 and PS4.

DBH-KaraTechDemo.png
Profile and Side view
Model Viewer Room
Assembly Room as seen in the Kara techdemo.

Emma Phillips

The little girl from the prologue hostage sequence has an alternative outfit. This outfit can be seen in the family portraits around the house, and in the pre-rendered video that Connor can discover in her room. Interestingly, although she shares most of her geometry with Alice, she is somehow a little shorter; swapping their models causes her to float in the air ever so slightly.

DBH-Emma-Phillips.png
Closeup.
Pre-rendered video where the outfit can be seen.

Carlos Ortiz

Ortiz is the first victim of deviancy that Connor and Hank investigate. In-game, only his decomposing body can be seen, but the files contain a premortem version of the character that isn't used anywhere in the game. Interestingly, a snapshot of this version of the model is used as his icon in the character viewer, but when selected, the game brings up the decaying version instead.

DBH-CarlosOrtizTPose.png
Profile and Side view
Icon as seen in retail

Oddities

  • For reasons that are still unclear, Todd's pickup car is flagged as an "android" in the data for the model viewer. Which means you're able to swap it with any NPC from the game. Doing so will transform any character into a semi-truck.

Duplicates

Many characters have identical copies of their models, indistinguishable from those used in-game. To keep things simple, we’ll list only their names, as including images would be redundant.

  • Connor has two duplicate models, one used exclusively during the hostage situation, and the other is simply a copy of his regular model.
  • Markus has a duplicate of his cool trench coat model;
  • The reporter Joss Douglas, seen during the broadcast chapters, has two identical copies of his model.