The idea of a video game being an
interactive movie isn’t anything new. Implementation of this began in the early
80s with games built around animation with games like Dragon’s Lair and Space
Ace, both of which featured animation by ex-Disney animator Don Bluth.
Experimentation with the format continued throughout the 90s with games based
in controlling Full Motion Video (FMV) sequences like Night Trap, though
interactive fiction continued in complete video game form as well, with games
such as Policenauts and Snatcher, both of which were created by Hideo Kojima. In
the modern age of gaming, people like to point out how games are reaching
cinematic quality and so all games are turning into interactive films, though
in reality there are still only a few games that meet the requirements,
including Asura’s Wrath (an interactive anime) and more recent Telltale games
like The Walking Dead and The Wolf Among Us. However, the one studio that seems
to get the most attention, good and bad, is Quantic Dream, a French studio
founded by David Cage which emphasizes the use of motion capture technology.
The decision to use motion capture has led to the more well-known Quantic Dream
games Indigo Prophecy and Heavy Rain, both of which attempted to show the
merits of the interactive fiction genre with steady improvements in both
gameplay and motion capture usage. The most recent attempt is the game Beyond:
Two Souls, a game which has been rather divisive to say the least. Despite
knowing the general consensus, I decided to play anyway, after receiving it as
a Christmas present, to have my own opinion of it since I had previously played
Heavy Rain. Overall, I’d say that David Cage does have some very interesting
ideas, but he very easily could have done better on this project.
The plot of Beyond: Two Souls covers a
period of 15 years and centers around the life of Jodie Holmes (Ellen Page), a
young woman who has been connected with an entity named Aiden from birth. Her
life, told in non-chronological order, covers her upbringing by scientific
researchers, Nathan Dawkins (Willem Dafoe) and Cole Freeman (Kadeem Hardison),
who wish to study her connection to Aiden as well as his abilities; her time
working for the CIA, where she learns how to use Aiden’s powers as a tactical
advantage and meets Ryan Clayton (Eric Winter); and her time as a fugitive on
the run from the CIA, where she
questions her life choices and tries to figure out her future.
Talking about the story, all 2000 pages
of which were written entirely by David Cage, in-depth is difficult, mostly due
to how the outcome of individual chapters can be influenced by player choice.
However, I can talk about the overall quality of the story at this point, which
I will say is a bit all over the place. As the game goes on, it can get very
silly and ridiculous, even by its own standards and for the world it sets up.
Early on in the game, Jodie, with a little nudging by Nathan, goes to a party
for a teenage girl and tries to fit in. While at the party, everyone makes fun
of her for living a sheltered life and being different (although it is possible
for Jodie to romance a guy named Matt). At some
point, the party girl opens her presents and is appalled that Jodie had the
audacity to give her a rare book of poems by Edgar Allen Poe (even though a
simple thank you would have sufficed). It is at this point that every single
teenager at the party (including Matt, which feels like a huge betrayal if you
open up to him) begins to taunt her for presenting a rare book (which is
probably extremely valuable on the second-hand market) and for, again, being
different despite knowing that she has
paranormal powers that she may or may not have just demonstrated (I suppose
they haven’t seen/read/heard of Carrie (probably because that’s old too)). Then,
they all lock her in a closet underneath the stairs and proceed with the party without
her. When Aiden rescues Jodie, the player can choose to take revenge or leave,
but I think you can probably figure out which one I chose. The reason I mention
this scene in particular is because it demonstrates a colossal lack of
intelligence on part of the teenagers and, while mildly silly, sort of sets the
stage for later silliness.
There is another segment when Jodie is
older where she is suddenly in a goth stage of her life. She is seriously
dressed in goth attire with goth posters on her wall and this just comes right
out of nowhere with absolutely no rhyme or reason. But of course the game gives
us a reason for this (kinda, sorta, not really) by having her whine about how
she can’t go out to a bar with some girls from school or something (I don’t
quite remember). As she is continually shot down by Nathan and Cole, she grows
increasingly frustrated until, when they leave, she, with aid from the player,
starts playing a guitar solo on a Gibson Flying V (because apparently all
guitars are Fender Stratocasters or Gibson Flying Vs) as if to say, via music, “No
one understands me!” This sudden personality shift is so bizarre and over the
top and I really couldn’t help but laugh out loud at the situation. This
section is nowhere near the height of the game’s silliness, but it’s worth
mentioning anyway.
But despite these ridiculous moments,
the game has some moments that are very well done. A particular example is a
chapter where Jodie, while on the run, ends up homeless and is befriended by a group
of homeless people. The situations the player can get involved in can feel
poignant and carry a lot of weight. This section is one that is more
emotionally driven, and it is better off for it. In this section I actually
felt more emotionally invested in the characters, namely the homeless people, because
of their interactions with and belief in Jodie. Points like this are when the
game is actually pretty well-written, but they are unfortunately more difficult
to come by when it comes to the rest of the story, thanks to the average dialogue
and somewhat predictable narrative (I even explained the premise to my dad after
playing and he was able to immediately guess the big twist that I spent hours
trying to learn).
Tying in with the weak writing, the
characters also end up coming off as shallow a lot of the time. By that, I mean
there isn’t much to them. Cole is an extreme example of this, since the only
thing he does through the whole game is be nice to Jodie and display his
devotion to her cause. That’s it, that’s his entire character. I can’t really
talk about Nathan because the more I say about him the more I’ll spoil the
game, but Jodie and Ryan I can discuss. Jodie is easy to understand most of the
time, save for the aforementioned scene where she’s suddenly in a goth phase.
Ryan is a little tricky, since a lot of the time he seems to only care about
Jodie as it relates to her being able to fulfill a mission for the CIA, but what’s
even stranger is that even if you reject every single romantic advance from him
throughout the entire story, the game still does whatever it can to leave him
available.
In a similar vein, the game does
everything in its power to make sure that Jodie can never die until the very
end of the game. Why? There are no game over screens except for possibly the
final action sequence. If you screw up or die, something else will happen so
that the player still gets from Point A to Point B no matter what and make it
inevitable that you will win no matter what. This is a sharp contrast from
Quantic Dream’s previous game, Heavy Rain, where the ability for all four
characters to die at any point could wildly change the course of the narrative,
which gave their deaths more weight. By making it impossible for Jodie to fail
until the very end, sometimes through a convenient Deus Ex Machina, the weight
of her death is erased, thus removing any reason to care for her safety before
that point. It’s a big letdown in writing, but this isn’t the only flaw Beyond:
Two Souls has.
The only other flaws in Beyond: Two
Souls come from the gameplay. I have no problems with it being interactive
drama, as it theoretically allows the player to shape the events of the
narrative to create one of their own. I also like the idea that the player is
able to explore the environment on their own to discover more things they can
interact with. However, these same great ideas end up, at times, integrated in
an unsatisfactory way.
Let me begin with the exploration of the
world. The idea behind having a heavy amount of exploration is that you can go
around the environment and discover new things. You can interact with objects
to find clues for solving a puzzle or find out new details about the running
narrative and gain a better understanding of the characters. Unfortunately,
thanks to the anachronic storytelling, the very first level establishes that
the game doesn’t like it when you go off the rails. That’s right; an experience
centered heavily on going off the rails discourages you from going off the
rails. This sets a precedent for the rest of the story by creating the illusion
that the game is super linear, which causes the player to ignore the other
details of the environment, therefore you don’t get that extra information, and
so you actually believe that the game is super linear. The only reason I even
got the most out of the Homeless chapter is because I read about the problems with the game’s interactivity system online beforehand, thus allowing me to
know that you can cross the street in that chapter and giving me new story
opportunities. No game should do this to the players and then wonder why they
didn’t get to see everything they should have (I’ll admit that at certain
points I just went right for the goal without searching every inch of my
environment).
I think this problem may have to do with
the fact that the story is in anachronic order in the first place. As I kept
playing, it felt like the story would have made more sense in chronological
order, as there were certain plot points that not only would come up later, but
would have a long section in between that focuses on something so different,
you may not even remember exactly what happened before or even know that your
decisions in that chapter matter to the next. This sort of haphazard
storytelling is what is partly to blame for the illusion of game linearity, as
there is a chapter about halfway through that feels like the real first level,
one which actually encourages exploration and lets you do whatever you want
with no real or perceived time restraints.
In any case, there was one other problem
with interaction, which involves how it is mostly bound to the right analog
stick. Interactivity points are indicated by small white circles that appear
when the player approaches them. Moving the right stick in their general
direction will activate them, which makes sense from a design standpoint. However,
in times where you may need to make an important decision, such as how to make
money in the Homeless chapter, it is possible to accidentally make the wrong
choice and have the game refuse to let you take it back. This meant that in
order to correct something, I had to go back to the main menu and continue my
progress from the last checkpoint, which was also hidden behind about 10
seconds of loading (which occasionally felt like an eternity). It also doesn’t
help that the right stick is also the camera, leading to moments where I didn’t
even want to interact with the environment, but was forced to go through it
just because I wanted to try and look across from a wall (though the camera is
pretty fixed anyway).
Action sequences are sprinkled
throughout the story, which I suppose was to either fit in with the narrative
or appeal to a broader audience. Either way, these can be pulled off well, but
one mechanic in these moments requires the player to shift the stick in the
direction that Jodie is moving in to successfully complete her motion (as a
nice touch, any visible damage she suffers here continues through the rest of
the story segment). This is a neat idea, but sometimes I found it a little
difficult to decipher exactly which direction I was supposed to flick the stick
due to some of the camera angles used to try and illustrate her motions. I
think this feature should have been worked on before release to make it work
even better.
While I have gone on about the game’s
faults, there are some things that are fully deserving of praise. Though the
story may be oddly written, Ellen Page and Willem Dafoe act it out superbly.
Their performances are filled with emotion and have subtle movements to help
sell them. Watching them act out each scene with stunningly detailed motion
capture can sometimes distract you from the quality of the writing, but that shows
just how good they are at acting. These two are perfect to play the parts they
are given and watching them do it may be reason enough for fans of them to
invest in the game.
The graphics of the game are also very
detailed and sell the world extremely well. It’s a wonder that the uncanny
valley was fully avoided considering how difficult it seems to be with motion
capture technology. It’s a good thing too that the rest of the game looks good
enough to balance out the very realistic humans. I also liked the music of the
game, which admittedly does help heighten the atmosphere of the game.
Beyond: Two Souls is an interesting game, but not one without flaws. Despite being superbly acted and having some serious star power, the weak storytelling and not-quite-perfect gameplay counterbalance a lot of what’s actually good. In the end, David Cage seems to have really good ideas on improving interactive drama, but he needs to create a more compelling story, perhaps with a team of writers, for the intended audience to see them as worthwhile. It may be worth checking out for the sake of watching the actors perform their parts, but there unfortunately isn’t much for those who are on the fence.
Beyond: Two Souls is an interesting game, but not one without flaws. Despite being superbly acted and having some serious star power, the weak storytelling and not-quite-perfect gameplay counterbalance a lot of what’s actually good. In the end, David Cage seems to have really good ideas on improving interactive drama, but he needs to create a more compelling story, perhaps with a team of writers, for the intended audience to see them as worthwhile. It may be worth checking out for the sake of watching the actors perform their parts, but there unfortunately isn’t much for those who are on the fence.
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