To add insult to that annoyed “here we go again” feeling, however, somebody decided it would be fun to arrange all the scenes out of order. Presented as a personal drama about a young woman who has an ethereal “entity” following her around at all times who grants her apparently superpowers, Beyond becomes something else entirely, just as Indigo Prophecy went from murder mystery to alien apocalypse. have finally managed to deliver a solid, nearly complete framework, what they’ve put within that frame is outright hideous. I don’t have to feel sad about French actors being really bad at trying to play Americans, finally. That Cage and Quantic Dream have finally put a game in what could be described as the ideal package for the types of experiences they have built previously means I can spend more time worrying about the thing I really want to worry about with games that are heavily built around a story: the story. A few refinements here and there will do it. Sure, there was the occasional battle with the cinematic camera, and maybe we could have used an indicator for where the player is supposed to go in some scenes, but you’ve about nailed it.
Beyond trains you early how to handle each “control scenario” (my term), and after an hour I didn’t have to think about what I was doing.
The vast majority of moves you must make while you’re in control of Jodie or her ghost buddy Aiden don’t include button prompts.