Feb 13, 2014

Beyond: Two Souls (PS3) review

Game released: October 8, 2013

         I was really anticipating this one last year. The developer, Quantic Dream, and the game’s director and writer, David Cage, were stating the game would have a story that would contain mature themes of death, depression, and an idea of what lies beyond when we die, with choices that would be “organic”, and emotional weight to back it all up. I wanted this game to deliver on these aspects.

Instead, what I got was a game that HAD plenty of potential, but had left me partly disappointed.

The story follows Jodie Holmes (Ellen Page), as we go through, unchronologically, 15+ years of her life. She is taken into care by Nathan Dawkins (Willem Dafoe), who serves as her foster father, as well as uses her for experiments as part of the CIA’s paranormal department. Eventually, she ends up on the run from said CIA as an adult, and the rest of the game fills in the blanks between the two events. Throughout, she becomes involved as an agent with the CIA’s overseas operations, befriends a group of bums, a Native American family with a secret, and even attempt to stop a government experiment gone horribly wrong. Connected to her for all this, is a strange entity named Aiden, who helps her from physical, and at times, paranormal threats.

In Cage’s mind, it could’ve worked on paper. But… some of it just DOESN’T. The game’s main relationship- Jodie and Aiden, has plenty of good power, and its focuses on life, death, and beyond are interesting.   However, these are drowned by either poor pacing, or flat-out moments of ridiculousness, which all happen particularly in the first and third acts. Some sequences felt either too short, and could’ve used more development, or went to another that didn’t feel important. The first act mostly suffers from this poor pace, mostly for tutorial purposes, with one segment feeling irrelevant, and some that could’ve had more time to develop the story.

The second act on the other hand, didn’t seem to suffer as much as the others. It gave plenty of time to develop enough to care about, and some actual emotional value, particularly around the bum sequence. That is until the third act started screwing that up again, hurting any value it had with me, and gave me no reason to care for some of the characters. It felt like grinding at points, making me wonder why some of it was necessary, as it didn’t seem to add anything. The ending (or the one I got out of the supposed 23) did start to do a good job wrapping things up, and gave a good twist…until the last 30 seconds when stupidity came reeling back in.

With gameplay, Jodie and Aiden both use basic controls, although Aiden’s is more complex. Jodie mostly the analogue sticks for movement and to interact with objects, with an occasional button press, or to move the controller in a specific way. (A plus on my part, since not many game use SIXAXIS nowadays.) In combat segments, the action slows down, and you move the right stick to where she needs to attack/dodge. With these segments, they did get intense at times, and you can go back to master these moments replaying them, but it’s not really necessary, since it doesn’t matter. The game gives little to no penalty for moving it incorrectly. (But more on that later)

In most of the game, if you press the triangle button, you can switch to Aiden, who can use the analogue sticks to roam around the environment around Jodie, but can’t go too far, due to his connection to Jodie. He can interact with specific objects and people with a mix of the shoulder buttons and sticks, and can do an ability based on the subject’s aura surrounding it to help Jodie. A few of these include moving objects, possessing others, or choking a person out. (Insert Star Wars force choke joke here) He can also find hidden nodes to unlock content for the game, mostly concept art, as well as Quantic Dream’s PS3 and PS4 tech demo videos, which are a cool bonus. (If you like goodies, I guess.) I found Aiden strangely fun at a couple points, laughing like a psychotic jackass messing around with things and people, especially in one scene when I shoved cars, exploded a gas station, and even threw down a HELICOPTER at cops trying to get to Jodie.

There are also decisions throughout the game, either through certain dialogue options or specific actions, which is supposed to change the story in an “organic” way.

Um…yeah, not much. The game’s choices feel strangely more linear, either holding your hand through the game, with little to no side effect at ALL. There were times; I thought I could change into Aiden to do something that could’ve changed, but to no avail. Heading back to combat, even if you make one or two mistakes that DO effect what happens to you, it’s only a short extension to where you have to go, or a deus ex machina occurs when someone stops the attacker. (Aiden or somebody else). Basically, a slap on the wrist. And even if you make a decision, it’s barely mentioned again! There were one or two parts in the first two acts that reminded me of something I did, or gave a small impact to the plot. And then the third act started to make them more impactful (only the choices I made for that act alone though), which is the only thing I have to credit the third act for alone.

Beyond HAD real potential. Something I can say was overall “good” were that the graphics looked amazing, despite one occurrence of pop-in, and there were plenty of parts in this game that actually did some good for it, and really worked. However, there were plenty of parts that didn’t, becoming a shell of a game that could’ve had the means to be a great game, but otherwise leaving some people, including me, disappointed.
         

Verdict: 6/10 




    

Feb 4, 2014

Hello. (About the blog and a bit of myself.)

Oh, hello.

Welcome to my first (and probably only) blog!

This blog was created as part of the plan as part of my high school senior project, with the idea of learning to be a critic of media, mostly video games and movies, two of my favorite things! And of course, this comes with reviews of new and old (and probably middle-aged) and opinions on certain announcements or whatever comes up that's worth me losing my voice over.

Now, you may be asking: "Nick (my name for those who don't know me), why is it called 'Always Delayed'?" (The 'Bit About Me' part)

I called it Always Delayed because of my life. Almost everything I do always ends up delayed. Period. A game- eh, I'll finish it later, I'm bored. Film- Too busy right now. You get the idea. That's mostly the saddest thing I have to admit. (Not the crying type, either.)

So, because of that, and since I'm soooo good at making things up instantly (Blame Whose Line is it Anyway), I came up with the title, 'Always Delayed'.

Nontheless, I hope people- the one or three of you who finds this thing- can enjoy what's to come on this blog!

...even if it is a tad late.

-Nick