Good start... I've been getting pretty late with these edits though.
Here's the detective. Bit unimpressive, I understand.

Again, depth. This might be a bit hard to see, but parts of the sprite get darker the farther they get from the viewer. In this instance there's also a secondary light, moonlight maybe? It's all a bit dark and best viewed at 2x.
The brightest cluster is reserved for the face, drawing attention there, while other areas are kept darker and less saturated. The edit became more reliant on harder lighting and major shapes/tones (face as an example), while less reliant on gradient-like shading and details through outlines. For film noir (which Grimsane mentioned) this kind of harsh dramatic lighting is
pretty much key. The addition of cyberpunk elements along with that direction could prove interesting.
By the way, have you considered putting this stuff in a rough mockup or brainstorming ideas for setting styles? Could turn this into a full game-like scene with an interesting art style in the end, so I think you should go through with it.
...
Funny, there's another shady looking dude with a jacket and fedora in these boards...I should check that one out too.