Friday, November 14, 2014

Beyond: Two Souls

Quantic Dream - 2013 - PS3

Beyond: Two Souls is the fourth game from developer Quantic Dream and director David Cage. Other titles by Quantic Dream include the excellent Heavy Rain, Indigo Prophecy - which I really want to play, and Omikron: The Nomad Soul - which I had never heard of prior to reading the Wikipedia article for Quantic Dream. Beyond plays very similarly to Heavy Rain (and Indigo Prophecy, from what I understand) which made me very excited to try it as Heavy Rain was one of my favorite games I played last year. But, oh boy, Beyond has so many problems. This was such a disappointment after what was a very promising game in Heavy Rain. This review is probably going to get pretty rant-y, so heads up. I don't even know where to start with this game. I guess I'll start by tearing apart the plot.

Beyond: Two Souls tells the story of the life of Jodie Foster who is played by actress Ellen Page. Yes, this is the game that actually stars Ellen Page, as opposed to The Last of Us, which just stole her name and likeness. Anyway, Jodie was somehow linked at birth to a ghostly entity named Aiden, hence the "Two Souls" moniker in the title of the game. Aiden has the ability to manipulate objects in the physical world, give Jodie visions of the past, can phase through walls, and has the ability posses others and force them to do whatever actions he pleases. But Aiden cannot otherwise speak or interact with the physical world. How did Jodie and Aiden come to be linked together? How did Aiden get his powers? How do we even know Aiden's name to begin with??? These are important plot points that the game just chooses to never address.

The plot of Beyond is delivered Pulp Fiction style, which is to say that important parts of Jodie's life are sliced up and given to us out of chronological order. Why is the story presented this way? I have no idea, it only serves to make the narrative more confusing and it felt unjustified. A lot of the pieces of Jodie's life that we are given seem to be largely unrelated to one another and are stylistically and tonally completely different from the last. I remember noting this back in my Heavy Rain review - that some pieces of the plot didn't seem to fit in or progress the story in any meaningful way. But Beyond is an entire game made of these unrelated segments. It's as though 20 different writers wrote 20 different stories about Jodie and no one bothered checking to see if they were related in any way. Then to make things worse, they're presented to us all out of order.

I'll say this though: Beyond has a very promising and interesting open. The first tutorial chapter sees a young Jodie being tested for "physic powers" by recreating the scene in Ghostbusters where there's a supposed physic on one side of a room and someone with symbols on flash cards on the other side of the room. The game wants you to take control of Aiden to peek at the flash cards before Jodie gives her answer. This is a really interesting scenario because it gives the player information that the playable characters in the game shouldn't otherwise have. Aiden essentially becomes a personification of "The video game camera", which is a really interesting concept. The physic tester then asks Jodie to manipulate objects in the other room. The game lets you take control of Aiden to accomplish this. Then Jodie asks Aiden to stop, but you don't necessarily have to listen to her. This is another interesting scenario because it puts the player in the position of performing actions that directly oppose what Jodie, your player character, wants. This is another really interesting scenario that I was really excited to explore. But nowhere else in the game do these scenarios exist. Okay, maybe there's more time where the game gives you the option of pitting Jodie and Aiden against each other, but it's still a really interesting concept that went way underexplored.

These missed opportunities are a symptom of a larger problem: Beyond is a game that has no idea what it does well. The best parts of Beyond, for me at least, were the sections where I was roleplaying as Jodie and making decisions about how she would act in certain situations. Would she tell her friends about Aiden even though it may make her seem strange? Or lie to fit in? But the game seems less interested in these character shaping decisions and would rather tell this action story about how the U.S. government wants to weaponize Aiden's abilities.

(Mild spoilers in this paragraph). Okay so there's this scene later in the game where the CIA sends Jodie to Somalia to assassinate a warlord. After the successful assassination, Jodie learns that the CIA had lied to her and her target was not an evil warlord at all, but a democratically elected president. What's worse is that she learns she has made a young boy fatherless after also killing one of the president's bodyguards. It's a pivotal moment in the game where Jodie realizes she can't trust the CIA and is only a tool being used to perpetuate an endless cycle of death and violence. So she throws away her weapon, quits the CIA and goes into hiding. But then after the next couple scenes, she's right back to killin' more dudes again! Aaaand then she rejoins the CIA... YOU CAN'T DO THAT!!! You can't write these pivotal, character defining moments and then undo them a couple chapters later when you want to tell another story and it becomes convenient to the plot! It was pretty obvious that there were sections of the story that were added in order to pad out the game's length, but these sections didn't fit in at all thematically and sometimes clashed directly with the rest of the story. It seemed to me like Beyond struggled to find its identity throughout the entire duration of the plot. This culminates in the game's ending where the last topics and themes have absolutely nothing at all to do with the story leading up to that point. The game then tries to execute what I'm guessing was supposed to be this surprise twist ending, but the twist doesn't really add anything at all or change the player's understanding of the story in any way. It was a confirmation of my theory that the writers were not at all on the same page about what they wanted Beyond to be about and the result is an incohesive mess of a plot.

Alright, alright, enough ragging on the plot. So how does the game actually play? It's fairly similar to Heavy Rain which is to say there are lots of quick time events and moments when you can give input on what choices Jodie will make or what her dialogue will be. The main difference coming from Heavy Rain is that you can also take control of Aiden during certain action sequences to either strangle enemies or possess them in order to use their physical bodies to take out more enemies. How does the game determine which enemies you can possess and which you can strangle? It seemed totally random and inconsistent to me. There were enemies I wanted to strangle that I could only possess and there were enemies that I wanted to possess but could only strangle. Coming from Heavy Rain, the QTEs are a bit different as well. I see what they were going for here, they wanted to eliminate all of the button prompts from the screen so the player can focus on the action, but I don't think it really works. The idea is that when the game prompts you for a QTE, you're supposed to simply follow the motion of Jodie's body and press the joystick in that direction. But it's often really ambiguous and hard to tell which direction Jodie is punching or dodging or whatever. No meaningful feedback is given to the player when they miss a QTE either, the screen just flashes red as if to only say "NOPE! YOU DID IT WRONG!".

(Sigh). Beyond was a pretty big disappointment for me especially after playing through Heavy Rain. This game felt like a big step in the wrong direction. I'd like to close this review/rant with an open letter not only to Quantic Dream, but to all game developers: Please respect the player's time. If you have a story to tell, tell it. But please don't pad out the game with filler or copy/paste segments of the game to artificially lengthen the play time. I may not speak for all gamers, but I'm way more likely to be angry when I can tell that my time is being wasted as opposed to the notion that a game I'm playing might feel too short. Sincerely, James.

Summary:
As for a recommendation - if you haven't played Heavy Rain, please go do that first. It's a much more complete, cohesive and interesting game than Beyond. If you have already played Heavy Rain, just be sure you know what you're getting into before you start Beyond.

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