While many of Cage's choices are uninspired, one in particular is baffling. Beyond is told non-chronologically, much to its detriment. There's no meaningful reason to frame the story in such a way, as scenes rarely flavor one another. Jumping between random sequences of being a child, military badass, and sexually frustrated young adult do little more than make the narrative feel disjointed. Even worse, it manages to undo one of the greatest aspects of Heavy Rain: the feeling of player agency.
Heavy Rain made good on its promise of a narrative that adapts to your choices, even when main characters die. Knowing that every scenario could have repercussions augmented the tension of the game's knuckle-biting sequences. Beyond fails to replicate that sensation because you're aware that the entire game is a flashback. You know Jodie cannot die, and you know that your decisions won't have any meaningful impact on the story--because you're already aware of what will happen in the future. Simply telling the story in chronological order would not only make the story flow better, but it would be more effective at giving the illusion of player agency.
Due to its non-linear presentation, it's difficult to fear for Jodie's life
Thinking even a little about the story will make it clear how absurd the narrative is. The end-game disaster is, like most other things in the game, so obviously going to happen. But why doesn't Jodie acknowledge that ever? Why does one character decide to so suddenly go insane? Is Cage familiar with the terms "character development" and "foreshadowing?"
Given Quantic Dream's focus on narrative, it's a little bit surprising that Beyond is the best
Beyond: Two Souls forces a rather unnatural romance option on players