- Summary: Live the life of Jodie Holmes, a young woman who possesses supernatural powers through her psychic link to a mysterious invisible entity. Experience the most striking moments of Jodie's life as your actions and decisions determine her fate. As she traverses the globe, Jodie will face incredible challenges against a backdrop of emotionally-charged events never before seen in a video game.… Expand
Oct 8, 2013Beyond is both better and worse than its illustrious predecessor Heavy Rain. It features a more varied gameplay, a better story, talented Hollywood actors and outstanding graphics... but it also lacks something: the ability to make truly decisive choices throughout the adventure. Significant changes you can make story-wise are actually concentrated at the end. However, games of this type and this quality are still too rare to deny yourself the pleasure.
Oct 8, 2013Don’t get me wrong, the game tells an interesting and emotional story, and the acting is top notch, but it does aimlessly plod along here and there. Thankfully, Quantic Dream ensured that Beyond: Two Souls would wrap up in an amazing, thought-provoking way which does make the ride very much worth taking.
Oct 15, 2013The gameplay has vastly improved for this new genre, the game mechanics and puzzle solving are unique and fun, the voice acting was incredible, and it is visually stunning. It’s very unfortunate that the story has continuity difficulties, unnecessary padding, too many boring stretches, and repeated plot devices, as the story is what’s supposed to keep you going in an interactive drama.
Oct 14, 2013After completing Beyond: Two Souls it’s understandable why this is one of the most divisive games around. Even now it’s difficult to say whether we enjoyed it or not, it’s certainly an interesting game, and does have some nice ideas. So despite a story that feels disjointed, tonally uneven and a mid-section that feels completely out of place, it’s something that is different enough from the norm that maybe, just maybe it’s worth picking up.
Oct 17, 2013But Beyond: Two Souls is far worse than convenient, facile, and ridiculous. It’s overall tone is low-key and morose, without energy or enthusiasm. Scenes drag out, with long pauses. Glances shift awkwardly. Character models fidget. This is about an eight hour game, but I’d estimate two or three of those hours are pregnant pauses.
Oct 14, 2013Proof of a twisted media. While Call of Duty 10 will get rave reviews for its ingenuity of adding ten more maps and a "vault", this beautiful game gets slandered for not being interactive enough.
Time was, a game was compared to its kin; you don't assault CoD for a lack of narrative and having too few cut scenes. When a gamer wants to experience a story, they choose a title that does so.
While not without some minor flaws (I struggled with the camera on a few occasions), I found this tale to be a heartfelt one. Characters develop well, and there are some unforgettable moments. Don't pass this gem up; listen to the fans, not the bought out mainstream gaming media.… Expand
Oct 16, 2013This is beautiful, awesome and compelling game! What game have the reviewers been playing?
No this is not your average game, but it has great graphics, great story telling and pretty cool and unique game play.
At first you will need to get used to the controls but after the first 2 chapters you are used to it (at least i was)
I never thought this was going to be a game i am going to LOVE, like sure but LOVE... What i didn't know this game had an unique and very cool game play and the story just sucks you right in.
I am going to be honest i never played Heavy Rain or Fahrenheit but i am sure going to play them now.
If you love a game with a compelling story and a totally different way of playing than the 'mainstream' games, this is totally a game for you!… Expand
Oct 14, 2013Excellent storytelling, awesome animations. Amazing how they motion captured so much feelings in just walking! Very nice facial animation, though some models seems a bit stiff and boring. Not the most surprising story, but gives good value still. Even if its not completely a linear narrative story, its fairly easy to link all the pieces of the story and kind of get the idea where the story heading. Maybe Ive just seen to much films?
What interested me the most with the game, was how they managed to go seamless between cinematics and gameplay. And even in gameplay it kind of felt like seeing a film. That was also a problem, since I ended with almost forget to press the controller when it was time for me to take control.
Best cinematic game I played so far. Thought that may also be the only problem with it too; that the little gameplay feels a bit boring. Though the gameplay feels more natural after a while, it never really feels it suits the game.
Have only played through once, so looking forward to see more of the alternative story elements.
May not be everyones cup of tea, but its a star in this type of game/interactive movie. If you hate it, you are probably not used to think a bit outside your normal comfort zone. If you love it you are more interesting in seeing a film/playing a film then playing a game... Good that not all games are made for everyone!… Expand
Oct 12, 2013We're living in a time where storytelling in video games is equal to that of movies. In the case of this game the storytelling surpasses that of a movie by making the player fully invested in the characters and their fates through interaction. The story of Jodie and Aiden is an emotional one that's filled with twists, turns, and unforgettable moments. When playing this game I felt such a connection to the characters and events that I actually felt happy, sad, angry, and scared just like the characters in the game.
The way the story is told is also highly impressive. Each level takes part in a different time in Jodie's life, so you will play as adult Jodie only to jump into a part of Jodie's life as a child. The reason this is so impressive is because despite the way it jumps around in time the story is still incredibly easy to follow. Seeing all these different parts of Jodie's life help you care about the character in a way that few other video games have. Even more impressive is how you can effect how the story plays out based on choices you make, adding tons of replay value.
With such a focus on story I'm both impressed and happy to say that gameplay doesn't take back seat. Most of the gameplay revolves around quick-time events and some light (and incredibly easy) puzzle solving, but stealth sections help break up the action. Gameplay might not have been the focus here, but they included just enough to keep player feeling like they're not just watching an interactive novel. My only complaint with the gameplay comes from the more action-oriented quick-time events. Sometimes it's hard to know which way to dodge because the characters movements aren't exactly clear, and I'm not sure that there is a way to die in this game. But like I said gameplay might not have been the focus, but I feel like they did a good job of including it in.
Overall I am highly impressed with Beyond: Two Souls. It's one of the best stories to come out of a game this year and it's a heck of a lot of fun to play. In a time where many would have you to believe that a video game can't tell a story better than a movie or book, Beyond: Two Souls is one of the many games to prove those people wrong. So if you are a gamer who loves a great story, or even someone who's never played a video game but loves a great story, then I highly recommend this game. It's truly one of the most impressive experiences to come out this year.… Expand
Jun 30, 2014An amazing game. I'm not sure why it didn't get the praise of Heavy Rain, but it was an incredible experience. The story was interesting, and well told, though due to the nature of cutting between memories, the order of events can be rough to piece together. Despite the names of each memories being shown in a timeline, it's easy to forget which memory is which and everything than happened at the time.
The motion capture and acting is unbelievable, and only wish such technology could used used in such an effective way for a survival horror (Last Of Us is not that).
So to start with the good: the action is amazing, the slower parts are engrossing, and the element of choice is so strong, every decision is second guessed. I won't have time to play every type of decision and ending again, but like with Heavy Rain, I'll always intend to replay again in the future if I ever find the time.
There is a lot of variety in this game, Some levels seem so different and unrelated to the main story arc, that it's easy to lose track of the direction of the main plot. Also the visual styles between different levels are so different that it feels like every type of terrain or weather has been exhausted within this game.
The main characters are interesting, with emotional depth, and full of soul (pun intended), that only could've come from such amazing actors and motion capture artists.
Obviously Cage is a director and writer unlike any other, and his games/art are worthy of all the praise they receive and more.
The visuals and atmosphere of the game are incredible, and this is definitely a game that's hard to put down.
The fluidity of the story upon making a game-changing decision is a triumph, and despite the slightly jarring nature of jumping between memories in time, every change feels like it has a big impact, and there's nothing that feels "this decision would've brought out the same outcome".
However I do need to raise the negative points. Aside from the briefly mentioned jarring nature of jumping around in time, my biggest issue with this game was controls. I'm a huge fan of the unique and interactive nature of the gesture controls that David Cage's games use, especially on the PS3. Heavy Rain had a brilliant tutorial introduction level, and I don't recall ever having issues understanding what needed to be pressed during a scene. Fahrenheit was also pretty simple to grasp the controls of. However I really found myself struggling at times with Beyond Two Souls. Most of the time, all that exists to indicate an interactive element is a dot, and while usually it stands out well, and is easy to trigger, I found anything that even resembled a white dot (reflection of light, a bump on an object, etc) caused me to waste time trying to interact with it. Also the dot element changed in functionality at random times. The single white dot usually just meant I needed to swing the right stick towards the dot to interact, but whenever I saw a blue dot, I found myself getting a little confused. A blue dot means you need to lock on with L1, which is fine, but then this produces 2 more dots. Sometimes you are expected to bring the two dots together, sometimes apart from each other, sometimes over different characters, sometimes together onto a certain point against resistance, and sometimes to push the dots together, away from the blue dot. Then even this differs, in some cases you must push the two white dots towards the blue dot and let go, sometimes away from the blue dot, and hold, and sometimes away from the blue dot, and fling back forward, and then I also found there were times I was expected to bring away from the blue dot together, but then let go, sort of like releasing a stretched elastic band.
While all these movements are achievable, and fine, the indication of which to do where is not clear, and a lot of time there is a time limit where if you don't choose the correct interaction, your game will change completely, with the story changing for the negative.
I found myself redoing a certain desert-based missions multiple times simply because the game refused to accept what I was trying to do, only because it wasn't clear what my options were.
I found this incredibly frustrating, and this is a regular type of interaction that becomes infuriating during the time-sensitive moments.
Also,there are times where the game will give you an option "say nothing, do nothing" which you physically have to choose, but then other times you simply have to do nothing and wait a minute for the choice to be made. This can really break gameplay as instead of being drawn into the emotion of the moment, you're trying to figure out what options you actually have available to you. If there was a little more consistency it'd have been appreciated. I understand it was to make the game not too repetitive, but it ended up just being a source of frustration.
Despite this, I thoroughly enjoyed the game, and hope to replay.… Expand
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