Quantic Dream pushed the boundaries in storytelling and gameplay in gaming and created a ground-breaking new method of delivering an interactive story by expanding upon the classic button prompts but with a modern twist that kept the player engaged throughout. The branching and inter-weaving storylines also added a great deal of intrigue and despite the odd dip in the voice acting it was and still is a game that gamers and reviewers alike hold in quite high regard.
What is immediately clear in Beyond: Two Souls is that it is a beautiful looking game, pushing the PS3 to its limits and displaying some of the most realistic character models and lighting any console has seen. There are however, the odd few scenes, where the game looks not quite as polished as Heavy Rain, Quantic Dream’s previous game, but for the most part you will be drawn in by the visuals.
The story begins with some narration by Jodie that lays out the groundwork for the ordering of the levels. The simple line about her having her memories all mixed up is quite a clever way to justify the non-linear narrative. However there are no further narrations between scenes, and no reason why you play each scene in the order the game presents them to you. Thus making the already mixed up narrative even more disjointed than before. A timeline is provided, but there are no clear dates to indicate when these things happened, and a simple line of text could have made the story much more cohesive and easier to understand.
The non-linear story does lead to some cool moments, where you can play a later scene that reveals why an earlier scene was the way it was i.e. you see the scar on her head, her shaved hair etc. But these don’t really happen often enough to justify the mixed up order. It is quite clear that the main reason to mix up the events was to create a more interesting game with a directed and planned out rollercoaster that would give you peaks and troughs of exciting gameplay and portions to let you process the more intense scenes.