The overarching story is that of three android, Kara, Marcus and Connor, each with their functions in the world and their own masters to obey and as you move from on part of their existence to another, things become quite complicated for them. Connor is the one you will know the most, thanks to the demo that was also released, he is an android, designed to basically be a detective and the opening part of the game, has Connor attempting to talk another android down, from killing a little girl, the scene from the demo. The choices that you make here, don’t impact a lot on the rest of the game, it’s about the only time this happens, but it still helps shape who Connor is. Kara is an android, whose purpose is to assist people around the house, basically a maid, but when she is brought back from the store, having been repaired, things don’t work out the way she expects.
This is the games strongest point, each choice you make, no matter how minor or seemingly insignificant, can have a reaction down the line you may not expect. Choosing to be violent at times can turn an ally away from you and the opposite is true, be too soft and others won’t respect you, balancing your choices is going to prove the most demanding thing in the whole game. Thankfully, each android character has a few human allies that they can work alongside with, in order to move forward, the best example of this is Connor. He works alongside Hank, a very grizzled and out of sorts Police Lieutenant, who has spent years working to get to where he got, but he has a hatred for all androids and refuses at first to work alongside one, but as the two work together, the choices I made, helped break through that hardened shell, to find out why he is that way. While Marcus and Kara have less to do with humans, they still interact with them and the results of which are interesting to say the least.
The other issue with the game, is that it is all about choice, do you want to be an arse or someone who is compassionate, perhaps you want to shoot someone when prompted, but save the next person. Each choice you make raises and lowers how other beings perceive you and with everyone having their own agenda, it can be a balancing act at times, which makes the lack of choice at times frustrating. There are a number of times when the game refuses to move forward, should you refuse to make a choice, only for it to give you 30 seconds or less, to make a crucial choice moments later. For a game that is all about choice, when the game forces you into a decision that you don’t want to be apart of and if only gives you a single option, it is frustrating to say the least.
The camera was also strange, rather than giving a complete camera, it is broken into two parts, the first is that with the right stick, you can pivot the camera around from its current location, but it generally stays locked to you to some degree. In addition, pressing R1 will swap the camera from whatever view point you have, to another and while it works for the most part, there are times when the game will put it in a strange place. The problem with the camera system is that it uses the same stick as a lot of actions require, which results in you having the camera move around when you wanted to open a door; When you combine that, with the fixed points, things can become a little frustrating.
The games score varies, mostly in part to the different scores that play, depending on which character you are in control of at the time. With Connor, Marcus and Kara all having their own scores, from the music alone, you will always know who is on the screen, even if you are not in the room. Connor’s goes through the most evolution, thanks in part to the investigation he is working on, but Marcus’ does change as well, for Kara though, the themes stay pretty consistent from the get go. There are a few radio stations you can listen too at times, but those tunes are just your average soft jazz melodies, so nothing to special happen there.
Review copy provided by PlayStation Australia