Beyond: Two Souls - 10 Things We Learned From The Demo

2. Quick Time Events Are Refined

Beyond Two Souls Jodie Rain Header The primary method of gameplay in any Quantic Dream game boils down to pressing buttons that pop up on screen; it could be a simple press or require tapping. Some sequences of Heavy Rain even had players twisting their hands into pretzels to hold down multiple buttons simultaneously, to mimic the actions occurring on screen. Those that played Indigo Prophecy probably remember playing Simon Says the entire game, as players had to constantly input multiple analog stick directions sequentially in order through memorisation. Beyond encapsulates the tried and true method of interactive drama, but has now seemingly perfected it, ditching peripheral button prompts for the most part. Instead, as the scene goes into slow motion, players must look at Jodie€™s movements and push the right analog stick in a direction correlating to whatever she€™s doing, whether it€™s fighting people on a train or ducking under tree branches when running in a forest. In addition to this, there€™s just also much more actual movement control involved, instead of watching scenes play out in a predetermined fashion.
Contributor
Contributor

I write for WhatCulture (duh) and MammothCinema. Born with Muscular Dystrophy Type 2; lover of film, games, wrestling, and TV.