Beyond: Two Souls action sequences intend to be much faster, fluid and natural according to the makers of the game, Quantic Dream. I personally enjoyed the quick timed event action sequences in Heavy Rain as I personally felt this was a natural fit for the drama based title. However, whilst many marvelled at the outstanding story and host of interesting and unique characters, some didn’t find it easy to overlook some of Heavy Rain’s flaws. This is something Quantic Dream has taken the time to address.
Judging by the video below much of the action seems to have adopted a third person cover shooter mentality, similar to that of the Uncharted series and have mixed it with some of the familiar controls of Heavy Rain. Whilst quick timed events are removed, several moves will be controlled by the analogue sticks in an attempt to give the player a multitude of combat choices. Other elements that are interesting is the ability to quickly switch between Jodi Holmes (Ellen Page’s character) and the invisible entity that surrounds her. This entity can scan the battlefield, collapse weak building foundations and attack or possess unsuspecting enemies.
The suggestion made by David Cage is that the combat is accessible but can also become extremely difficult in places to pull off the desired move. This interesting but accessible combat system was seconded by the fact that users can play the entire game using an I-Pad as a controller via WiFi to the PS3. This should certainly entice new gamers who are a little wary of using complicated dual analogue controllers. With that in mind, Beyond Two Souls also intends to incorporate the use of the sixaxis motion controls, a feature many developers seemed to have abandoned in recent years and rightly so. The control method often struggles to be as responsive and Sony claim it to be but if there was one game that managed to pull this off successfully it certainly was Heavy Rain. Therefore I still have high hopes for Beyond Two Souls’ incorporation of this slightly out dated control system.
David Cage has also went on to state that each level, even in combat, has many different options which can result in very different outcomes. Cage however, would not be drawn on the subject of how many multiple endings there would be but did mention to Joystiq at Gamescom that even if Jodi dies the game is not necessarily over;
I’ve always felt that ‘game over’ is a state of failure more for the game designer than from the player. It’s like creating an artificial loop saying, ‘You didn’t play the game the way I wanted you to play, so now you’re punished and you’re going to come back and play it again until you do what I want you to do.’ In an action game, I can get that – why not? It’s all about skills. But in a story-driven experience it doesn’t make any sense,”
Although players have a particular goal in each segment of the game, there are multiple scenarios available after each one, so “failing” just means seeing one of two options rather than having to go back and do something again. This holds true even when the goal is Jodi’s survival…….It’s a game about death, so you can imagine that death plays a role in all of this. Actually, it’s one of the big discoveries – one of the big mysteries in the game is to discover what’s on the other side. And it’s definitely not a black screen.”
It is safe to say that for every answer we get in regard to Beyond there is an infinite amount of questions.