by isiolia Wed Jan 01, 2014 7:57 pm
I'll try to join in this for 2014 as well.
1. Beyond: Two Souls (PS3)
Thoughts:
Overall it wasn't bad, though not everything felt like it really meshed well.
Quantic Dream has continued to try and evolve their interactive movie design for a game. Those who have played previous efforts will be familiar with the general model. Mostly walking the character to the next hot spot, a generous portion of QTEs (whether tapping directions for combat/dodging or button presses/holds for actions), and occasional options in conversation or action/inaction.
In Beyond, you control both Jodie, and the entity attached to her, Aiden. While a lot of it is scripted as to which you'll control at a time, there are ample times when you can swap between them at will, allowing the use of Aiden to listen to conversations or find hidden unlockables.
The game has sections that approximate stealth action as well, but they're highly linear, which is kind of a shame since the general concept could have worked very well for a more open game.
In all, the design serves to provide the player with constant momentum. In a sense, it's a very high budget visual novel, albeit with choices that aren't always obvious or deliberate, and no real ability to branch off onto a vastly different path. There are multiple endings, along with a number of smaller choices that can change things along the way...but the chapter progression is the same regardless.
My main quibble with the game design isn't so much with the lack of "real" gameplay. As a VN, to me, the point is more one of making decisions. In making a seamless experience, Quantic Dream often neglects to let a player second guess how things happened to turn out. There's no redo option outside of quitting/reloading, for example - and when some "decisions" are made by failing a QTE, that can be annoying.
I don't think you can quite back yourself into a "bad end" like in Heavy Rain, but it was still something I'd hoped they would have improved on.
I didn't try the two player mode (lets one person control Jodie, one control Aiden), or the tablet companion app, which lets you use a tablet instead of a controller (with even simpler controls).
The story is told as recalled memories, out of order, and usually not directly connected to anything else. There's an overall narrative that comes together, but it's still got gaps in it (though possibly intentionally).
While good enough to keep me playing, for the level of talent that went into other parts of the production, the writing is fairly weak. Characters and situations are, largely, not written believably. Some of the major setups make little logical sense. Aside from not really having a middle ground between good and evil, characters don't really seem to hold much against Jodie, which seems out of place in a decision oriented game.
Taken on their own, the earlier memories (even if they don't show up until late in the game) could have set up a great story. Instead, things go towards what could just as easily have been the framework for a shooter, save for a couple long sections that are basically superfluous anyway.
Considering how ludicrous game stories can tend to get, it'd be hard to call Beyond's terrible. Just more of a missed opportunity to be great. Worth playing for fans of story heavy games, but probably after a price drop.