Friday, April 11, 2014

Impressions #2: Bioshock Infinite: Burial at Sea: Episode 2

Warning: Though I try to be vague, there may be general spoilers for the game. I take no responsibility for this. Read at your own risk.

Continuing my impressions series, this week I will talk about another game that has been on my mind since I finished playing it. Recently, I used my Bioshock: Infinite season pass to get Burial at Sea: Episode 2. Partly to see the conclusion of Burial at Sea, and partly to see how the new stealth-based gameplay altered the overall experience, I braved Rapture one last time.

One of the things that surprised me the most was how competent the stealth mechanics of the game were. Enemies have decent cones of vision, so players need to be fairly aware of enemy positions and the environment in order to avoid detection. Further, the game does a decent job of giving players the tools to sneak around. Lockpicks can be found all around, and sleep darts can incapacitate enemies non-lethally. Groups can be handled with knockout gas darts and noisemakers can be used to lure enemies away from their usual patrols. There are also hazards like shattered glass that will create lots of noise and attract enemies to the player's position if they are stepped on. The Hand Cannon and Shotgun also make their return, but I cannot comment on them as I played in 1998 Mode and did not have access to them.

Even the plasmid selection has been changed to favor more indirect approaches. The one I ended up using the most, Peeping Tom, has the dual effect of cloaking Elizabeth and allowing her to see enemies through walls. Possession also returns, except the upgraded version knocks-out enemies when it runs out instead of killing them like in the previous episode. Old Man Winter makes an appearance, allowing players to freeze enemies in place. Lastly, Ironsides is a new plasmid that makes its debut in Burial At Sea: Episode 2. That plasmid can be used to catch projectiles in mid-air and add them to the player's own ammo pool.

However, while all the stealth mechanics are there and fully functional, the game itself still falls victim to the AI of the original Bioshock: Infinite. What I mean by this is that when players do get detected, the AI does not seem to know exactly how to handle that. Enemies do fire weapons and launch melee attacks when players are noticed, and they do a good job of quickly alerting the entire room to your presence. However, I never found getting away from them to be too difficult. Vents and grappling hooks seemed to be everywhere, allowing for easy escape since foes had no way of inspecting these areas. Also, no matter how tough the enemy was, a simple sleep dart would almost always knock them out. It was trivial to incapacitate the foe that detected me before they alerted everyone else. Most of the time, I could even reclaim the sleep dart that I used off their corpse for late reuse.

In later half of the DLC, the gameplay became even easier once I obtained upgrades to the Peeping Tom plasmid that negated its otherwise massive Eve cost when standing still. The enemies knew I was there and they knew I was cloaked, but proceeded to march forward anyway because they did not have an exact line-of-sight. This left them wide-open to a sneak attack, especially since when cloaked, a sneak attack from the front is a viable option. Even with the extremely limited health and offensive options inherit to 1998 Mode, it became extremely easy to knock out entire rooms of guards without breaking a sweat. I would cloak, knock a guard out, cloak, watch his friend come to inspect the body, knock HIM out, and then rinse and repeat.

On the positive side, the focus on stealth and avoidance actually encourages exploration in order to look for resources and supplies, especially in the early game. Money is extremely rare, and even large stashes of it will rarely have more than 10 coins. Players can also only hold a maximum of 4 sleep darts and 2 gas darts on their person as well, so poor aim will be punished severely. Health kits can be carried on hand (up to a maximum of 5), instead of being use immediately on pickup. Since, especially on higher difficulties, Elizabeth takes a lot of damage on hit, this is almost necessary.

Eve cannot be carried around in the same way, so that resource ends up being much more precious. All the Plasmids take up a great amount of Eve, so they need to be used conservatively. Instead of being something players rely on, they are really designed to be used in order to turn otherwise terrible situations around at the last minute. While it is overall not as good as Thief or some other high-profile stealth games, it is pretty surprisingly well done on the whole.

As for the story, it leaves me with a weird feeling overall. It feels like many elements to the game's story feel like they specifically put in to address criticisms towards some aspects to both the vanilla campaign of Bioshock: Infinite and Burial at Sea: Episode 1. Did you think Daisy Fitzroy's actions in the later half of Bioshock: Infinite made no sense? Burial at Sea explains exactly why she did what she did (and the explanation is honestly pretty bad). Did you cry foul at the fact that the plasmids in Burial at Sea: Episode 1 were of the drinkable variety seen in Columbia? There is an explanation for that too. Other, more spoiler-y elements explain other inconsistencies in the DLC make it come across as, to quote certain others, very “fix-fic-y”.

At the same time, Burial at Sea: Episode 2 does a lot of things right with it's story and world. For example, whenever Elizabeth picks a lock or plans out her next move in the plot, the game changes the visuals to look more like the pages of a book. This helps players better enter Elizabeth's mind and understand how and where she obtains all of her knowledge. There are also numerous instances where Elizabeth finds codes and ciphers. As she cracks the code for their hidden messages, the cipher is decoded into plain English in real time before the player's eyes. When combined with the tone and feel of general gameplay, this really helps sell sell Elizabeth as a more thoughtful character than Booker.

Another thing that is done well is the character-focused nature of the plot. Although the game is set in Rapture and ultimately leads into the original Bioshock, the story itself is clearly one about and centering around Elizabeth and her thoughts and actions. Story events early in the game rid Elizabeth of her powers. However, the nature of what it is like to be all-seeing and all-knowing thanks to having the combined knowledge of every possible incarnation of yourself is explored. Characters from the original Bioshock, like Atlus, Suchong and Andrew Ryan also play large parts in the narrative. Others from Columbia, like Fink, also make appearances. One of the more interesting subplots involves a bit of a trans-dimensional partnership and idea stealing between the two as they continue to one up each other in their fields of study. On the whole, these characters really add to the game and tie up both the original Bioshock and its Columbian successor quite nicely. Though the ending can be seen coming from a mile away, it is satisfying in its own way, especially to fans of the first Bioshock.


Overall, fans of the Bioshock franchise are bound to get a kick out of Burial at Sea: Episode 2. Stealth game enthusiasts might find what they are looking for here. Although better implementations of these systems exist, the underlying mechanics are solid enough to derive enjoyment from. Odds are by the time this comes out, those who were going to buy it already have and those who were not have already definitely decided to skip out on it, but it is still worth it to think about how this DLC came together. It gets some things wrong as most games do, but it gets so much right that it is hard to think badly about it.

Friday, April 4, 2014

Impressions #1: Persona 4 Golden

So, it has been far too long since I have written anything about video games. In order to remedy this, I am going to stop holding myself to the standard long-form Press Start to Discuss articles you have all come to expect from me. I still hope to produce those on occasion, but in order to make sure something gets produced at some point in time I will start trying to post articles discussing game-related things that are on my mind. These articles will not need to be tied into a specific overall theme, presented in a more “stream of consciousness” style. With that said....

Lately, I have spent an inordinate amount of time playing Persona 4 Golden, the Vita remake of the original Persona 4, released on the PS2. This new version of the game added a lot of new features and almost totally changes that game. I decided to spent this article detailing the biggest of those changes and how they affect the overall experience of the player.

One of the biggest new additions to the game come in the form of changes to the Persona Fusion system, a mainstay of the franchise. In vanilla Persona 4, when players fused personae together to create new ones, the resulting persona would inherit skills from its “parents” based on an algorithm that took the skill list of the parents' and the child's affinity for different skill types into account, with a degree of randomness thrown in. The Golden version changes this in a very fundamental way. Instead of an algorithm determining what skills get inherited, the player gets to make the choice directly. When the player selects personae to fuse together, the result will be displayed as always. Based on the affinities of the “child” persona, a list of possible skills to inherit is created, and the player selects from the list what skills will be passed on.
The end result of this change is alleviating many of the frustration that were built into the original system of fusing personae. Before, it was quite common for players to spend literally hours of time canceling and reselecting fusions in order to ensure that the child persona received, if not an ideal, than a decent set of skills from its parents. This would cause undue frustration on the player's part because often the algorithm would favor skills that players had no use for, like status ailment skills. Even worse was when a lot time would be spent to get the right skills, but a fusion accident resulted in a different persona than intended. Many hours of time could be wasted thanks to scenarios like the ones listed above. Now that inheritance is a choice made by the player, these problems are no longer an issue.

The addition of Skill Cards, which were present in Persona 3 Portable on the PSP, also adds to this streamlining of persona creation. Each skill card has a specific skill imbued on it. Using a Skill Card on a persona will give that persona the ability associated with it. Taken with the above addition of inheritance choice, persona creation seems to be moving away from the random chance in favor of player choice and consequence. If a fused persona ends up being useless in the new system, then it is the player's fault for making poor choices, not the fault of the random number gods.

Going on with this theme of reducing the random chance element in the game, another big change is the new Shuffle Time. In both versions of Persona 4, when players do particularly well in a battle, the game awards them with Shuffle Time. Vanilla P4 presents persona cards, blank cards, and penalty cards to the player, and then makes them pick one via a mini-game. These mini-games can take the form of picking a card as they are moving, face down, in a circular pattern, a type of concentration-esque game where players keep the first matching pair they find, and a slot machine. Picking a persona card would let players keep it for use in combat or fusion. A penalty card would take away all the rewards from the battle, and a blank card does nothing.
Golden replaces this with an entirely new system. During Shuffle Time, the game creates a hand of cards for players to select from, each with their own reward like extra money/experience, healing, a skill card, or a new persona among other effects. Once they select their card, shuffle time comes to an end and they win the rewards obtained during the selection. However, there are also penalty cards that would encourage players to forfeit certain rewards in exchange for being able to pick more cards. (For example, picking “The Tower” will reduce the money earned in a battle to 0 in exchange for allowing the player to pick 3 more cards from the hand.) Drawing all the cards in a hand will guarantee that the next battle will result in a Shuffle Time, and allows players to select 3 cards from the next Shuffle Time instead of only 1.
This new Shuffle Time encourages players to make choices instead on using their reflexes to get the best results. It is now important to consider the options available during Shuffle Time to try to maximize the potential gains. Players have to look at the trade-offs and think about whether taking certain penalties in exchange for multiple benefits and/or more chances to draw from the next Shuffle Time hand. There is a degree of randomness involved, as the hand generated might not always be beneficial to the player, but it is an interesting way to force players to make bigger considerations during an otherwise small element of the game.

Another guiding philosophy that presents itself in Persona 4 Golden is online social integration with other players. This is not the usual kind of social interaction like pointless Facebook integration and other social networking features common in big name games. Rather, the game use the internet for two new features that allow users to passively interact with each other in new, interesting ways. The first of these features is the “Vox Populi”. When players are exploring the town on their in-game off days, they can access the Vox Populi, which will show the 5 most popular uses of that in-game period of time, on that particular day. Once a player finishes their day, and they are in Online Mode, their activities are added to the Vox Populi for that day. This forms a sort of guide that new players can use when they are confused about how to use their time in-game, letting them see the options they may have available. Later in the game, this is less useful because other players may have different social links unlocked, but it is very handy in the early game.
The other new social feature in the Emergency SOS system. When players are online and exploring dungeons, they are able to use this system to send a request for aid from other players. Every player that responds to this request before the start of the next battle will restore 5% of every party members HP and SP once the battle actually begins. Sending and responding to requests costs nothing in-game, so there is no reason not to constantly request and give out aid to other players. Having played with this system a lot before my own HP/SP restoration became too high to bother with it, this system creates a Journey-esque mutual cooperation where players are not directly communicating with each other with words. However, they are aware of each other's presences and work together to build up enough HP/SP to climb higher in the dungeons than any one of them could by themselves. Though both of these features are completely optional, they add a new layer of depth to the game never seen before.


Overall, it seems like Persona 4 Golden is a sign that even now, ATLUS is continuing to refine their craft despite being masters at it. None create JRPGs in quite the same way they do, and despite that they still do their best to improve the design of their games. I look forward to seeing if these changes will be reflected in Persona 5 when it gets released. It is fascinating to think about how only a couple of changes can dramatically affect the overall experience. And these are only a few of the many things added to the Vita version. Despite this, while it is clear that Persona 4 Golden is the definitive version of the game for fans and newbies alike, it may not be enough to justify the purchase of a PlayStation Vita by itself. Still, it goes a long way, especially for series fans.

Tuesday, February 4, 2014

#69: SEES and the Investigation Team: A Tale of Tone and Scale

One of my favorite JRPG franchises has to be the Persona sub-franchise in the Shin Megami Tensei series. Although I have played through all of the games in the franchise, Persona 3 and 4 are the ones that really captured my heart. I was talking with a friend about the two games, and we disagreed on which of them had a better cast of characters. They preferred the Specialized Extracurricular Execution Squad (SEES) that made up the main cast of the third entry in the series. However, I connected more with the Investigation Team of the fourth game. This lead me to think a bit more about why I have this preference, which will be the subject of this post.

One of the biggest reasons I think for my preference is the difference in scope between the two stories. In the third entry of the series, the stakes are raised fairly quickly. In the first half of the game, players are introduced to monsters called shadows, which cause havoc during this extra hour in the day in which normal, non-Persona-users are sleeping in coffins. Both the player and the main characters are told that unless the shadows are stopped, they will destroy the world. Although the plot and its twists and turns stop this from becoming another standard save-the-world story, it is hard for audiences to really comprehend the stakes for which they play. When players are out participating in story events, it is very difficult to fully understand that if they fail, then X amount of nameless, faceless people will suffer for it. Not to say that players are stupid, but rather that the human mind is not really equipped to process such high risks, when so many people are on the line (doubly so when it is a work of fiction, and not a real event).
This is in fairly stark contrast with Persona 4, where the risks involved with failure are much easier to understand. The plot to that game is not a tale about saving the world. Rather, it is a story about a serial killer in a small town. Despite the supernatural elements to the plot (since it is a Persona game and players will need to use personae to fight in some capacity), the story is actually very grounded and on a much smaller scale than its predecessor's. Every victim and potential victim of the serial murders has a face, name, and personality which players are introduced to before they become the next target. It is much easier for me to comprehend that “If I fail, my classmate Yukiko will die” then “If I fail, innocent people will die.” This is not to say that larger scope stories are invalid, but rather that the smaller scale of Persona 4 let me really understand why my characters were out doing the things they do. That difference in understanding helped me relate a lot more to that cast as a result, especially since the majority of the cast joined the team because I saved them.

Another reason that the cast of Persona 4 appeals to me more is that the personal issues that each of the cast members are dealing with are much more relatable to me than those of Persona 3's cast. In the third game, most of the main characters have very dark personal histories. Out of all nine of them, six of them are dealing with trauma related to the death of a loved one as major parts to their story arc. Two of the other three are dealing with major issues involving their parents and the last one is a robot who is coming to grips with her growing sense of humanity. Again, all of these are valid and worthwhile backstories to explore, but the sheer darkness of it all makes it very, very hard for me to personally relate to them. These are issues that people do deal with, but not so much so that it becomes a dominating force in the way they live their lives like the cast of Persona 3. It often feels like there is a barrier between me and the cast as a result.
On the other hand, the kind of issues the members of the Investigation Team in Persona 4 go through are more resonate to me. Every single member of the group has something about themselves that they do not like and refuse to admit. In order to save them, players have to defeat their shadow selves and convince each cast member to accept whatever baggage is dragging them down. Many of these issues are much smaller ones that most people can understand and empathize with. One person secretly resents moving from the city to a small town with comparatively less to do. Two best friends have to confront that deep down, they are jealous of each other. Another party member is insecure about his favorite hobby because, to others, it is not very “manly.” These are all issues that people deal with on a day-to-day basis. I can understand these kinds of pains because I personally feel them more often than I would care to admit. Although I have only had loved ones die a small number of times in my life, these other issues are some that I and most people confront regularly. This creates much more empathy and understanding of the cast of Persona 4 than it does for Persona 3.

Lastly, I suspect that a contributing factor to the popularity of the Investigation Team over that of SEES is that Persona 4 was a lot easier to play than Persona 3 was. Transitioning from Persona 3 to 4, Atlus added two major additions to the combat system. The first was the “Guard” command, which replaced passing turns from Persona 3 and allowed players to reduce that damage from powerful skills that bosses used. The second was “Direct Command”, which allowed players to take control of other party members, besides the protagonist, in battle instead of leaving it to the AI. While I am sure this was a contributing factor for many people in increasing the likeability of the Investigation Team, this was not the case for me. When I played Persona 3, I played the PSP version of the game, which brought in the above improvements from Persona 4. Despite not playing a major part in affecting my enjoyment of both groups, I am sure it was a contributing factor for many others, so I opted to mention it here for completion's sake.


When it comes down to it, Persona 3 and 4 are actually quite different games in terms of tone, scope, and style of writing, despite being nearly identical in the gameplay aspects. This makes them useful for a case study in how writing can affect the overall takeaway of the player from a game. Of course, I have to stress that this is extremely subjective and I fully expect people to disagree with my preferences. Further, both games are solid and worth playing if you are a fan of JRPGs. I might have been a little critical of Persona 3's storytelling, but it is a very well-written and fun to play game. And who knows? You might be like my friend and prefer SEES to the Investigation Team. Regardless, make sure to reflect on how the differences between the two games make you feel differently about them, despite them being very similar.

Thursday, January 9, 2014

#68: Kingdoms of Amalur vs. Skyrim: The Intimidation Factor

Like many people out there in the gaming space, I like to try to play games to completion. Though I do that with fewer and fewer games as I grow older, those games that particularly interest me still fuel that urge to do everything I can before moving on. Because of this, I am all too familiar with some of the frustrations that come from such a playstyle. Open-world RPGs can be either great or horrible for people like myself. On one hand, we always have something to do, because those kinds of games will almost always have a quest or two hidden away for players to find. However, completions like me are never able to completely move on from them, because those kinds of games will almost always have a quest or two hidden away for players to find. Despite this problem, this genre can be implemented in ways that can either exacerbate this feeling or lessen it in people.

Two open-world RPGs in particular are the subjects of this weeks article: Kingdoms of Amalur, which I recently got finished playing, and The Elder Scrolls V: Skyrim, one of the most successful games in the Elder Scrolls franchise. I want to talk about these two games in particular for a very special reason. Both games have tons of content. So much so that players could spend hundreds of hours playing either game and still never be able to complete it all. However, when I think of trying to do everything in Kingdoms of Amalur, I can't help but be intimidated by the thought. Not because any one piece of content is particularly overwhelming, but because I feel that it will take so much time, become so boring, and progress will be so slow that I just lose any desire to keep playing the game. At the same time, the thought of exploring the land of Skyrim, despite all the criticisms I have levied at that game over its lifespan, fills me with delight. Just writing about it now makes me want to go back, reload my save, and keep exploring the land to look for all the things I undoubtedly missed. At this realization, I sat down and thought for a bit as to why that might be.

The first explanation I came to for this is that Kingdoms of Amalur makes the sheer wealth of content available much more obvious than Skyrim does. When traveling through a given area in Kingdoms of Amalur, players will often come across bright yellow question marks on the map. Each of those symbols represents a quest which the players can stop to complete. This means that a player can gauge exactly how many quests are in given area by just filling out the map and counting how many yellow question marks show up. This is in fairly stark contrast to Skyrim. In the latest installment to the Elder Scrolls series, players are not explicitly told where or how to find quests. Players need to talk with people in towns or settlements in order to obtain quests. While sometimes NPCs in the game world will come up and petition the player character for assistance, the player themselves will generally be the one who has to begin interactions in order to discover new content.
Though these two systems lead to the same end, in which the player discovers quests and content to do, they accomplish different things in the mind of the player. In the case of Kingdoms of Amalur, all the content is made readily apparent to the player. In Skyrim, the exact amount of content is obfuscated. So when I go into an new area in Kingdoms of Amalur, I think to myself that this could be a potential 6-7 hours sitting right here just doing missions completely unrelated to anything else in the game. Entering a new town in Skryim, I can complete whatever errands I need to run and talk to a few villagers to find some quests I need to do. Without the constant reminder that there is a new thing to do in the city, it is easier for me to trick myself into thinking that I have “completed” all the quests in town, when in truth I have barely scratched the surface. Nonetheless, I walk away with a feeling like I accomplished much. In Kingdoms of Amalur, when I finish a quest, I feel like it is just a drop in bucket because I can see another 3-4 quests just in this one grassy plane. It is a subtle shift in the way it makes players think, but a key one that affects the perception of the whole game.


Another contributing factor to the difference in feeling of intimidation in one of these games, but not the other is that contrast in how combat works in each of them. In Kingdoms of Amalur, the combat is very visceral. There is a surprising amount of depth to it. Players need to stay aware of their surroundings in order to dodge enemy attacks, while trying to create an opening to stagger the enemy. If they are not careful, then they themselves will be knocked down and on the defensive. Each weapon type has its own combo chain, with strength and speed unique to that type of weapon. Though not difficult, timing and planning are quite important, and even enemies of equal level can wear down the unprepared (especially when there are mages in the enemy formation). On the flip side, Skyrim's combat is quite bare bones. It is quite trivial to button mash one's way through most encounters the game will throw at the player. Magic and stealth characters can use spells and backstab to change things up, but the mechanics are fairly simple and do not need much knowledge to fully grasp.
Let me preface my next statement by saying that I enjoy the combat in Kingdoms of Amalur. In fact, the combat was one of the most enjoyable parts of the game. However, that kind of combat against dozens and dozens of encounters has a way of gradually draining the player's mental stamina and enthusiasm for playing. As fun and fairly easy as it is, the sheer number of enemies the game throws at the player are not quite compatible with the type of combat. Also, the foes in Kingdoms of Amalur are quite durable, so taking them down can be fairly time consuming. While Skyrim also tends to have a lot of enemies come the player's way, the simpler mechanics lend themselves to that more readily. Enemies tend to fall fast and easy. It is not as mentally draining to play through waves of enemies in Skyrim than it in Kingdoms of Amalur, so playing through it is more bearable, despite its combat being worse overall. As a result, it is much easier to play hours and hours of Skyrim than in is to do the same in Kingdoms of Amalur. I can also play the latter for an hour or two before I feel the need to save and shut it off.


I find it interesting to compare and contrast similar games, because there is much to learn from such analysis. Both games are likely in many ways, but the way they implement their systems can leave completely different impressions of the audience. What is even more interesting is that I know there will be people who disagree for many different reasons. I am sad that Kingdoms of Amalur did not do so well, because I think they could do so much better if given a second chance. Hopefully, people will be able to learn from what went wrong with the game in time. Until then, there will be guys like me out there to over-analyze games like it in the vain hopes that others will listen.

Wednesday, November 20, 2013

#67: To Heavy Rain and Beyond: David Cage's Problems

(Spoiler Alert for Beyond: Two Souls. I wanted to keep this post spoiler-free. However, as I was typing it I realized that my points are stronger in the presence of clear examples from the game.)

As those of you who follow me on Twitter know, I purchased and played through Beyond: Two Souls: Starring Ellen Page and Willam Dafoe, developed by David Cage and Quantic Dream, when it came out a while back. Despite the similarities between Beyond and Quantic Dream's previous opus, Heavy Rain, Beyond has been much more negatively received than its predecessor. On Metacritic, for example, Two Souls received a 71 on Metacritic, whereas Heavy Rain received an 87. That is a grand total of a 16 point difference between the games, which is fairly significant. What is it about Beyond that makes people dislike it so much more? This week, I propose a possible answer.

One of the biggest reasons I feel that Beyond received a more lukewarm reception was that, unlike Heavy Rain, came out amongst stiff competition in the space of the “interactive fiction” genre. At the time of Heavy Rain's release, Quantic Dream was the only company who made games of that type. Aside from Heavy Rain, the only notable “interactive fiction” game was Indigo Prophecy/Fahrenheit, also developed by the same company. Fast forward to the time of Beyond: Two Soul's release, and this is now no longer the case. Now, there are quite a few competitors in this space. Chief among them is Telltale Games, famous for both the spectacular release of The Walking Dead and The Wolf Among Us. To The Moon is another great example, developed by Firebird Games in the indie space. Though these games lack the budget of the works of Quantic Dream, they command very strong followings in their own right.
Fans of the genre previously had only one place to go to get their fix. As a direct result, they were less likely to criticize games from David Cage. Since there are more points of comparison for “interactive fiction” than there were even 5 years ago, we see more of the flaws in games of that genre than we used to. Cage no longer has the defense of being the only developer in the field. He needs to do much more to impress audiences. Beyond really does not do much to move the goal post at all. In fact, it is much worse in many respects. Therefore, it is natural to expect it to have a lower score than its predecessors.

Another reason that Beyond might not have been as well received as well as other Quantic Dream games is that the control scheme is a much more ambiguous than in those games. Presumably in order to to avoid the common criticism that David Cage's games are nothing more than a series of Quick Time Events, the systems used during action sequences have been revised. Instead of displaying the button prompts on screen, the game uses a new mechanic. All action sequences are handled using the right analog stick. When the action goes into slow-motion, players are supposed to move the stick in the same direction Ellen Page as Jodie Holmes is whatever action she is performing in. The problem with this is twofold. First, many movements can be ambiguous with regards to which direction they are going towards. Since the game expects players to perform them with relative haste, this leads to unnecessary failures. The other issue is that the game has an annoying tendency to have action sequences in dimly or poorly lit areas.
As a result, it is often hard to see exactly what Ellen Page as Jodie Holmes is doing, let alone which direction she is doing it in. Compared to the discreet button prompts present in Heavy Rain, Beyond makes it much more difficult to correctly input the proper commands. As an example, there is a scene that takes place “early on” in the game (I'll explain later) where Ellen Page as Jodie Holmes is on the run from the CIA. She is on a train and seen by police officers, creating a chase scene. When she makes it off the train, she has to jump over and/or duck under tree branches as she is running into a forest in order to avoid capture. As Ellen Page approaches a branch, the game slows-down, indicating that it is time to move the right stick. Unfortunately, it is very hard to make out if Ellen Page is ducking or preparing to jump in the darkness of the night. This gives players a 50/50 chance of guessing whether to move the right stick up or down. It results in confusion, irritation, and anger on the player's part, which are not the emotions David Cage wants to instill in audiences.

The final problem that Beyond: Two Souls had was its completely disjointed narrative. For the unaware, the game's story is not told in chronological order. Instead, the game flashes forward and backward in time. One moment, players can be playing as child Jodie. Then, the very next scene can involve Jodie as a homeless, young adult. This happens up until the last 2-3 scenes, where the finale suddenly presents itself in a linear fashion. The effect is that otherwise tense or dramatic scenes are undermined by either a lack of narrative context or knowledge of what occurs in scenes that chronologically take place later on.
A case of the first can be easily demonstrated by a sequence of two scenes from the middle of the game. In the first scene, Ellen Page as Jodie Holmes is drafted into the CIA by high-level government officials, thanks to her powers. The man who takes her is extremely cold and unfeeling towards her, and she leaves in tears. The very next scene has her in an apartment, preparing for a date with the very same man, which she has apparently fallen in love with. It is up to the player to prepare food, get washed and dressed, and clean up the apartment in time for the date. All the while, the player has no idea what happened in the time between these two scenes to so radically change the relationship between Ellen Page as Jodie Holmes and CIA Jerkwad. While it is plausible that they have grown close in the time between, the relationship feels like a hallow one without the prerequisite context. Any emotional connections the scene could invoke is undermined by that.
However, the reverse of this phenomenon is also true. Sometimes, knowledge of what goes on in Ellen Page as Jodie Holmes's future undermines all the tension a given scene has in the present. For example, one scene in the game involves Ellen Page as Jodie Holmes escaping a burning building, rescuing her fellow homeless friends along the way. There are a few different ways this scene can play out, but all of them end with her on the ground, unconscious and possibly bleeding out. In most works of fiction, this would be a tense moment where we do not know if the protagonist survives. However, Beyond: Two Souls has the problem where players know that Ellen Page as Jodie Holmes survives because they just finished playing scene which chronologically takes place after the current one. Since we know Ellen Page as Jodie Holmes is alive in a future scene, she cannot die in the scene the player is watching, making the tense buildup utterly pointless. Ultimately, the story's structure undermines the vast majority of it in very similar ways.


On some level, I respect David Cage and Quantic Dream. Those guys are doing something truly unique in the video game industry. Few developers do make games like the ones he makes. However, in light of what we see from other developers and obvious flaws in his own design, Cage is not good enough to justify all the copious resources and talent put his games. His largest problem seems to be that no one is willing to tell him when his scripts need work. Though he clearly subscribes to auteur theory, he is not skilled enough of a writer to be a auteur. Maybe in future projects, Cage will find an editor to improve the overall product. However, I wonder in Quantic Dream might start to crack after another few releases. It will be interesting to watch either way.