Detroit’s Script Took Two Years To Complete, It’s Probably “20 Times” as Complex as Anything Quantic Dream Has Ever Done

Alessio Palumbo

In an interview with GamesIndustry.biz, Quantic Dream's David Cage talked briefly about Detroit: Become Human, the company's next PlayStation 4 exclusive.

It's a big burden, to be honest. I've just finished the script for Detroit. It took me more than two years, and that's working around six days a week. It's probably 20 times more complex than anything we've ever done. It's a lot for one brain to handle.

Fortunately, I have a very talented team helping me keep track of the branches and finding good ideas for each one. When it's just one brain, you can only have so many good ideas in one day. The fact that it's collaborative work helps me, but I like the fact that it starts with something very personal.

Detroit: Become Human was announced at last year's Paris Games Week, during Sony's keynote. Derived from the old Kara tech demo, the game features several playable characters who are androids. Just like in previous games by Quantic Dream (Heavy Rain, Beyond: Two Souls), any of the playable characters can die and the story will continue; choices will also be critical in the plot's development.

Kara herself, who is the face of the game, is portrayed by actress Valorie Curry. At the beginning of Detroit she is just a working android like many others, but eventually Kara gains sentience and escapes the factory. Connor, another playable character, is a police android tasked with finding "deviant" androids like Kara.

The city of Detroit was chosen by Cage due to its former history as an industrial giant, particularly in the automobile industry. He also previously confirmed that the game will use a new engine, pushing the visual quality of what's possible on PlayStation 4 with advanced features. It's fair to assume that PS4 Pro support is a given, even more so since the game isn't coming out before 2018 in all likelihood.

Check out the latest trailer from E3 2016, in case you missed it.

Alessio Palumbo Photo

About the author: With over two decades of experience in gaming journalism, Alessio Palumbo has led the gaming vertical at Wccftech since August 2015. He started working at a young age for Italian websites like Everyeye.it, Gamestar.it, Nextgame.it, and Multiplayer.it before kickstarting the indie English-language publication Worlds Factory as its founder and Editor in Chief. In the last decade, he has coordinated the overall output of Wccftech's gaming section, managed PR relations, assigned reviews, produced daily news coverage, edited gaming content as needed, and delivered game reviews. Arguably, his trademark content is the long series of exclusive developer interviews that have been cited by Wikipedia and by the biggest news media and gaming publications. His passion for technology also makes him knowledgeable when it comes to gaming hardware and tech. His favorite genres include RPGs, MMORPGs, and action/adventure games.

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