I enjoyed the individual moments and scenarios of Quantic Dream’s Beyond: Two Souls but when I looked at how everything stitched together, I couldn’t help but wish it was more like Heavy Rain. For the second time this year, (God of War: Ascension was the first), I felt non-linear storytelling hurt a game.
It wasn’t because story was too complex to follow, in fact, I had an idea where it was headed within the first third of the game. I didn’t like the time hopping because it highlighted the fact that my choices didn’t really matter — I knew for a fact that several key characters could not die.