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Each vignette is exquisitely produced, with lavishly detailed environments to explore and interact with. Beyond controls very similarly to Heavy Rain, with you able to move Jodie around each area in third-person. Anything that can be interacted with has a floating white dot, press the right analogue stick towards the dot and a specific animation will begin to unfold. On-screen prompts will then direct which button to press as Jodie performs the action on-screen. This ‘Simon says” type of control is maligned by many, though I like the flexibility it brings, allowing for scenes that other games couldn’t manage. The puppeteer approach allows you to whip up a curry within the same control scheme as beating up an enemy combatant. It’s linear, of course, and in many ways Beyond feels even more constrained and shepherded than Heavy Rain. Action scenes are a little more organic, however, with a fight or chase slowing down time and, rather than providing button prompts, asks you to evaluate the scene and move Jodie in the right direction. It works, as the sweeping camerawork switches your viewpoint and asks you to keep an eye on the action and react accordingly.
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