BEYOND: Two Souls review
Stunning graphics; engrossing and captivating storyline; Oscar-worthy acting performance by Ellen Page; emotionally deep and resonant; pushes the medium in surprising ways.
Maneuvering the game camera can be an exercise in frustration; level of interactivity is disappointing; sometimes difficult to see how your choices actually affect the story.
4.0 stars: "A game of very high quality. Although some aspects might have been executed better, we would recommend this game without hesitation."
An ambitious story with real, complex characters makes BEYOND: Two Souls one of the year’s most memorable adventures, as long as you’re willing to look past some constrained and awkward gameplay.
In many ways, BEYOND: Two Souls is a brilliant piece of work – this PlayStation 3 exclusive is an innovative, ambitious, gorgeous game that offers a beautifully told tale that makes it difficult not to become emotionally invested in its compelling cast of characters. It’s certainly not a perfect game, however, and like Quantic Dream’s earlier efforts before it, not all of the experiments in gameplay are unequivocal successes.
The success of 2010's Heavy Rain upped the ante for David Cage’s French studio, and while it’s laudable that they've continued to push both the technological and thematic envelopes, there are some moments during the course of this latest journey which feel like they may have over-reached. That being said, it’s a welcome relief to find success hasn’t spoiled Quantic Dream’s desire to play with expectation.
Let’s deal with the elephant in the room right away. If you didn’t think Heavy Rain was an adventure game, you certainly won’t think that BEYOND: Two Souls is either. The game tweaks Heavy Rain’s formula but doesn’t change it: exploration is still handled by moving characters directly with an analog stick, Quick Time Events (QTEs) propel action scenes forward, and the interface is designed to facilitate a seamless narrative, not to showcase mind-bending puzzles. What it does offer is a bold, unconventional approach to storytelling that should captivate any fan of sophisticated interactive narratives.
In BEYOND you will spend 20 hours living 15 years in the life of Jodie Holmes, the game’s heroine. Like all of the characters, Jodie’s avatar, speech, and mannerisms have been motion-captured from a real live actress – in this case, the Oscar-nominated Ellen Page. You will visit specific, important moments in her life in thematic – but not chronological – order, and you'll soon learn that Jodie is no ordinary girl. Since birth, she’s been spiritually attached to a ghostly entity that she knows as Aiden. Having this paranormal presence, who is both soul mate and guardian, means that Jodie never has a real chance to have a normal life.
Taken from her mother and abandoned by her foster parents, Jodie is raised in a tiny apartment (fitted with surveillance cameras) in the Paranormal Studies Department of America’s Central Intelligence Agency (CIA). The researcher in charge of this division is Nathan Hawkins, BEYOND’s second major character, here played by the equally talented and accomplished actor Willem Dafoe. Their relationship, as Jodie grows from lab rat to surrogate daughter to CIA operative, is one of the lasting and engaging plotlines featured in the game. While the younger Jodie’s adventures are mostly expository, either introducing character elements or the intricacies of her interesting powers, her later adventures as a CIA operative provide the game with a canvas to build larger tales, ultimately involving a quest to save the entire planet.
The first thing any player is going to notice is the visuals – it’s almost impossible to imagine how gaming graphics, without being entirely photo-realistic, can improve on what BEYOND offers. Jodie travels to a number of locales throughout her journey, and from a suburban home under a blanket of December snow to a Somali battlefield, each environment is painstakingly rendered and recreated with the utmost care to realism. I was struck again and again how even the smallest touches were captured. Details like the posters in teenager Jodie’s bedroom to the minute details on futuristic lab equipment make it nearly impossible to not believe that you are walking through very real environments.
Of course, the motion capture helps in creating such realism, with one caveat. Although both Page and Dafoe play their roles brilliantly – Page absolutely knocks it out of the park from beginning to end – the fact that the two most important characters are played by recognizable actors was actually a minor distraction for me. Perhaps it's just the novelty of having A-list actors appear so profoundly in a game, but I couldn’t stop thinking of them in studio with technology mapping all of their expressions, which I found somewhat disrupted the immersion. Nevertheless, the degree of emotion that Cage and his team have been able to capture in BEYOND is stunning, from Dafoe’s facial tics to the movement of Page’s eyes, even tears running down cheeks. As impressive as the facial animations in Heavy Rain were, this is a significant leap forward.
The gameplay in BEYOND is a little more uneven than its technology. You’ll spend most of the game playing as Jodie, moving her around each scene in third-person with the controller. She can interact with objects when a white dot appears – in order to push a button, open a door, or play with a doll, you simply need to push one of the thumbsticks in the right direction. Not unlike the interface in Heavy Rain, certain actions may demand the dexterous use of other buttons. Climbing, for instance, requires you to hit a sequence of keys to move Jodie up the rocks. Also like its predecessor, there are several sequences where you will have to react quickly in order to keep Jodie from harm.
There are very few "puzzles" in the game (Jodie doesn’t have an inventory), and when you do need to think through a situation, usually clicking on every available action will eventually advance the story. QTEs return here, although a little more elegantly than in Heavy Rain. When confronted with one of these action scenes, you must move the stick in the direction that Jodie is moving. For instance, if she’s punching left, in order to connect you must move the stick left. To successfully duck, you must move the stick down – it’s a fairly easy process to grasp, since all you have to do is follow Jodie’s onscreen cue. My problem was that these scenarios would often happen when I least expected them, and by the time I was prepared to respond, Jodie had probably already been hurt.
At appropriate times, you can switch to the viewpoint of Aiden with a simple touch of a button. As an enigmatic apparition, he is not confined by gravity or walls, and can move freely about in any direction – as long as he doesn’t move too far from Jodie herself. He can also manipulate the living world in rather unique ways. Aiden is able to create sudden bursts of kinetic force (which can be used to hurl open doors or smash windows) and disrupt electrical devices. His ability to affect people is even more disturbing. Certain characters in the game provide Aiden the opportunity to choke them or take bodily possession of them.Continued on the next page...
|Worldwide||October 8 2013||Sony Computer Entertainment|
Posted by millenia on Oct 16, 2013
Entertaining and immersive funAt first I must admit that I am also a fan of Fahrenheit and Heavy Rain and I think the newest Quantic Dream release doesn't pale in... Read the review »
Posted by Geoff Kelly on Oct 14, 2013
Well worth a look, but the milage variesThe Good: Consistently a gorgeous game; Excellent voice-acting. The Bad: Inconsistent plot; Lack of substantial gameplay. Verdict: Beyond:... Read the review »