Friday, August 22, 2014

Beyond: Two Souls - Full Review (PlayStation 3 game)


If you’re looking for something that’s intense, cinematic and extremely immersive then 'Beyond: Two Souls' may be exactly what you are looking for. More like an interactive film than a game, 'Beyond: Two Souls' follows the life, jumping through random points in time, of a young woman called Jodie Holmes who has been connected to an invisible, mysterious entity since birth. This unknown entity is called Aiden and, in single player you control both characters whilst, in co-op one player plays Aiden and one plays Jodie. 


Developer: Quantic Dream 
Genre: Interactive drama, action adventure 
Release date: 8th October 2013 (EU: 11th October 2013, JP: 17th October 2013) 
Platforms: PlayStation 3 
ESRB: M - Mature

This beautifully unique game strongly emphasises player interaction and, in this sense, is considered to be an interactive drama game with some action elements. Whilst I usually hate quick time events in this game it works perfectly and, in a style similar to Heavy Rain, you’ll find yourself performing actions for everything you come across. Through the use of motion capture actress Ellen Page and actor Willem Dafoe star as Jodie Holmes and Nathan Dawkins respectively and, alongside their flawless voice acting, you’ll be hard pressed to find a game that’s more realistic than Beyond: Two Souls is. This is a beautifully crafted, extremely emotional and fantastically animated game that changes the face of gaming. 



Gameplay and story


The game revolves around a woman called Jodie who is somehow physically connected to an invisible entity dubbed Aiden. The story flicks about between different times in Jodie’s life ranging from when she was a child to the shocking events we see in the prologue with the premise being that Jodie’s forgotten how she’s come to where she is. Whilst the story is primarily focused on Jodie there will be times when you control Aiden and see things through his ghostly perspective. The ending of the game varies on your decisions and throughout the ‘chapters’ that you play through there will be some room for manoeuvre and make your own decisions but, generally, the overall storyline is a fixed series of events.



The game is primarily designed to be some kind of interactive film and it is, in this sense, extremely cinematic. There’s basically no HUD aside from a white dot showing what can be interacted with and no map to guide you places. The camera moves very organically and tends to focus on what Jodie is looking at whether that’s somewhere she’s been ordered to go or something that’s just caught her attention. It won’t take you long to adjust to the mannerisms and personality of this game and you’ll almost immediately be sucked into the episodic telling of Jodie’s life. The great thing about dipping and diving between different times in Jodie’s life is the great variation in gameplay that this provides. Protagonists are usually presented ‘as is’ with the occasional reference to earlier events that helped shape them but with Jodie you live so much of her life from the simple times of playing in her bedroom as a young child, through troubled teenage years, to the moment she learned she was to leave everything she knew and join the C.I.A. You follow her through her initial training and, when real life interrupts this and Jodie’s forced to apply these newly acquired skills in desperate, life changing situations, you truly appreciate the depth and breadth of her character. If Jodie was constantly on the run and beating people up it would quickly become a boring, 2D interpretation of life as this is not how people live. Instead, by living through the very normal, domestic aspects of her life you see everything put into perspective. It’s not just watching a troubling childhood it’s living through that and then, when Jodie unleashes her revenge, it’s more than just petty violence but bitterness, hurt and frustration all balled together into an intense and dangerous explosion of emotion. 



But it’s not just Jodie who tugs you headlong into the immersive nature of the game; Aiden, too, is a fascinating subject though I found his connection with Jodie to be initially a little disturbing. After all, you know nothing about him and for all you know he’s utterly malevolent. However, as you view the tentative interactions between a little girl and this mysterious spirit as he pushes her on the swing, defends her when she’s wronged and protects her from harm you understand just how much they need each other. What’s great about Aiden is even though you never see him and only occasionally see the world through his eyes he still has a very distinctive personality. From the beginning its made clear how quickly things can go wrong due to the sheer power Aiden has but, unusually so, when you yourself are in control of Aiden you feel the exact same way. Aiden’s power and tendency to take things too far is quickly reflected in your own gameplay and sometimes you find yourself doing things that, usually, you’d never do. It’s very much a case of you can break windows, scare people half to death, set a building on fire, tear the world apart so you end up doing so because, God dammit, why shouldn’t you? 



I think what surprised me about this game was how absolutely terrifying it could make itself as initially the game came across as creepy, a little eerie but otherwise nothing particularly noteworthy, I was wrong about that. The intensity of encounters is very quickly elevated later on and there are some moments of absolute, genuine terror that I was simply not expecting. In particular, the reliance on the player to survive encounters by performing quick time events means that it’s your responsibility to get Jodie to safety and, when required to jump, duck or smash through something there’s almost zero on-screen help and instead you must accurately read what she intends to do by following the movement of her body with your controller. When you’re faced with an extremely pressured situation this can quickly deteriorate into a frenzied attempt to survive but, as you can imagine, shoving your controller every which way is one sure fire way of getting yourself killed. It’s not all fast paced action though as I alluded to earlier but that doesn’t mean you’re not involved in things. Almost everything Jodie does is guided by you from cutting up her dinner during meals, tidying her apartment before a date, training with the CIA to hitchhiking on the side of a road. When Jodie’s working hard, you’re working hard and the ties that this creates between protagonist and player is not just an added layer of immersion but an invaluable approach to ensuring you’re emotionally invested in the storyline and characters. 



As games go I tend to prefer ones which are open world and, despite this game not being this way it still manages to convince you that you could go anywhere at a moment’s notice. There’s almost always a set path or a few paths that you have to follow but these take place in large, sprawling environments that should not be explored anyway such as a desert landscape or a laboratory. Doors would be, quite naturally, locked in a laboratory where conditions are strictly monitored so it’s unlikely that a little girl would be allowed to go off wandering around as she pleased when she’s being escorted somewhere. So she can only go through one door, so what? That’s where she’s going anyway. What’s interesting is that it’s simply not in Jodie’s personality to run off in any random direction anyway because she’s a very straight down the middle, straight to the point sort of character. When she’s got a job to do by God, she’ll go and do that job and follow it through until the end. In this sense, even though the game’s path is constantly linear that doesn’t ruin the story in any way as even through you’re following this track there’s a fair bit of wiggle room where you can mooch off a little, change the story here and there and choose how you ultimately reach the end goal. Whilst the game didn’t have as much ‘change the story’ elements as I would have liked there’s options and different paths you can take; you can escape from certain scenarios in different ways, take things to far with Aiden or maybe leash him in a bit more, things like that. Either way all of the choices you make will be within the boundaries of what Jodie may or may not do and there are no outlandish choices that would break her character. For a game like this it’s important to remember that you’re not your own character such as in the Dragon Age series or Skyrim and you’re more like… Corvo from Dishonoured, there’s some breathing room in how you do stuff, but you still have to do things his way.

Graphics, animations and audio 

 
Nothing negative could be said about the graphics and animation of this game, they are utterly flawless and astoundingly realistic. 'Beyond: Two Souls' is more film-like than any other game I’ve ever played and this makes for a totally original experience. A complete lack of HUD adds to the immersion value and the only time you’ll encounter game like elements are when you’re prompted to make a decision in conversation or perform a quick time event. Everything looks stunningly realistic whether that’s water captured on skin or rust etched onto metal, there’s not one aspect of the game that’s not polished to perfection. The landscapes are vast and detailed as you explore a beautiful assortment of locations that range from the super modern such as shiny laboratories or 21st century offices to the totally rustic, somewhat dilapidated Native American farmlands and homeless squatting grounds. This is a game where you will genuinely struggle to find something that’s not flawlessly detailed and utterly realistic. 



The interesting application of CGI and motion capture for the faces and movements of characters is very effective. Each individual wrinkle, mole, hair, scar and pore is clearly visible adding to a huge range of emotions to be portrayed on a wide variety of individuals. No two people are the same, each NPC is their own person and rather than coming face to face with hundreds of similar looking people this game has opted for a few dozen of totally unique individuals. 



The animations are something to truly behold and you can instantly tell that this is something the developers should be extremely satisfied with. All of the animations are very organic and natural feeling, for example when carrying a bale of hay Jodie occasionally adjusted it but not in your usual sense; each adjustment was different, realistic, evolving. Tiny, subtle movements ripple throughout every interaction and you are constantly barraged with her conflicting emotions, her moments of feeling self-conscious, her pain or anger and by the time you’ve sunk into the game you realize that this is truly the most human of all game protagonists. It really is incredible to experience. This massive variety of animations whether that’s walking or idle ones and, having experienced a lot of impressive animations in my gaming time, I was taken aback by the sheer detail to the point where I literally made a new category to talk about this in this review. 



There’s not much that can be said about the audio of this game as, quite simply, it is flawless. The voice acting is perfect, emotional and extremely high quality. Everything, whether it’s gentle breathing or full on screaming is etched with emotion allowing you to truly understand the thoughts, feeling and experiences of the characters. The music isn’t particularly noticeable as its very subtle and only tends to come into its own when there’s a great deal of action on scream, at which point it rises in tempo and intensity to reflect the direction of events. All in all, there’s not a single fault with the aesthetical aspects of Beyond: Two Souls.

Overall

Quantic Dream have been in and out of my consoles for some time; I first played their game ‘Fahrenheit’ and for some unknown reason could never get into it, despite appreciating how original it was. I’d toyed with the idea of ‘Heavy Rain’ but again it passed me by and I still haven’t got very far into it. ‘Beyond: Two Souls’ changed my opinion of this genre of games entirely and I found it to be deeply emotional yet incredibly intense experience that merged full throttle action sequences with slower, more tentative gameplay. There are quite a few endings to this game depending on choices made in later sequences which is a fantastic way of rounding off a game that boasts how much the player affects the storyline. Nothing bad can be said about the way it looks, sounds and generally portrays itself as everything is a flawless representation of life however, there’s room for improvement. Critically I would say that there is not a huge number of alternatives when faced with encounters and that sometimes, ok, once, the game didn’t take into account how I’d responded to a scene. Despite this you will find yourself playing a slightly altered version of the game compared to your friends and, taking into account how fantastic the game otherwise is, I think that’s a pretty reasonable expectation.

The Good: 

  • Looks flawless, very detailed, beautiful lighting
  • Sounds fantastic, voice acting is superb
  • Alternate endings for replayability
  • Controlling Aiden is super fun
  • Great variation in gameplay
  • Something for everybody 
  • Interesting storyline keeps you on your toes
  • Immersive, passionate, emotional
The Bad: 
  • More impact on storyline by doing things in different ways would be good
  • The fact it's more like an interactive film than a game may put some off
  • Bit of a slow starter
The Score: 9/10 

Final thoughts: "I hope there's a second one released for the PlayStation 4 but, how the hell would they intergrate all the possible endings? Maybe they'd do it in the same world but not following Jodie... Hmm..."