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About the game

Beyond: Two Souls

Psychological action thriller and interactive drama

Jodie stands on a rain-soaked street amid burning vehicles.
Beyond: Two Souls · Game artwork

About Beyond: Two Souls

Follow Jodie Holmes across key episodes of her life, shaped by her lifelong connection to Aiden, a powerful supernatural entity. Explore scenes as Jodie, shift to Aiden to interact with the world, and guide conversations, action sequences and difficult choices in a psychological thriller whose story can be experienced in cinematic or chronological order.

Beyond: Two Souls follows Jodie Holmes, a young woman whose life has been linked since birth to Aiden, an unseen entity with supernatural abilities. The story moves across different periods of Jodie’s life, from childhood toward adulthood, as she faces personal relationships, dangerous situations and questions about her connection to Aiden. Elliot Page portrays Jodie, with Willem Dafoe also among the performers. The focus is on how the two connected characters experience the same world differently: Jodie moves through it as a person, while Aiden can reach beyond ordinary physical limits but remains bound to her.

The story is presented in scenes from different moments rather than following a simple chronological line. On PC, the player can choose the cinematic order or arrange the episodes chronologically, changing how the same life events are encountered without changing the characters at their centre. Each scene has a distinct situation and cast of people around Jodie, so the player repeatedly learns where she is, what she needs and how Aiden fits into that moment. The structure lets ordinary personal scenes sit beside more dangerous assignments and supernatural incidents. Instead of building one continuous map, the game advances through authored episodes whose setting and immediate objective change with Jodie’s age and circumstances.

When controlling Jodie, the player moves through enclosed or open areas, examines objects and speaks with people. Interactions are contextual: a small marker identifies something Jodie can use or inspect, and a directional gesture selects the action. That can mean opening a door, reading an object, continuing a conversation or responding to someone’s presence. The game often gives Jodie room to look around for additional details before the scene proceeds, but her route and available interactions remain tied to the current situation. Conversations also invite a choice of response or behaviour, letting the player decide whether Jodie is guarded, direct or more willing to trust someone in front of her.

Jodie stands on a rain-soaked street amid burning vehicles.
Jodie stands on a rain-soaked street amid burning vehicles. Official game screenshot; copyright belongs to its respective owners.

Aiden gives the player a second way to examine a scene. Switching control to him lets you float around Jodie within the limits of their connection, passing through obstacles that stop her and looking at people or objects from another angle. He can interact with selected targets by pulling or pushing them, and his presence can affect people as well as the physical environment. In some scenes, using Aiden helps protect Jodie or reach something she cannot handle alone; in others, his actions reveal information that Jodie could not obtain by herself. His range is not unlimited: the tether keeps his movement tied to Jodie, so the player works within a radius rather than freely exploring an entire level.

These two perspectives give scenes small investigative and puzzle-like tasks. Jodie may need to find the right object or understand what a person is asking, while Aiden can move around a barrier, observe a conversation from a distance or intervene with a target. The player switches between them to connect those pieces, then returns to Jodie to continue the immediate task. Aiden’s powers can be used forcefully, but the game also makes his cooperation part of how Jodie moves through difficult moments. The interaction is deliberately selective: each scene indicates which details matter, and progress comes from trying the available actions in the context of the scene rather than searching an open world for every possible object. The scene’s narrow goals keep each environment tied to Jodie’s current circumstances.

Action sequences use timing and directional input rather than a separate combat system. During a fight, the scene can slow down and ask the player to move the right stick in the direction that continues Jodie’s movement on screen. Other tense moments use quick-time prompts or short interaction windows. Success can change what happens in that scene, but a missed action does not always stop the story; it can redirect the immediate outcome and leave Jodie in a different position. Choices outside action scenes also shape how she responds to people and what happens in particular episodes. The broad path continues through her life, while local scenes and outcomes can reflect how the player handled the situations in front of her.

A suited man faces a figure in a dark room.
A suited man faces a figure in a dark room. Official game screenshot; copyright belongs to its respective owners.

The PC version supports Solo and Duo play, and local co-op can assign Jodie and Aiden to separate controllers. One person can guide Jodie’s movement and decisions while the other handles Aiden’s presence, turning the act of switching between them into a shared conversation. Players who prefer a solo run can control both characters themselves. The PC release also includes the Advanced Experiments mission from the PlayStation versions and offers two difficulty modes. This additional mission sits alongside the main story, while Duo changes who controls the pair rather than the premise they share. Together with the choice between cinematic and chronological presentation, these options give players control over how they approach the story’s mix of exploration, interaction and timed action.

Developer
Quantic Dream
Genre
Psychological action thriller and interactive drama