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Beyond: Two Souls

The Cover for Beyond: Two Souls
Publisher: Sony Computer Entertainment
Creator: David Cage from Quantic Dream
Console: Playstation 3
ESRB Rating: M for Mature

“Beyond: Two Souls” is a recent PS3 game released on October 8th, 2013 in North America made by Quantic Dream, a studio known for creating Heavy Rain (2010), Indigo Prophecy/Farenheight (2005) and Omikron (1997). The studio’s take on gameplay has always been something of interest: their video games fully combine movie and video games-- essentially, an interactive movie. It works incredibly well as a storytelling media. The story of Beyond is of the extraordinary and unusual life of Jodie Holmes, from ages 8 to 23. Ever since she was born, she has had an entity, Aiden, tethered to her-- inseparable. With paranormal capabilities, the events of Jodie’s life unfurl throughout the game in a beautiful manner. This game is an emotional experience told in an outstanding way.
                The story is told out of chronological order. Telling it this way allows for several things, one of them is better plot pacing. You switch between being on the run from the CIA, to living a quiet life in a lab. Doing every quiet thing from when Jodie was eight years old would be a very dull beginning, as well as bring an awkward balance to the plot as questions from when Jodie was younger get answered soon after when we flip ahead in her life. Another thing is that it allows for more questions and answers to be developed, this allows for the player to see the changes in things like relationships with particular characters at different angles then when a character was first introduced. The story moves in three phases, one where the background is laid for important characters and is Jodie’s beginnings, the second phase builds on relationships with characters and reveals more of Jodie’s life, and the third phase answers many questions left open and concludes the story nicely. A blotch on this great game in regards to the plot would have to be certain areas of the dialog. Some of it isn’t at the strength it should be to fully help the player realize the character or to fully display the scene and the mood of it. It could have been stronger, however in no way am I saying the dialog is bad-- for the most part, it was well or decently done, and most of it is done very nicely and overall does bring out the character’s voices well and uniquely.
How long it takes to beat the game varies on what you are doing. It can take between 8 and 14 hours to beat regularly, while replaying for trophies can take anywhere between 14 and 22 hours (depending on how far back you need to replay). Again this all varies however depending on how fast you play through the game and what you do while playing. The game’s replay value isn’t high or low.  There are many individual chapter choices you can replay to earn trophies, play for the fun of it, or try and see different outcomes. This adds a lot of value right there, but because the majority of plot outcomes don’t change dramatically for the most part, it decreases some value. So, there’s a moderate value of replay for this game, as yes, characters can live or die depending on what you do, but really replay value is whether you want to try for trophies, and if you enjoyed the game the first time.
Our lady protagonist, Jodie, is our playable character in Beyond and is voiced and acted by Ellen Page. The other playable character is Aiden, the entity tethered to Jodie, who is played with directly alongside Jodie. Both characters are endearing and as this is a story of a life and beyond, the plot works well to have the characters grow on the player. This also influences decisions the player can make in the future as Jodie, as many decisions can impact the events that follow.
The gameplay is directly woven into the game, as you do actions to further advance the plot in each sequence. The game is divided in two: QTE (Quick Time Events) and “free” events. For a lack of a better way to put it: events where you usually have a task to do, but have full motion to do it rather than the game running for you and you pressing buttons.  The gameplay itself is integrated into the story, so doing things is what drives each sequence forwards, and it does so in a very direct manner. The two play modes merge very nicely, as much of the time there is “free” play, rather than QTE’s, in contrast with Heavy Rain’s action sequences. Several of the action events involve stealth movements rather than charging in and attacking. When actual fighting occurs with enemies and Jodie, a different kind of QTE takes place: you have to move the analog stick in the direction Jodie is moving to advance the fight. Time slows down to allow this action to be done. When playing on easy, the advantage is a big arrow appears on the screen to show you which direction to go, however this ruins the cinematic effects of the scene. When playing on normal, the arrows do not appear, however it is sometimes difficult to tell which direction Jodie is moving. If you move the wrong way, a red flash appears on screen, and the game does an alternate route to advance the fight scene. The “free” gameplay is fun, as you mostly get the choice of viewing things from Aiden and interacting with the world as either Jodie or Aiden.  When playing on easy, you can’t have free roam as Aiden, you have to press a button to get to the next interactive object. While when playing on normal, you get full roam, which is having the ability to float through things like walls and doors. The button-pressing or analog stick interactions make a return to interact with the environment as Jodie. A fault in this game is that it is no longer as obvious to see which way the analog stick needs to be turned to do an action. However the fact I played on a smaller screen may have affected this.
One gameplay complaint though is that the game is a little too “forgiving”. In Heavy Rain, if you mucked up too many times, a main character could die and the game would progress without them. Here, the game “forgives” and moves on with itself. It is understandable since there is only one protagonist this time around, but I’m sure the developers could of thought of some other punishment for messing up an important QTE (e.g. failed the mission, made something directly linked more difficult later, etc.) I’m not saying there’s no punishment (believe me, there is-- minor characters can die, things can go wrong within chapter at certain points), but there’s not that much of it, and it’s at times where it’s so easy that you pretty much have to decide to let things go wrong just to have a little excitement. Another complaint is the lack of differing core endings. Heavy Rain had core endings that were different, while this game divides the endings into branches, rooting off one branch, that don’t change much about the games world (except for one bad ending you get for failing all the end QTE’s, but that’s not a full-throttle ending). However, the ending choice the game gives you is a daunting, beautifully well done one.
The game’s enemies are few, and only are found in some chapters. The only enemies are soldiers and evil spirits. Soldiers can sometimes be killed from Aiden’s POV, but most are fought by Jodie. All the spirits, however, are fought with Aiden. There are a couple of large spirits that require some more difficulty and preparation in-game to fight. One of them makes a wonderful “HOLY $%!#” moment when it first appears. The game also does have a few other creepy moments regarding spirits. The game does feature a multiplayer mode, in which you progress through the main plot with two people playing.  One player assumes the control of Jodie, and another of Aiden.
Although the gameplay is simple, it is very fun and it makes for an interactive movie or a cinematic game. I’m not going to pick one view to define from as half the fan base gets ticked off when you call this game an interactive movie, so create your own opinion on what it is. The difficulty comes in a bad way-- if you’re playing with too dark a screen or with the brightness too low, during several dark screens, you don’t have a clue as to where you’re going. Even then, it can be hard to tell. I enjoyed the immersion of the gameplay to the story, and it blended very well.
The game’s soundtrack is beautifully done. It was originally done by Norman Corbeil, but he passed away during the project, so it was finished by Lorne Balfe and Hans Zimmer. The soundtrack is subtle and beautiful, and fits very well with the scenes that are going on within the game. It adds perfectly to the atmosphere of Jodie’s life and the story at the time. Another well done part is not just the soundtrack, but the placements of silent moments. It’s done so well and adds exceptionally well to the moment and tone of the current event. A nice touch was when we saw Jodie, guitar in hand, sing “Lost Cause” in a cold, winter street.
The game’s graphics are a work of art. Done to be realistic, it does its job perfectly-- the faces move as if they were real (then again, actors did also fully act, not just give their voices), everything looked incredibly realistic, and the only thing to say is how beautiful and realistic the graphics are. Graphics don’t make a game by any means, but dang, this game looks gorgeous! The game can be described as “smooth”, among other things. The controls reacted when told and reacted well. The graphics slid well, and the camera angle was much, much better than it was in Heavy Rain -- a major improvement done by Quantic Dream. The soundtrack transitioned almost unnoticed and matched the atmosphere perfectly. The pacing was nice. The graphics were beautiful, and ran seamlessly. The entire game blended exceptionally well. One thing classed as “unsmooth” in the game is that every so often the game will freeze for a second, and then continues. It’s a minor bug that occurs every once in awhile.
The game, without the player even noticing often, can really toy with emotions. The events that happen in Jodie’s life to build up her experiences and this story are fantastic. A relationship builds up with an invisible character you play as who has no ability to communicate actually builds just as the love for Jodie does. When the finale happens, it is heart-wrenching. Not because of sadness, but because of everything that happened, and everything that can happen, and will. Right at the end, I cried, and I have no problem in admitting that.
This game is truly an experience. Everything that happens is done so well. I sincerely recommend this game to anyone who would be willing to play it to the end. It’s not for everyone as the gameplay isn’t the heaviest thing here, but rather, the plot is, and the characters. It’s an enjoyable experience for anyone willing to indulge. This game truly was an artwork. The media usage to portray the story of the life of Jodie Holmes was done excellently, and this is a game that will not soon be forgotten at all.

- Maddiystic
     
        9/10


Screen Capture of Gameplay

They Developed The Game Using Actors

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