Beyond: Two Souls Demo Reveals One Minor Flaw


So, I just played the demo for Beyond: Two Souls thanks to my co-editor Stephen. I usually refrain from playing demos when it comes to games that I am extremely hyped about, but I gave in to temptation.

I really enjoyed the demo. The controls were similar to Heavy Rain with some of degree of difference. It was easy as pushing the right analog stick to wherever Jodie was headed/hitting. However, it can get quite confusing because her jabs can be in between up and right for example. I tried pushing the stick in the middle between those two sections, but it didn’t work. Perhaps, it’s just up, down, left, or right.

However, this isn’t the flaw I am talking about because it makes me pay attention more to what’s happening. The controls are also something you can grasp on to after a while.

Playing as [Aiden] was really fun because I was like a ghost who could terrorize and possess people. There were tense moments in the game where I didn’t know what to do because there were no glaring visual cues. The forest scene in particular. I didn’t know where I was headed. That’s a good thing. It makes you think for yourself and hope that going in one direction does not bite you in the ass. The scenes definitely had this cinematic edge to it and the soundtrack enhanced the whole experience as well.

I had a lot of fun playing as both Aiden and Jodie. Playing as the former was really fun because I was like a ghost who could terrorize and possess people. During the first part of the demo, you had to move objects in another room where a woman was. It was clear that I should only move a few stuff and stop, but I got too excited and just scared the living daylights out of her by going full poltergeist (which produces a slightly different outcome if I am not mistaken).

At one point, I was like “Man, it sure would be cool to possess someone.” A few seconds later, the option appeared and I’m not even kidding. Sometimes you can walk around freely in a closed area and there are also times when you are limited to specific actions. It varies.

So, what’s this flaw I’m talking about?

Well, I noticed it during the scene where Jodie was pinned down and armed men were closing in on her. I possessed a soldier and shot two of his comrades. There was another group of soldiers close by, but it was as if nothing weird happened. The environment doesn’t react to it. For a game that boasts itself as an immersive experience, this flaw detracts you from the whole experience.

Perhaps it’s because the demo shows a point in the game where your enemies are already used to the creepy paranormal shit that you do to the point that they just don’t care. However, it certainly doesn’t follow Cage’s vision of realism if they really just act like dummies when their comrades starts shooting at them and they are forced to kill them.

Other than that, I thoroughly enjoyed the demo and I’m definitely excited to get my copy of Beyond: Two Souls. 

What are your thoughts?

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