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The narrative is a very relatable one for many people, at the heart, it’s a story about a young girl who is “different”, she needs social acceptance, like any human being. And Willem Dafoe is a true treasure of Hollywood and was made for difficult performances such as this. I acknowledge that she has done other movies between those two performances, but aside from Inception, I honestly do not think the other movies she did would have been as gruelling and had required the emotional range that Beyond: Two Souls required.
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While I cannot say for sure, but watching Ellen Page’s portrayal of Kitty Pride in X-Men: The Last Stand, followed by the same character in X-Men: Days of Future Past, it is clear that she has grown leaps and bounds as an actress. Ellen Page and Willem Dafoe spent countless hours performing similar scenes with minor tweaks just so that a player pressing circle instead of cross will get a unique scene tailored to their decision. What is so amazing about Beyond: Two Souls is the dedication behind making an experience that is tailored to the individual experiencing it. I don't think I would have had that response if I wasn't also able to have a role in the normalcy of Jodie's life, which is why Beyond could only work as a game, and not a film. Rarely have I been so involved with a character that, when I've needed to make a difficult decision, I've found myself sweating. It doesn't sound like much, but by connecting players to the mundane actions of everyday life, the connection between player and Jodie's more dramatic moments is stronger. A flashback scene with child Jodie allows you (as Aiden) to push a little toy car around.
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Unfortunately many people who reviewed the original release of Beyond: Two Souls panned it because ultimately, there wasn’t enough pew pew or puzzle solving for their liking, and the subtlety of the interactivity in this game didn't resonate to the same degree.īut that's a pity, because, outside of the key moral decisions, the subtlety of interactions make Beyond an incredibly intimate experience. It was important the game played out like this, because it has some serious points to make that couldn't have been delivered by providing players with too much agency over minor decisions.
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On a technical level the aspect ratio used is cinematic in nature, so there are always black bars at the top and bottom of the screen, and the game itself is hardly interactive, it plays more like a “choose your own adventure” novel, where interactions are mostly made to direct Jodie’s decision making during chapters, while the narrative itself plays on a set path.
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Beyond: Two Souls manages to fit in much more character exploration than any movie ever could, and tell it at the perfect pace rather than be inhibited by the weekly episodic television structure.ĭespite the pacing differences, however, Beyond could be viewed as a cinematic masterpiece, because it shares a lot of similarities with that medium. Arguments she has with Nathan and Cole are all too familiar to me as a parent with my own son and his battles with being “different”. Of course, growing up in an institution causes obvious issues for Jodie as she grows up. These scientists are surrogate parents to Jodie, giving her opportunities to thrive despite that which is not perceived by the outside world as “normal”. It is in surviving these tragedies that showcase how strong Jodie is as a person, and it is those who are behind Jodie, scientists Nathan (Willem Dafoe) and Cole (Kadeem Hardison) who are there not only trying to understand Jodie and a spirit attached to her by an invisible chain, Aiden (because part of Jodie's problem is that she's haunted by a spirit that is benevolent to her to the point of being malevolent to anyone that would seek to hurt her).