<p dir&equals;"ltr">The industry of video games grows in different ways&period;  In addition to the genres like comedy&comma; action&comma; or drama&comma; there are larger genres such as first-person shooter&comma; role-playing game&comma; or point-and-click adventure&period;  The catalogue of David Cage games are so interesting because they dip their toes into so many different pools of genre&period;  At their heart&comma; the games would be best qualified as a complex point-and-click adventures&comma; specifically 2009’s mystery-thriller Heavy Rain&period;  The games thrive on important choices&comma; flavorful dialogue options&comma; and holding multiple buttons to complete set-piece interactions&period;  The biggest complaint against Cage’s previous&comma; highly-acclaimed entry was poor localization&comma; constant button prompts ruining the immersion&comma; and the feeling of contact quicktime sequences&period;<&sol;p>&NewLine;<&excl;-- WP QUADS Content Ad Plugin v&period; 2&period;0&period;99 -->&NewLine;<div class&equals;"quads-location quads-ad135805 " id&equals;"quads-ad135805" style&equals;"float&colon;none&semi;text-align&colon;center&semi;padding&colon;0px 0 0px 0&semi;" data-lazydelay&equals;"3000">&NewLine;&NewLine;<&sol;div>&NewLine;&NewLine;<p dir&equals;"ltr">Cage’s studio Quantic Dream seemed to have fixed a lot of previous problems in Beyond&colon; Two Souls&period;  The poor acting that held back Cage’s script was remedied with top of the line talent in Willem Dafoe and Ellen Page&period;  The button prompts are almost non-existent&comma; with combat sequences being communicated through slow motion action and intuitive gameplay&period;  Quicktime sequences have been passed up for more combat&comma; making this more akin to standard video game fare&period;<&sol;p>&NewLine;<p dir&equals;"ltr">Beyond&colon; Two Souls follows twenty-some years in the life of Jodie Holmes&comma; a girl who is connected to a spiritual entity named Aiden&period;  Players switch between controlling Jodie and Aiden as they discover their connection to each other and other evil entities&comma; then grow up into on-the-run criminals&period;  The narrative jumps around&&num;8211&semi;a bit nonsensically&&num;8211&semi;through Jodie’s life&comma; balancing action-packed sequences with quiet character moments&period;  It is a nice give and take that shows a surprising maturity when compared to the breathless blitz of action games normally throw at players&period;  The problem with the narrative is that there seems to be no goal or driving objective for Jodie&period;  She is often ambivalent about the cards she has been dealt and is shoved from one location to the next&comma; more-or-less wandering through the narrative&period;  Cage’s dialogue is sound and the exchange between Jodie and the supporting cast is often insightful&comma; but it very rarely amounts to anything&period;<&sol;p>&NewLine;<p dir&equals;"ltr">Telling the tale of someone’s life is a monstrous task but Cage feels up to the challenge&comma; giving Jodie interesting settings to explore her connection to Aiden and her internal struggles with being different&period;  At times the game is surprisingly emotional and  touching&comma; especially as you watch Jodie deal with easily relatable moments&comma; such as dating or leaving home&period;  These subtle moments is when Cage’s story feels the most honest&period;  The final two hours are the worst for the narrative as Cage abandons his simple storytelling for the bombastic and ridiculous&period;  There’s a real-world espionage subplot that simmers beneath all the good will Beyond&colon; Two Souls is building&comma; in the last two hours it comes to a boil that spills over and makes the game little more than a joke&period;<&sol;p>&NewLine;<&excl;-- WP QUADS Content Ad Plugin v&period; 2&period;0&period;99 -->&NewLine;<div class&equals;"quads-location quads-ad135804 " id&equals;"quads-ad135804" style&equals;"float&colon;none&semi;text-align&colon;center&semi;padding&colon;0px 0 0px 0&semi;" data-lazydelay&equals;"3000">&NewLine;&NewLine;<&sol;div>&NewLine;&NewLine;<p dir&equals;"ltr">While playing these &OpenCurlyDoubleQuote;espionage” parts of the game&comma; Quantic Dream uses cover shooting controls that feel like clunky versions of something you would get in Gears of War&period;  Jodie peaks around corners&comma; identifies cover&comma; and runs to safety&period;  There is a little bit of variety in using Aiden to take control of enemies&comma; or creating distractions&comma; but this is undermined because your options are so limited&period;  When you take control of Aiden&comma; you are often looking for the two or three things you can interact with to progress the story&period;  Aiden can smash glass&comma; effect electrical circuits&comma; posses people&comma; or kill people&comma; but you can only do it when the game will let you&period;  There’s no reason for these limitations&comma; it simply feels like Quantic Dream is simply wrestling more of the game away from you&comma; like a big brother who doesn’t want you ruining his toys&period;<&sol;p>&NewLine;<p dir&equals;"ltr">The lack of variety become even more apparent in the game’s combat sections&period;  Cage has been infamous for saying that he does not believe in a &OpenCurlyDoubleQuote;game over” screen&comma; that his games would adapt to players failure&period;  This was exemplified amazingly in Heavy Rain’s unflinching ability to kill off characters based on player actions&period;  As Beyond&colon; Two Souls often doesn’t have characters to kill off&comma; it simply accommodates players mistake by having Jodie accomplish her objective in another way&period;  For instance&comma; if a piece of glass is flying at Jodie and you duck the wrong way&comma; she will only get scratched&semi; if you miss punch&comma; she’ll not punch an enemy as hard&period;  The combat revolves around an intuitive system where the game will slow down and show Jodie’s attack or defense&comma; players respond by directing the left control stick in the direction of Jodie movements&period;  It is in a impressive way for Quantic Dream to eliminate ugly button prompts that cover up their action&period;  While well-intentioned&comma; these instructions are sometimes confusing&comma; leading to Jodie taking an inadvertent pounding&period;  The most hollow part of system is that you will quickly realize that success or failure is irrelevant&comma; as Jodie’s victory or defeat is predetermined&period;<&sol;p>&NewLine;<p dir&equals;"ltr">Issues with control extend to the quieter moments of the game&period;  Beyond&colon; Two Souls attempts to keep the wheels of the narrative turning so obsessively that it often nerfs any problem solving or puzzling so that it is idiot-proof&period;  This simplification often makes Beyond&colon; Two Souls feel unchallenging&period;  The game also fails to allow for player choice in these instances&comma; dialogue options makes players ask all available questions and there’s often only one specific way to solve a problem&period;  Beyond&colon; Two Souls poses as a game with many branches of gameplay and choice&comma; but it really is a tunnel-esque experience&period;  Whether you are escaping through the woods or discovering a haunted desert past&comma; Quantic Dream would rather shove you down the path then allow you discover on your own&period;<&sol;p>&NewLine;<p dir&equals;"ltr">The backdrops of desert or forest and character models that populate them are amazing&comma; the motion capture technology used by Quantic Dream has grown by leaps and bounds since Heavy Rain&period;  Whether in-game or watching a cutscene&comma; the animation is jaw dropping&period;  Page and Dafoe’s performances are subtle&comma; emotive&comma; and some of the best character work ever seen in video games&period;  Often times&comma; you can tell Page or Dafoe&comma; not by their voice&comma; but by their subtle acting traits&comma; such as faces or gestures&period;  While Beyond&colon; Two Souls may struggle on the whole&comma; it is a stunning tech demo that will hopefully show other creators and actors&comma; how life-like and honest video game characters can be&period;<&sol;p>&NewLine;<&excl;-- WP QUADS Content Ad Plugin v&period; 2&period;0&period;99 -->&NewLine;<div class&equals;"quads-location quads-ad135804 " id&equals;"quads-ad135804" style&equals;"float&colon;none&semi;text-align&colon;center&semi;padding&colon;0px 0 0px 0&semi;" data-lazydelay&equals;"3000">&NewLine;&NewLine;<&sol;div>&NewLine;&NewLine;<p dir&equals;"ltr">Beyond&colon; Two Souls shows off more of its technical prowess with stunning sound design and a beautiful score&period;  Whether it is creating the sound of the infraworld and its monstrous inhabitants&comma; or underscoring intimate moments shared between Jodie and her loved ones&comma; Beyond&colon; Two Souls consistently nails its aural ambience&period;  This attention to detail makes each of Cage’s scenes strikingly more engaging and immersive when other aspects of the game are not so&period;<&sol;p>&NewLine;<p dir&equals;"ltr">Beyond&colon; Two Souls is impressive in many ways&period;  Cage’s vision of an interactive drama where players control cinematic action is closer to a reality than ever before&period;  The ideas behind intuitive gameplay and immersive details are truly well-intentioned&period;  It is not the concept&comma; but the execution of Beyond&colon; Two Souls that leaves much to be desired&period;  As the game meanders through its vibrant settings and tells another piece of Jodie’s life&comma; it loses its momentum through poor gameplay and an unforgivable twist in the story&period; 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Josh Hinke is a part time centaur trainer in Hollywood, while going to school full time to be a professional Goomba. In between those two commitments I write about video games and cool things, like pirates and dragons and dragon pirates.
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