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Detroit: Become Human similar games & best alternatives

Detroit: Become Human

PC (Microsoft Windows), PlayStation 4 • 2020

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Quick resume

Detroit: Become Human puts the destiny of both mankind and androids in your hands, taking you to a near future where machines have become more intelligent than humans. Every choice you make affects the outcome of the game, with one of the most intricately branching narratives ever created.

Global score

96/100

Genres

Action, Adventure

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    Pros

    • Deep, emotionally engaging narrative
    • Meaningful player choices with multiple endings
    • High replayability
    • Stunning graphics and cinematic presentation
    • Strong character development and voice acting

    Cons

    • Limited gameplay complexity beyond quick-time events
    • Awkward controls on keyboard/mouse
    • Lack of fast-forward or skip options on replay
    • Some story elements heavy-handed or predictable
    • Short overall playtime for a single run

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players make meaningful choices that affect story outcomes and character fates, reflecting high personal control and decision-making freedom."

      Capsule for Until Dawn™ Until Dawn™

      "Players make meaningful choices that shape the story and character fates, reflecting high personal control and freedom in decision-making."

    • Competence

      Game with the same Competence vibe

      2

      "Gameplay involves quick time events and decision making requiring some skill, but overall simple mechanics."

      Capsule for The Walking Dead: Season Two The Walking Dead: Season Two

      "Gameplay involves decision-making and quick-time events requiring some skill and attention, but not complex mechanical challenges."

    • Competition

      Game with the same Competition vibe

      -4

      "Focus is on personal narrative experience and choices without any competitive or ranked elements."

      Capsule for Heavy Rain Heavy Rain

      "Focus is on personal narrative experience and choices, with no competitive or ranked elements."

    • Continuation

      Game with the same Continuation vibe

      4

      "High replay value with multiple endings and branching storylines encourages repeated playthroughs and long engagement."

      Capsule for BROK the InvestiGator BROK the InvestiGator

      "High replayability due to branching storylines and multiple endings encourages long-term engagement and repeated playthroughs."

    • Cooperation

      Game with the same Cooperation vibe

      -3

      "Single-player experience focused on individual narrative; no multiplayer or cooperative gameplay."

      Capsule for If My Heart Had Wings If My Heart Had Wings

      "Single-player experience focused on individual story arcs and decisions, with limited social or cooperative gameplay."

    • Creativity

      Game with the same Creativity vibe

      3

      "Players explore different narrative paths and character outcomes, experimenting with choices to create unique story experiences."

      Capsule for Class of '09: The Re-Up Class of '09: The Re-Up

      "Players creatively explore different narrative paths and outcomes, shaping the story uniquely through their choices."

    • Domination

      Game with the same Domination vibe

      -5

      "No evidence of exerting control or superiority over others; interactions are narrative-driven without power dynamics."

      Capsule for VirtuaVerse VirtuaVerse

      "No elements of exerting control or superiority over others; interactions are narrative-driven without power dynamics."

    • Escapism

      Game with the same Escapism vibe

      5

      "Strong emotional immersion and narrative depth provide escape from real-life through story and character engagement."

      Capsule for In Stars And Time In Stars And Time

      "Strong emotional immersion and narrative depth provide a compelling escape from real life."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily driven by interest in story and characters, not obligation or external pressure."

      Capsule for The Walking Dead: A New Frontier The Walking Dead: A New Frontier

      "Players engage voluntarily driven by intrinsic interest in story and characters, not obligation or external pressure."

    • Experimenting

      Game with the same Experimenting vibe

      4

      "Encourages trying different choices and exploring multiple story branches and endings."

      Capsule for Love Is All Around Love Is All Around

      "Encourages exploring different choices and story branches, experimenting with outcomes and moral dilemmas."

    • Exploration

      Game with the same Exploration vibe

      2

      "Some exploration of different locations and story branches, though within a mostly linear narrative."

      Capsule for Omen Exitio: Plague Omen Exitio: Plague

      "Some exploration of environments and narrative possibilities, though mostly guided and story-focused."

    • Expression

      Game with the same Expression vibe

      -2

      "Limited character customization; expression mainly through narrative choices rather than avatar personalization."

      Capsule for Deponia: The Complete Journey Deponia: The Complete Journey

      "Limited character customization; expression mainly through narrative choices rather than avatar personalization."

    • Fantasy

      Game with the same Fantasy vibe

      3

      "Set in a near-future sci-fi world with androids, exploring speculative fiction themes."

      Capsule for Lucy -The Eternity She Wished For- Lucy -The Eternity She Wished For-

      "Futuristic sci-fi setting with androids and speculative technology offers imaginative fiction elements."

    • Fellowship

      Game with the same Fellowship vibe

      -3

      "Primarily a solo experience with minimal social or community interaction."

      Capsule for CHRONO TRIGGER® CHRONO TRIGGER®

      "Primarily a solo experience with minimal social or community interaction."

    • Growth

      Game with the same Growth vibe

      3

      "Players develop understanding of story, moral dilemmas, and character motivations, encouraging reflection and learning."

      Capsule for The Shivah The Shivah

      "Players develop understanding of complex moral issues and character arcs, promoting personal reflection and learning."

    • Health

      Game with the same Health vibe

      -5

      "Sedentary gameplay with no physical activity or health-related mechanics."

      Capsule for Terror At Oakheart Terror At Oakheart

      "Sedentary gameplay with no physical activity or health-related mechanics."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention on story and choices; not suited for casual or background play."

      Capsule for Revenge on gold diggers Revenge on gold diggers

      "Requires focused attention on story and quick-time events; not suited for casual or background play."

    • Intimacy

      Game with the same Intimacy vibe

      3

      "Emotional connections with characters and their stories foster a sense of closeness and empathy."

      Capsule for Road 96 🛣️ Road 96 🛣️

      "Emotional connections with characters and their relationships foster a sense of closeness and empathy."

    • Leadership

      Game with the same Leadership vibe

      2

      "Narrative involves standing up for oneself and influencing others, but no player leadership mechanics."

      Capsule for Say No! More Say No! More

      "Some narrative elements involve leading android revolution and making strategic decisions, but no player leadership over others."

    • Progression

      Game with the same Progression vibe

      3

      "Progression through unlocking multiple endings and achievements, reflecting narrative advancement."

      Capsule for Moe Era Moe Era

      "Progression through story chapters and unlocking different endings and achievements reflects narrative advancement."

    • Relaxation

      Game with the same Relaxation vibe

      2

      "Generally balanced pacing with moments of tension and emotional engagement, but not overly stressful."

      Capsule for The Legend of Heroes: Trails through Daybreak The Legend of Heroes: Trails through Daybreak

      "Generally balanced pacing with emotional highs and lows; some tension but also moments of calm reflection."

    • Sensation

      Game with the same Sensation vibe

      3

      "High-quality graphics, sound design, and cinematic effects provide strong sensory stimulation and emotional engagement."

      Capsule for METAL GEAR SOLID V: GROUND ZEROES METAL GEAR SOLID V: GROUND ZEROES

      "High-quality graphics, sound, and cinematic presentation provide strong sensory and emotional stimulation."

    • Status

      Game with the same Status vibe

      -4

      "No social status or recognition systems; focus is on personal story experience."

      Capsule for The Witcher: Enhanced Edition Director's Cut The Witcher: Enhanced Edition Director's Cut

      "No social status or recognition systems; focus is on personal story experience."

    • Story

      Game with the same Story vibe

      5

      "Core focus on narrative immersion with branching plots, character development, and moral dilemmas."

      Capsule for Revenge on gold diggers Revenge on gold diggers

      "Core focus on narrative immersion with complex characters, branching plots, and moral dilemmas."

    • Strategy

      Game with the same Strategy vibe

      2

      "Some strategic decision-making in story choices and achievement hunting, but no deep tactical gameplay."

      Capsule for Aventura Copilului Albastru și Urât Aventura Copilului Albastru și Urât

      "Requires planning and decision-making to navigate story branches and outcomes, but no deep strategic gameplay."

    • Thrill

      Game with the same Thrill vibe

      3

      "Tension and suspense arise from moral dilemmas, time pressure, and consequences of decisions."

      Capsule for Papers, Please Papers, Please

      "Emotional suspense and tension arise from moral choices and quick-time events."

    • Value

      Game with the same Value vibe

      4

      "High replay value and rich content provide strong perceived return on investment despite technical issues."

      Capsule for Vampire: The Masquerade - Bloodlines Vampire: The Masquerade - Bloodlines

      "High replay value and rich narrative content provide strong perceived return on investment."

    • Violence

      Game with the same Violence vibe

      -2

      "Violence is present in story but not glorified or emphasized in gameplay; focus is on survival and moral dilemmas."

      Capsule for Richard & Alice Richard & Alice

      "Violence is present in story but not glorified; focus is on moral consequences rather than combat enjoyment."

    • Survival

      Game with the same Survival vibe

      1

      "Some narrative elements of survival and danger, but gameplay is low risk and forgiving."

      Capsule for Enigmatis 3: The Shadow of Karkhala Enigmatis 3: The Shadow of Karkhala

      "Some survival elements in narrative (protecting characters, avoiding death), but gameplay is low-risk."

    Analysis

    Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Intimacy, Survival, Violence, Competition. Here, the score leans higher than usual among comparable games on Leadership, Survival. It leans lower than usual among comparable games on Expression.

    How to use the graph
    Similar games map

    Each dot is a game. They are arranged from the same motivation profile as in the “Motivations” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

    • Larger dot with a light outline: the game you are viewing.
    • Colour: groups of games with comparable motivation patterns (statistical clusters).
    • Hover a dot to see the game name; click to open its page.
    • Scroll or double-click the chart to zoom out and see more games.

    Why don’t the axes read like a score? This view uses t-SNE: it only keeps who is close to whom. The scales are not “good to bad” or hours played—they separate groups on the map. Read distance between dots, not the axis numbers.

    Last update: 30/04/2026