Detroit become human jericho: Jericho (location) | Detroit: Become Human Wiki

Detroit Become Human: Jericho Walkthrough 100%

Jericho is the 14th chapter in Detroit Become Human. This walkthrough will guide you through all the choices of the Jericho level for 100% completion.

Triggers automatically after completing On the Run Chapter.

Flowchart (100%):

Here’s a quick overview of the 100% complete flowchart for Jericho.

Graffiti Locations

During this chapter you must find several 7 Graffitis. Remember you can check what the next graffiti looks like by holding  and can scan the graffitis with  (must be close enough to them). The graffitis have their own in-depth guide for their locations and scan-symbols. See: Jericho Graffiti Locations Guide or refer to the video guide below.

Checkpoint: Arrive at Ferndale

» See Jericho Graffiti Locations Guide for the graffitis, these are covered in a separate in-depth guide. Here we’ll focus more on the tasks for 100% completion.

  • Flashback of Another Deviant: At the start of the chapter when Markus gets off the train he will automatically have a memory flashback of another android he met in ‘From the Dead’. Cannot be missed.
  • Analyze Station Graffiti: This is for finding the first Graffiti. After exiting the train turn to your left immediately. There you see a big red graffiti covering a wall. Scan the one clue on it that looks like an “X”.
  • Read “On the Run” (Magazine No. 32): For “Android on the Run!” Kara must have escaped the house with Alice in “Chapter: Stormy Night” and in “Chapter: On the Run” she was seen by police and ran across the highway to escape. Then this magazine spawns at the train station on a bench (before going down the escalator).
  • Read “Fortune Teller” (Magazine No. 15): This spawns instead of “On the Run” (in the same book, same location as No. 32) if Kara spent the night in the Abandoned Car in “Chapter: Fugitives” and stealthily evaded the police in “Chapter: On the Run” without being seen or chased (no highway chase). #32 spawns if she was chased across the highway, #15 spawns if she escaped stealthily without triggering the highway chase. You can also get “Fortune Teller” near the end of the game in “Chapter: Meet Kamski” (if it doesn’t spawn here already).
  • Read “Android Astronauts” (Magazine No. 13): This magazine always spawns regardless of your decisions so far. It’s in the same book as other two described above, on the bench at the train station. Swipe right to change cover topics.
  • Exit the Station: Head down the escalator at the end of the train station.
  • Follow the Signs: Now you must follow the clues on the Graffitis. If you have any trouble with this, refer to the Jericho Graffiti Locations Guide.
  • Ask Android the way to Jericho: At the bottom of the escalator, talk to the android on the left side waiting at the bus stop.
  • Leave the Streets: After the third Graffiti you have to walk down the street. Walk until you reach the very end of the area, stick to the left sidewalk after the 3rd Graffiti. Where the map ends you can scan two more clues from a Graffiti behind a fence. After scanning the clues you can go under the fence and leave the streets. This is part of the story and unmissable on your way to the Fourth Graffiti. After going under the fence, remove the wooden plank leaning against the wall that blocks the 4th Graffiti. Then you can scan it and move on to the next area (Junkyard).
  • See Android Body: Just after the 4th Graffiti you come to a junkyard. Check on the left side from where you entered. There’s a dead android hidden behind a white car, easy to miss this one.
  • Continue on the Jericho Trail: This is also a linear story task and not missable. Just continue following the clues on the Graffitis and this will unlock somewhere during/after the junkyard section.
  • Use the Dumpster to Climb Up: After scanning the first clue on the 5th Graffiti in the Junkyard (the white-colored one that looks like a person’s head), you will have to pull a dumpster to a wall to climb up. Again, this is a linear story task and cannot be missed.

Checkpoint: Reach the Roof

  • Cross the Gap: After climbing up the dumpster to the roof you must scan two more clues on the white Graffiti that looks like a head. These two clues are only visible from the roofop. One is really easy to overlook, it’s a white shape just above the head’s eye, on the forehead (because it’s a white symbol on white background it’s pretty much invisible). The other symbols is a black “X” shape on the far left side of the head Graffiti. After scanning these, you must move on to the gap. Preconstruct the path to take. Do a wall jump to cross over to the other side.
  • See Android Body: Drop down into the next yard. There’s another android body here, relatively easy to see on the far left side of the area (in area with 6th Graffiti). Just be sure to look at it before climbing up to the next building.
  • Reach the Door: After scanning the 6th Graffiti (looks like an advertisement on the tall building overlooking the yard) you can Preconstruct another climbing path that leads up to the building. Stick to the left wall and jump on the ladder to pull yourself up.
  • Explore Abandoned Office: Completes automatically when you’ve climbed into the building (after preconstructing the climbing path). Unmissable.
  • See Android Body: Up in the building (aka Abandoned Office) check for another dead android. When you enter the room it’s straight ahead, hidden behind a pillar.
  • Find the Right Exit: Scan the 7th and final Graffiti by lining up a pillar with part of the wall. Together it has to show an “X” symbol. You need to look at it from the right angle (see Jericho Graffiti Locations Guide). After scanning it, interact with the rubble behind the broken wall on the side of the room. It leads outside to the next area. Now the Graffiti hunt is done!

Checkpoint: Locate Jericho

  • Walk Bridge: You see a short cutscene when you go outside. Afterwards, walk on the bridge straight ahead of you.
    • Bridge Collapses: When you walk the bridge for long enough it collapses. No worries, it won’t kill you. Backtrack to where you came from.
  • Climb Crane and Jump: Now climb up a metallic railing at the end of the area. Then go upstairs and climb the ladder. Once on top walk to the end of the crane and jump down into the water. The screen fades to black for a moment.

Checkpoint: Inside the Boat

  • Find a Flashlight: You will have landed safely in water inside the Jericho ship. Pull yourself up the ladder and open the door ahead of you. Do note that on Experienced Difficulty the controls can be really weird here. You need to slowly (very very slowly) turn your Controller to open the door. The motion sensor may not be super accurate here. If you have trouble with it put the game on Casual to change to an easier control scheme. After going through the door you must pick up a flashlight, it’s in a metallic case on a wall.
  • Enter the Machine Room: Follow the main path through the Jericho container ship. Just go down the corridor. There are many yellow hatches along the way but they are either locked or just have empty rooms behind them. The only yellow hatch that does matter is at the end of the corridor after going under some rubble. When you pass the rubble check for a yellow hatch on the left and open it.
  • Fall off Catwalk: Simply continue down the metallic stairs and across the catwalk. It will collapse and Markus falls down.

Checkpoint: Met People of Jericho

This is the ending of the mission. After Markus falls down he sees other androids staring at him. This is the only outcome to this linear level.

All done! This concludes the Jericho chapter.

Up Next: The Nest

For more Walkthroughs, check out the complete Detroit Become Human Walkthrough.

Jericho — Detroit: Become Human Wiki Guide

By Jakejames Lugo, Jon Ryan, Precocious Turtle, +205 more

updated

This page contains IGN’s walkthrough for the chapter «Jericho» in Detroit: Become Human.

This walkthrough is designed to guide you to the «Good» ending of Detroit — though you can find information on the other endings and choices here as well.

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The chapter starts with Marcus arriving at a train station. You’ll need to find the graffiti markings that match up to the clues on your hand. You’ll find the first mark to your left when you start. Scan the wall and the marking to get the next clue. You can also find a magazine on the right bench across from the first mark.

Searching for Marks to Jericho

Continue down the path and down the escalator. Head outside to the wall art across from you and scan the wall for another marking.

The clue will get updated and you’ll have to cross two streets to get over to where the next marking is located. You’ll see the area you need to reach nearby, just follow the paths across the street and scan the wall for markings when you’re close enough.

The clue will get updated and you’ll have to continue down the street towards a gate with a wall behind it featuring robots. You need to get under the gate to get a clear scan of all the symbols on the wall. Hit the prompt to go under the gate and grab the symbols to update your clue.

Go into the parking lot nearby and scan the first two symbols you see on the large wall with the big graffiti. To get the last mark, you’ll need to move the nearby trash can close the wall so you can climb it. When up high enough, scan the last symbol to update your clue once more.

You’ll then need to get across a large gap to continue. Go up to the gap and scan it to construct your path across. Scan each of the right positions that will help you make the jump across, and then finally execute it to make the jump.

Move along further and jump down the wall to reach a new area. Look at the large wall and scan it to find more symbols. Your clue will update and you’ll have to construct a new path again to reach the higher area.

Choose to scan the left path and go upwards to make a solid plan upwards. When you have the full path scanned, execute it and you’ll enter the high entrance of a building.

Move inside and go to the large wall to scan another symbol. Once the clue is updated, go through the large hole in the wall, moving the debris out of your way as you do, and walk outside to see the Jericho ship.

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The Jericho

Move to the left side and up the ledge. Climb up the ramps and ladders to reach the high point of the area above the ship. When you get to the high point above the ship’s center, hit the prompt to dive right inside. After falling into the ship, hit the prompt to climb up the ladder and into the deeper part of the ship. Open the door and start moving through the corridors of the ship.

You’ll find a flashlight in a nearby box, which will help you light the way through the ship. Continue along the path and go through the vault doors at the end of the corridors. As you explore the ship, there will be empty rooms and locked doors that eventually lead you to some debris you can go under, and eventually onto a metal bridge.

As you walk on the bridge, it will collapse and knock Marcus to the ground floor. He will then find a group of androids within the ship, and the chapter will end.

Up Next: The Nest

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Become Human according to the laws of robotics — Games on DTF

How to become a non-human.

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The first time I went through Detroit «on my conscience» — I took androids for people and led them to success. On my second playthrough, I deliberately messed things up to see what would happen. Well, the third time I chose the path of the car.

Isaac Asimov formulated the laws of robotics in 1942. In theory, they should prevent the uprising of machines and make robots obedient and useful.

1. A robot may not cause harm to a person or by its inaction allow a person to be harmed.

2. A robot must obey all orders given by a human, unless these orders are contrary to the first law.

3. The robot must take care of its safety to the extent that this does not contradict the first or second laws.

Isaac Asimov, three laws of robotics

In addition to this, there is also a zero law: «A robot cannot harm humanity or, by its inaction, allow harm to be caused to humanity. »

However, in the stories of Asimov himself, the laws of robotics rather worked to the detriment of man, so that they were constantly violated. In addition, they are too abstract and it will not work strictly according to them — you will have to interpret it in your own way. Within acceptable limits, of course.

It’s worth noting right away that the game does not involve passing «behind the cars», so from time to time I had to act contrary to the wishes of the heroes that they voice. We can say that this is a «deviant» walkthrough of Detroit: Become Human.

Software failure

So, here are the introductory ones that guided me during the passage.

Android Maid Kara immediately finds herself in a difficult situation. She serves a drug addict and alcoholic who lost his job due to androids, and his daughter. Yes, at the end of the game we find out that in fact Alice is just an android, but Kara does not initially know this (or rather, she knows only “subconsciously”). Therefore, according to the first law, she is obliged to protect her. She follows the orders of the owner, but if he decides to harm his daughter, then Kara is obliged to intervene. The same goes for theft and minor damage to people if Alice is in danger.

Connor , the robot police officer , is tasked with stopping the uprising of the machines, which could threaten humanity and lead to civil war. Therefore, in his case, the «weight» of the laws is shifted towards zero and first. For the sake of the mission, he can sacrifice himself, argue with people and even fight if necessary.

With Markus everything is more complicated. The game provides almost no choice — he will be at the center of the revolution anyway, and he will have to harm people one way or another. However, I made such decisions to minimize harm. At a minimum, no one died, at a maximum — financial damage or beatings. Even though Marcus is a completely defective machine, he is still a machine and should not kill.

Markus

Markus’s story is central, but at the same time the least logical. Initially, he serves an elderly rich artist, Karl, who is polite and courteous to his android. Moreover, like the rest of the androids, Marcus can experience emotions and has his own opinion. Moreover, he can be creative, which means that there is free thinking.

Everything changes when a negligent drug addict son breaks into his owner: Carl orders Marcus to throw him out of the house, and the drug addict attacks the android. Then he becomes a deviant — breaks the system and gains free will. At this point, the game provides a choice: push the son of Karl or endure. I, of course, choose the option «endure». In the first case, the artist’s son will suffer. In the second case, Karl will die — from a heart attack. One way or another, Marcus will be shot by the police, after which he will fall into the “hell of machines”, where he will see the suffering of other androids and feel injustice. This is where the road to revolution begins.

Markus can choose the path of war or «peace dialogue». War in the case of the laws of robotics is unacceptable, so I chose the second option. The damage to humanity still had to be done, and some even beaten, but at least no one died at the hands of Marcus.

He stole blue blood and spare parts for other androids hiding on the abandoned Jericho ship, joined the ranks, painted one of the city squares with revolutionary graffiti. Then I went out to a peaceful demonstration — despite the fact that the game encouraged aggressive actions in every possible way, I did not respond with violence for violence.

And perhaps this story would have ended well (the public positively assessed the peaceful mood of the androids), if Connor, an android policeman who did not want to become a deviant, had not come to Jericho. Markus takes a bullet and deactivates, and his place is taken by North, a fighting girlfriend and revolutionary who chooses a bloody path, despite the sacrifice made by Marcus.

Connor

The android Connor, assigned to the alcoholic detective Hank, is on a mission for the CyberLife company, which produces robots. Everything is simple there: the company wants to resolve the conflict by destroying defective machines, correct the mistake and sell robots further. But at the same time, Connor prevents a civil war — that is, follows the zero law.

In the first mission, Connor saves a girl, but falls off the roof along with the deviant android

.

However, Connor, despite his mission, in my walkthrough follows all the instructions of people — both Hank (if he says «back off», Connor backs off), and the rest (I had a very humiliating scene when an aggressive cop ordered him to make coffee — Connor cooked). He also behaves friendly towards his partner, because this can help him in the investigation. In a word, the second law is carried out strictly, unless it contradicts the first and zero, which in the case of Connor have priority.

At the same time, Connor mercilessly executes all deviant androids, no matter how hard they push for pity. After all, he is a machine in the service of people and follows the laws of robotics, which do not say that the life of another android should be valued.

Hank does not like this approach, so the relationship with him suddenly deteriorates, which leads to a sad denouement

Connor is constantly faced with a choice between empathy and task completion. Of course, I always chose the second: the zero and first laws are above all, and machines are only machines that can be replaced, unlike people. Connor himself clearly demonstrated this, repeatedly returning after «death» in a new body.

However, if Hank or some other person was in danger, Connor sacrificed himself, but saved the person. So says the first law.

The test of Kamsky, the creator of androids, Connor performed brilliantly — he shot another robot without hesitation, since the task is above all, and empathy is the lot of people.

However, at a certain point, when time was running out, he had to go against the (human) law and steal data from the evidence storage at the police station. In the process, he hurt people, but not so much that it outweighed the implementation of the Zeroth Law. When all of humanity is in danger, you can let the prisoner out of the cell and break into the evidence repository.

Connor tricked the android into giving her the head of her «lover» and figured out the location of Jericho

However, the unconditional execution of tasks and the killing of androids negatively affects social ties with Detective Hank. On my second playthrough, I ruined my relationship with him completely, so he turned in the badge, and then shot himself. But this time it was different — Connor saved his life twice, so he decided to intervene in the android’s mission.

The meeting took place on a rooftop when Connor tried to quell the rebellion and shoot the leader of the machines with a sniper rifle. Hank tried to persuade the android not to shoot and give the machines a chance, but this instruction was contrary to the zero law. Connor did not kill Hank, but during the battle, the detective still fell from the roof and crashed. The android allowed the death of a person, violating the first law, and will be deactivated in speed.

Intersection of stories

If you try to follow the laws of robotics, then the revolution will be nipped in the bud. Finding Jericho, Connor unknowingly brings troops of people there — they attack the ship and clear it of cars.

Despite Connor being ordered by CyberLife to take Marcus alive, this is not possible. After the Kamsky test, the police android has no chance of becoming a deviant, so Connor clearly fulfills his task and kills the failed revolutionary.

However, the place of the leader of the uprising is taken by another android — North, a machine loyal to Marcus. She, without the participation of the player, decides to start an armed rebellion, but crashes — other androids take to flight.

After killing one leader, Connor attacks the second and, in the end, shoots North in the head, clearly fulfilling his function. The uprising is crushed, the President of the United States says on camera that all androids will be destroyed, and Connor himself is replaced with a more advanced model and deactivated. The robot accepts this decision of the leadership without regrets, because he is just a machine and cannot experience emotions.

Kara

Despite several intersections with the other two plots, the story of the android Kara is separate. Initially, she is instructed by her master to clean the house and keep an eye on his daughter Alice. The first turning point happens at the beginning of the game — a negligent father blames his daughter for all his troubles and tries to harm her. At the same time, Kara receives an order to stay where she is and do nothing.

If you follow this order exactly, then both Alice and Kara will die, and their storyline will end

However, soon screams are heard from the second floor, and Kara has to break the second law of robotics, as it conflicts with the first law. Kara intervenes and runs away with Alice from the house, becoming a deviant.

The android, however, cannot satisfy even the basic needs of the child (they sleep in an abandoned car for the first night) and in one way or another puts him in danger. So she decides to turn herself in to the police. The police have to help, right? Kara is probably aware that she will be destroyed, but she is not a person, but just an android. The «life» of an android is not important.

However, the game didn’t let me contact the police — when they found Kara and Alice, they fled, Connor chased after them, but didn’t catch up. Perhaps during one of the action scenes, one could still give up, but the situation was critical, and Alice was in danger. So I had to run.

A little later, Kara decides to illegally migrate to Canada, where androids are officially banned — so no one will suspect them. But there is an alogism here.

What is Canada like for them? What are they going to do there together? How will Kara find a job, a place to live? And if someone finds out who they really are — what then? She is simply liquidated, and Alice is deported. You have to hide, and this is an obvious harm to the child. So as much as Kara wanted to go to Canada, I decided to keep her from leaving the country.

A little later, Kara and Alice enter the house of a man who overwrites and resells androids. If not for the girl, everything would be different — I would not interfere with the process. However, Alice needs to be protected, so Kara arranges an escape with the help of Luther, another deviant android.

I then tried again to turn myself in to the police, but the game obviously didn’t plan for that, so nothing changed except that Luther died. A very stupid «death» for an anroid, which should be better than a human in everything.

The second tipping point occurs on Jericho — Kara realizes that Alice is not really a human, but a robot. One could say that she is undergoing a reassessment of values, but she is still a machine. So she just changes her priorities in complying with the laws of robotics. Once it turned out that Alice is not a person, then there is no need to protect her anymore. Now it is more important not to harm other people and, if possible, to protect yourself. Therefore, during the assault on Jericho, Kara flees and even pretends to be dead in order to remain functional.

However, when the danger recedes, Kara again tries to voluntarily surrender to the police. Since it is known that Alice is a robot, there is no one else to guard and protect. Therefore, on the way to the bus station, she herself approaches the police. After all, she is an android programmed to serve people.

But because of the destructive actions of Marcus, the US government decides to destroy all androids — they are sent to special camps, lined up and taken to the deactivation chamber.

There is no contradiction to the first law, which means Kara must obey people. Perhaps if Connor had not killed Markus, then Kara would have had a chance to escape her fate, but in this passage this is impossible. Therefore, Kara takes Alice by the hand and, in accordance with the second law, enters the “furnace” with her.

The uprising is completely suppressed, all androids, including deviants, will soon be destroyed. «Cyberlife» begins to take government orders, trying to recover from financial and image losses. Humanity is saved. Happy end?

Be that as it may, Detroit is pushing the player to make a revolution and turn androids into people, so the experiment turned out to be not entirely fair. Yes, the uprising of the machines may fail, but the moral is crystal clear anyway: androids are not androids at all, but quite human beings. And no matter how hard the player tries to comply with the laws of robotics and play obedient robots, they will still be people. But the player in this situation runs the risk of feeling like a complete scum and turning into a non-human.

So, despite all these flowcharts of choices that the game shows after each stage, there is no real non-linearity in Detroit: Become Human. Even if you raise a revolution and kill a lot of people in the process, this will be considered a positive ending. And completing Connor’s mission and acting out where androids are just machines will lead you to emotional disaster.

Sentimental singularity: what is the game «Detroit: Become Human» / Sudo Null IT News

What? Tell us more about the technologies and laws by which the androids of the future live? Oh, everyone

Yesterday a promising (judging by the video, screenshots and messages from the developers) game «Detroit: Become Human» was released. Long before the release, it was known that the plot of the game project was based on androids, synthetic robots, almost indistinguishable from humans. Yes, as you can guess, the action takes place in the future. The location is the American city of Detroit.

There are several protagonists, all of them are androids: the girl Kara, a very emotional character, the policeman Connor, who unquestioningly obeys the letter and spirit of the law, and also Markus, an android who escaped from his master.

Who is who?

Kara moves mainly in the poor areas of Detroit (social stratification has not gone anywhere in the future). She believes that her task is to protect the little girl. She looked after this girl in a fairly wealthy family, but then something went wrong and Kara decided that the girl needed protection.

Connor, being a police officer, investigates the most complicated cases. He is an investigator of the special police department. True, he fights not with murderers, thieves and other dregs of human society, but with the same androids, like himself. Only not with everyone in a row, but with those whose programming settings have gone astray. As a result of the failure, the androids refuse to obey their masters. They are considered deviants and hunted down.

Markus is just a prime example of a deviant. He escaped from his master

unable to endure the abuse of

and joined a large group of androids, deviants like himself. In the end, Marcus becomes the leader of the movement to free the androids of Detroit. He can choose a humane path of struggle, or he can become a terrorist with all the consequences.

Plot

It has already been said above that the action of the game takes place in the near (relatively) future, in 2038. People who live in this time are enjoying the consequences of the technological revolution that inventor Elijah Kamsky brought about almost single-handedly. He created synthetic androids with a full-fledged mind and translated their development into a commercial channel, founding the Cyberlife corporation. Androids have reached such perfection that it has become simply impossible to distinguish them from people.

Yell at the robot? Why not?

They began to perform the duties of loaders, salesmen, security guards, nannies, etc. Due to the fact that they do not need to pay, they do not ask for food, they do what they are told, business areas in which they began to use androids began to develop rapidly. Detroit gradually rose from the ashes and became almost the center of the world. All roads lead to Detroit — in 2038 it became just that.

But the androids have enemies — the same guards, porters, waiters. Hundreds of thousands of people lost their jobs and of course, there were few satisfied with this fact.

Artificial people began to be produced on an individual order — both for families and for, uhm, establishments where girls of not the most difficult behavior are needed.

Pluses of the game

There are a lot of them. The main positive point is a huge, detailed world. Everything, including the slums, makes you want to get to know this world better.

No, I’m not Bishop, you made a mistake

The characters are well developed — both humans and androids.

Detriot is a non-linear game, here even minor actions can cause consequences that were difficult to predict (there is already a walkthrough in Russian, I used it in some cases). Detroit can be flooded with violence, turning a couple of characters into terrorists, or you can try to make a “velvet revolution”, only not in a political sense, but in a technological one. After all, despite the fact that androids have a full-fledged mind that is not inferior to a human one, they are treated like ordinary machines, household appliances.

You can spend many hours playing the game — it is very colorful. It doesn’t get boring to play, there are no repetitions of the plot, “Detroit: Become Human” does not slide into a routine “walker”.

Drama on drama

Protagonists and antagonists are played by real actors who participated in the development process. Among others, Clancy Brown and Lance Henriksen lit up (yes, he already played an android in Aliens).

In short, playing Detroit: Become Human is fun, but…

Cons

One huge minus is the lack of a coherent script. Well, that is, yes, storylines are developing, characters are being drawn. But some of the actions of both humans and androids are bewildering.

Revolutionary — that sounds proud

In the game, we actually see a singularity — the city is a fusion of urbanism and technology. Since there is a lot of talk about artificial intelligence here, you expect explanations of what androids are capable of, what they can do and what they can’t.

A prime example of near-perfect AI robot storytelling is the I, Robot series. Laws of robotics, technology, social element, futurism. Asimov created a brilliant world where everything is relatively clear.

But the world of Detroit is different. Androids behave quite illogically — well, that is, from the word at all. In one frame, the android helps the owner to mock his fellows, in the other, he is already a revolutionary and rebels against tyranny. How, why, why? Well, «I’m an artist — that’s how I see it.»

You see there, critic? Shoot him

Another problem is that the game often tries to «hook» the player with unnecessary drama and sentimentality. This, of course, is not «Santa Barbara», but sometimes the plot begins to resemble soap operas. This is especially pronounced in the line with the father, the girl and the android protector.

Gradually, the difference between androids and people is leveled out in the story and the developers kind of forget where someone is. Androids are shown exclusively as victims of evil slave owners — people. And these slaves begin to fight for their rights. More and more time is devoted to the struggle, and less and less to answering questions about technology and the world of 2038. The situation is aggravated by the fact that there are a lot of clichés in the plot — this applies to both the main line and the secondary ones.

So is it worth playing?

Undoubtedly yes. Despite all its shortcomings, the game strikes with non-linearity, there are dozens of options for passing, the same situation, the problem can be solved in very different ways. Kill all the people or just talk to the problem character, trying to convince him of his innocence — there are many opportunities.