This post contains spoilers for Beyond: Two Souls.
In the process of writing my Beyond: Two Souls review, I learned a new word: anachrony. It means the discrepancy between the chronological order of events and how a story presents those events to us. Pulp Fiction is the go to example for most people with regards to this concept, although most works of modernist literature and early epics like The Odyssey also qualify. I was really happy when I found out about this word because it is a big part of Beyond: Two Souls and the primary reason why the game doesn’t quite work.
At the end of the game, there’s a throwaway line that explains why you spent the last 10 or so hours experiencing Jodie’s life out of order. The whole game is a flashback in which Jodie is trying to remember how she got where she is, a barrier between worlds. Everything is jumbled. She calls it a chaos of images. It is the game’s attempt at being profound, but all it ends up being is a narrative excuse rather than a structure of artistic merit. David Cage wants his games to be art, but more importantly, he wants you to know that he wants his games to be art.