Beyond: Two Souls are woven from opposites. With all its stupid attempts to look like a deep play, it still gives pleasure. She will tell you about the modest and beautiful nuances of her extraordinary heroine's life, but she will not tell anything important about life or death. When Beyond is focused on something more personal, everything is fine, but it's worth the game to expand your focus as it crashes.
The greatest paradox of this game is that in some ways it's head and shoulders above most high-budget games, and in some ways it can not cope with elements that work well in less ambitious projects. If David Cage discards his worship of the precious Hollywood and looks at the more mundane features of interactive stories, he will probably be able to catch an idea that can turn into a real masterpiece. In the meantime, we have Beyond: Two Souls: quiet, meek and intelligent - until it starts to behave loudly, rudely and stupidly.
Rarely it happens that I find it difficult to show the game an assessment and that I'm so bother with someone who is worth playing in it, and who does not. I will only say that I know what bad assessments can put good games that they could not understand.
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