I did. Just like Kara I suspected Alice wasn't human early on but I didn't want for it to be true for some reason. It felt wrong. Yet I opposed the humans at every other point.
When I had to face my own hypocrisy I realized just like my Kara that it just shouldn't fucking matter and got over it
Not sure if this was choice dependent or what but my Kara knew. Just like the player she didn't want to accept it. She broke her programming and wanted it to be for something meaningful and not an Android child as hypocritical as it is.
When she sees the ad flyer she gets a yellow LED and registers the information but pushes it away. When you ask Luther about it during the amusement park there is plenty of time to explain but Kara snaps at him "not now". For me it was obvious she knew what he wanted to say.
And when she finally gets confronted about it her reaction was more heartbreak and denial then shock to me.
Oh, shoot. That changes my perception of this being as simply ambiguous as I thought then.
In a way, my Kara's story path took a different tone -- she saw the article, she saw the signs, and when she heard Luther's voicing I had her go off in saying how much she loved Alice as a little girl, despite 'not knowing many little girls'. For me she just seemed so caught up with her that she wasn't really taking the time to worry about, you know, the 'possibility'.
But the fact that this gets addressed in front of her makes it much more clearly a story of self-denial particularly once we get to that Alice twist.
Once again, in spite of everything, in spite of sometimes off-kilter dialogue and occasionally artificial tact in the work as a whole, I just want to say Kara's story is done pretty well in this game. Reviewing the way the story goes about telling it sheds more light on a little depth existing beyond just the good performances and emotional intimacy, however.
Kara learns to fight against her programming and protect a girl she wanted to love -- but one she also viewed as her 'purpose'. What this insinuates, however, is a kind of possessive need, a la Joel in The Last of Us. In other words, a 'love' that is based on making someone
yours, that makes you feel special.
Kara wasn't "innocent". She wasn't just clueless -- she wanted that feeling, that feeling of something fresh and new that added meaning to her life as a disposable, hated android.
Except, that
is hypocritical of her; that was the same as saying that she depended on this human to make her feel special as an android, because of the fact that she
was a young, human girl. In the back of her mind, she probably didn't want to accept this. But she probably still had reservations about her status as an android, insofar she felt Alice was more deserving of that love than her, and this kind of manifested in some straight-up Freudian maternal complex.
With the layer of ambivalence over Kara what we get is a more deliberate story of how an android woman realizes both the value in loving her self, and loving Alice as an android. And the fact this also, at the same time, reflects itself to the
player is what gives this such a more interesting angle than it would if it were just in a movie or TV show, because you are now thrown into this interactive space that will determine these characters' fates. You are in Kara's shoes, making decisions based on your own personal factors, and this builds on that emotional connection -- and each type of player will have a different kind of reaction. It's an actually decent pairing of narrative devices.
After looking at this further, this is one of Detroit's stronger narrative arcs. It is more nuanced here in Kara's than the other two's, in fact. If they handled it with even more grace or symbolism it would be really, really great, but as it stands it is already a very neat characterization imo.