One day someone’s going to get it spot on. Someone’s going
to realise the sheer mechanical potential of gaming and mix it perfectly with
stunning production values and first-rate, cinematic story telling. Beyond: Two
Souls is not that game, and it was never going to be. It’s far too much of a
gameplay-deprived, oddly-presented piece to do that. But at some point - perhaps
even in the next generation - someone will finally crack the code of AAA story telling
of this level meeting the genius of a game like Dark Souls or Spelunky. For
now, Beyond is a sample of what could be, a window shopping experience for a
new age of interaction. And, for my money, it’s a pretty interesting experiment.
Believe me; I’m more surprised than anyone. I don’t like to
use this term often, but I despised Heavy Rain. It was a game that asked you to
respect it as a serious piece of drama despite its comical voice acting,
inconsistent visuals, glaring plot holes and willingness to lie to players to
conceal its secrets. Worst of all? It got away with it. There are those that
think of Heavy Rain as an intelligent, well-written piece of storytelling,
despite issues that not even the trashiest Hollywood fluff would dare commit.
But, ever the optimist, I convinced myself to look forward
to Beyond, and hoped that the team at Quantic Dream could deliver on previous
promises.
And you know what? I think they did.
Beyond kept me engaged from start to finish. I’m well aware
that it has issues, and deprives itself of much of what gaming is – in my
opinion – really about. But as I get older and my free time diminishes, my
attention is not something I give away freely. Beyond caught it and, somehow,
kept it.
It wasn’t thanks to the game’s action scenes, I’ll say that
much. The complete lack of punishment in Beyond is easily its biggest flaw. Any
intensity is sucked right out of the action sequences, and moments designed to
shock and scare fall flat. In fact it often falls just short of the emotional
punches that the team is undoubtedly gunning for.
But, elsewhere, the game really delivers in ways its
predecessors couldn’t. The supernatural story makes Cage’s quirky script writing
far more natural. Your disbelief is suspended before you even start Beyond, and
that’s crucial to forgiving some of the game’s cheesier moments. Ellen Paige’s
brilliant turn as Jodie also lends serious credibility to each and every scene
(or at least the one’s that she’s in). The same goes for Willem Defoe, though
he does feel underused.
Crucially, Jodie has a fascinating hook. The gift/curse of
her link to Aiden makes every scene dynamic. It’s not like other
Cage-characters that are bloated with unconvincing issues like drug addictions
and irrational fears to try and breathe some life into them. Jodie is honestly
one of the most interesting protagonists to hit gaming in a while, constantly
at odds with her entity but always somewhat dependent on him, changed by him,
and desperate to hide those changes at every turn. Quantic really sell you on
the tough life she’s had to lead.
Then there’s the stunning visuals that are, for my money,
the best to be had this generation. Beyond is leaps and bounds ahead of the
competition when it comes to character models, so much so that it’s the first
game to convince me of the importance of life-like visuals. I couldn’t relate
with Ethan Mars almost entirely because of his vacant, dead stare. Here Jodie’s
face twitches and responds to every tiny development, and it opens up a whole
new way to connect protagonist to player, something you don’t even think of
when watching TV and movies.
Most importantly, Beyond feels like a game that wants to be
part of the industry, and not try to veer it off in a pretentious, potentially
damaging route. Perhaps it has recent successes like The Walking Dead to thank
for that, or perhaps it’s a PR campaign that hasn’t had half as many outlandish
statements from interviews with its director. But as a much more modest, albeit
bigger-budgeted experiment than its predecessor, Beyond just feels like it
finds a place in gaming much more comfortably.
I’ve heard plenty a reviewer state that Beyond is a hard
game to review, and I couldn’t agree more. Even trying to piece a few thoughts
together here is an exercise in virtual tongue-tying. But that’s a great thing,
and it’s a great thing that some people hate this game and it’s a great thing
that some people love it.
No comments:
Post a Comment