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The award for the game most talked about by non-gamers this year
easily goes to Rockstar's newest (and possibly last) PS2 title,
Bully. Before anyone had laid hands on the game, videogame critics
along with activist and parent advocacy groups were protesting to
keep it off shelves. Notorious anti-violent videogame lawyer Jack
Thompson went as far as calling Bully "the violent Columbine simulator
video game" in his year long and recently defeated attempt at having
a Florida Court block the game's release in that state. Across the
Atlantic Ocean, UK gamers saw Bully receive a name change, in my
opinion for the better, to Canis Canem Edit (latin for "dog eat
dog"), but then went on to see it banned by the DSG retailer group
(which includes the stores PC World and Currys). The group felt
that the game's focus on "violence in the playground" went against
their "family store" values.
That's
just but one boiled down paragraph of all the hype, lies, mud slinging
and overreaction that just about all Rockstar Games productions
will meet for the known future - I could go on for hours.
What I am here to tell you is, after experiencing what Bully has
to offer, that it's time to disperse the angry mob and go home.
You wouldn't find murder, drug use, sex or any of the other staples
of Rockstar's debauchery-filled Grand
Theft Auto series. What you will find is yet another over-the-top
look at the troubled American school system that treads no ground
that a PG-13 movie or teen primetime drama hasn't tramped across
before. I've seen more offensive material in the commercials for
Fox's The OC and ABC's Desperate Housewives than I
found in this entire game! The only real difference between Bully
and what has come before is that this time the experience is attached
to a enjoyable, though hardly original, sandbox-style adventure.
Older gamers may end up being bored by the rehashed storylines and
archaic character archetypes lifted directly from teen flicks of
the past, such as The Karate Kid and The Outsiders,
but those already, or about to start, experiencing the high school
way of life - the game's intended demographic - will eat this right
up.
Bully
tells the story of fifteen-year-old private school troublemaker
Jimmy Hopkins. In what a children's psychologist would most likely
claim is lashing out for parental attention, Jimmy has found himself
expelled from every private school his mother has enrolled him in.
She has recently remarried to a man Jimmy strongly dislikes and
seemingly having lost all interest in trying to steer her delinquent
son in the right direction, the two dump him off at the hard knocks
Bullworth Academy before heading off on their honeymoon. Upon arrival,
the 'high and mighty' principal puts Jimmy on notice, essentially
telling him that none of his previous antics will be tolerated and
that it will only be a matter of time before he is broken into a
docile beast that society can live with.
Your
first few days at Bullworth leave you feeling like Jimmy is a fish
out of water, thrown from his comfortable bowl into a boisterous
riot. Since you're starting your reputation from the ground up as
the new kid, you are the perfect target for the overly aggressive
bullies - one of the game's six cliques - who haze you into submission
on sight. Nearly all interaction is based around the respect meter,
which gauges your reputation with each of the school's main cliques:
the aforementioned bullies, plus the preps, greasers, nerds, jocks
and eventually townies. As you complete missions, be they story-progressing
or optional, you subsequently increase or decrease your respect
meter for the different cliques. For example, help the nerds protect
one of their own from the greasers and you'll gain respect from
the nerds while losing it from the greasers. It's a constant balancing
act keeping all the factions respecting you enough to let you move
around campus without fear of having your face pounded in at every
corner.
At
the close of the first chapter, your rival, and main antagonist
for the remainder of the game, makes his intentions known and the
power of his alliances felt. In a karmatic return, you will have
the bullies answering to Jimmy with words instead of their fists
to his face. This allows you in-between the main story to test the
social waters and begin to establish Jimmy's presence around campus.
While the main story has the biggest effect on the respect meter,
helping out students who approach you, taking on optional missions
as well as just how you treat the other students when you see them
around, can change allies to enemies or damage a loose truce. At
this point it's still pretty easy to appease everyone, but slanting
towards one clique will lead to benefits such as hideouts, items,
stats increases and more.
As
a whole, the story can be classified as a comedy, because rampant
sophomoric and immature humor keeps tension low. If the story ever
steers towards serious subject matter the script usually cues up
a sarcastic quip, prank or other distraction, showing that the game
never truly takes itself seriously. While the script is merely decent,
excellent voice actors bring it to life, continuing to carry the
high standards of storytelling that Rockstar has become known for.
Every mission is introduced by a professional quality cut scene
that takes full advantage of the gritty art design and muted colors
of the graphics engine, as well as the dark humor of the story.
These range from hunting down the English teacher's alcohol stash
to save him from being fired for teaching while under the influence,
to playing pranks on kids during Halloween to obtaining evidence
of cheating girlfriends. The objectives will begin to bleed together
- especially to Grand Theft Auto vets - but there is always a new
context to keep up interest levels.
Outside
of the main mission tapestry there are plenty of other story threads
to pull on, including many character-specific missions that flesh
out Jimmy's fellow students. Rockstar went out of their way to make
sure each student has their own back story and personality, as well
as visual distinction and voice actor, making these missions more
than worth your while to seek out. Finish the character-specific
missions for any of the female students (and at least one specific
male student) a couple of times and they will develop a crush on
you. Not only can you hold hands with someone who has a crush on
you, but you can also kiss them, which gives Jimmy a health boost.
The
teenage demographic should have little problem relating to and enjoying
Jimmy's experience at Bullworth Academy. The game never speaks over
their heads, nor does it introduce elements they would normally
be unfamiliar with. It also helps that they weren't alive when many
of the movies Bully has borrowed from were released, keeping the
story fresh. Gamers who are closer to a high school reunion than
they are to the year they graduated may not connect as well; not
because they are too old to remember their high school years, but
because they are most likely have indulged in the same movies and
TV shows Rockstar obviously enjoyed and used as reference points.
As
I've already mentioned, many of the story threads and stereotypes
at play in Bully are ripped right out of the Eighties movie scene
and accordingly feel stale and predictable. The single sexy female
teacher, the self-destructive male teacher the students rally around
to help him keep his job, the D & D nerds, the snobby preps looking
for a poor kid to use… the list is never ending. Sure, imitation
is one of the greater signs of flattery, but is that a proper excuse
for unoriginality? Not so much. Another complaint is the lack of
inner monologue we receive from Jimmy - I found myself confused
as to just what his motives were and what actually is a task he
would or would not find acceptable to pursue. All the missions have
context in the story but there is a severe lack of context within
Jimmy's character, undercutting his character development in a way
that had me questioning elements it should never have occurred to
me to think about. Why do the kids act as if the school is a public
institution when it is obviously not? I've never heard of a public
school that demands students live on campus all year long - have
you? Which leads to my second question - why should I not think
of Jimmy as just another over-privileged youth trying to emulate
the situations of the under-privileged? I was forced to make broad
and sometimes negative assumptions for these and many other questions
when they should have been provided for me.
While
none of these complaints ended up becoming a deal breaker that had
me giving up on the game, they do soil the story to the point that
it was never able to fully dry out from. I am sure many gamers will
not find the story as problematic as I found it, but if at the end
of the game the user controlled actions of Jimmy speak louder than
most of the scripted actions and words then you'll know I was at
least partially correct.
Okay,
less talk, more rock…I mean gameplay! There is really no way around
making this comment, so I will not hold back - this is a kiddie
version of Grand Theft Auto. If you have played any of the games
from that series there will be close to no learning curve, as the
control scheme is essentially unchanged. While you can still punch,
kick and learn new moves as you progress, you can now use wrestling
moves such as grapples and takedowns - executed with the triangle
button - that help Jimmy get the upper hand in fights. This ends
up causing problems though, as triangle also continues to serve
as the button that handles getting on things such as bikes and entering
buildings. Fighting in front of any other triangle action command
can, and will, result in the non-fighting command being executed,
as the button's range is far too large. Make sure there are no bikes
near you when fighting or trying to enter a door, because you will
hop on them every time.
You
can still smack sense into jerks with baseball bats and other sporting
sticks - along with one boss who clubs Jimmy with an oversized mallet
- any weapon, or action, that can cause an injury above what a school
nurse can handle (obviously including death) has been removed or
tamed down. For example, guns have been replaced with tamer projectile-launching
weapons such as a slingshot and bottle rocket launcher, while grenades
have been changed to eggs and stink bombs. Using the lock-on command
no longer just places a red target on your enemies - it now shows
their life bar in the form of a ring at their feet, a wondrous,
non-obstructing addition that I hope Rockstar introduces into all
future sandbox-style games. Though it's smarter than was seen in
previous efforts, it's still not as dynamic as it could be, as selection
is supposed to be based on Jimmy eyesight but instead is based on
the game's programming, leading to the wrong person or thing being
locked on. And as you are punished for every bad thing you do in
Bully, this problem is magnified - you'd be surprised how fast a
mission can end when you accidentally target and attack an innocent
when being attacked by an enemy.
What
crimes you can commit have also changed; as Jimmy is only 15, he
can't drive, let alone steal any motorized vehicles (outside of
a go-kart), drink alcohol, smoke, use drugs, have sex, solicit prostitutes
or any of the other naughty acts found in the Grand Theft Auto games;
there are no major laws broken by the protagonist here. Jimmy still
can commit crimes punishable by the local police, as he can steal
bicycles, destroy property lying around (such as tables, chairs,
vases and holiday decorations), tag walls and of course beat people
up. You can get in trouble by the school's rule enforcers, known
as prefects, for play pranks on other students, such as throwing
itching powder on them or dropping marbles for them to slip on,
handing out wedgies to the guys and pinching the butts of the girls.
Unlike
in the Grand Theft Auto games where you could murder multiple people
before even drawing a squad car to look into the situation, every
single offense can lead to your immediate downfall. To the right
of your map you will find the trouble meter, which meter fills up
with each crime you commit and rule you break, each of which have
a set trouble rating. Damaging school property, truancy and breaking
curfew are some of the lesser offenses that will annoy but not necessarily
draw a swift reaction from the authorities. The same cannot be said
for gross misdemeanours such as physical violence against little
kids, females and authority figures, which will send the trouble
meter towards the top.
As
the trouble meter fills, authority figures begin to take notice
of you, eventually hunting you down if you manage to completely
fill the meter. No longer can you commit a few crimes here and there
with no repercussions; every action has a consequence. Not only
does this add to the realism of Bully's world, but it also injects
a sense of danger for every negative action that's sorely missing
from Rockstar's other games. You always have to watch your back
and - if you want to be truly evil - you'd better be prepared to
pay for it, because the authorities have no problem with taking
you down.
That
doesn't mean Jimmy is left for the dogs every time he fills the
trouble meter though; all authority figures are on your radar as
red dots and when they are actively looking for troublemakers, a
cone extends from their dot to show their range of vision, much
like in the Metal
Gear Solid series. If you manage to cross their line of sight
you can seek out hidden sanctuaries that take the form of empty
lockers and garbage cans, giving you a place to hide until the heat
cools off. If you are unable to escape, depending on how full your
meter is, you may have a chance to break loose from your captor
and make another run for it.
Even
after every mission is hunted down and completed, don't think you
have uncovered all that Bullworth City has to offer. Yet again flexing
their lifespan muscles, Rockstar has stuffed Bully to the gills
with missions, collectibles, unlockables and plenty of other things
to keep you busy well after the 20 to 25 hour main story ends. Waste
time trying to nab the high score in the painfully simple though
completely additive arcade games such as the side-scrolling shooter
Nut Shots, the action-racer Future Street Race 2165 and the Froggerish
food-catching Con Sumo. Get that competitive itch scratched by taking
part in the Punch-out! style boxing tournaments, bike and go-kart
races and carnival games. Learn new attacks from the homeless Korean
War vet that lives hidden on campus. Earn some extra cash for that
hot date or new clothes by starting a paper route or mowing lawns.
Collectors can sniff out hidden items such as rubber bands and G
& G (the game's version of D & D) trading cards, as well collecting
photographs of all the students for the yearbook. Achieving a 100%
completion rating will no doubt add another 15 to 20 hours to the
game, easily netting a high lifespan score.
There
is definitely no downgrade in what can be done in the world of Bully.
The world itself though has been scaled down when compared to the
large Vice City and the humongous three city limits of San Andreas.
By setting strict physical boundaries for Bullworth City, which
consists of far less buildings than any of the PS2 Grand Theft Auto
games so far, Rockstar was able to bring to life a living city in
deeper, vibrantly more realistic way than they have before. As such,
this is easily Rockstar's finest interactive and visual work to
date.
Instead
of being filled with random buildings that fill space but serve
no tangible purpose, nearly every Bullworth City building has a
reason to exist. Every building on the Bullworth Academy campus,
as well as all their entryways, can be entered at one point or another,
as can many of the doors inside of these buildings. They might not
all be interactive, but the majority of buildings in the city can
be entered or interacted with in a way that gives them a unique
purpose. Another trend that is noticeable is the formation of a
shopping district, where multiple shops and attractions that can
be interacted with exist together. Each building, which varies in
size depending on its location and purpose, has its own storefront,
open sign and advertisements. On the whole, a smaller city allowed
for increased details and more thoughtful, astute placement of buildings,
landmarks, stairs and streets. This keeps your mind focused on what's
at hand, much like a high school freshman does, not off wondering
what else there is to find.
Buildings
are also visually stimulating, along with just about every other
non-living object in this game, as they all start from the gritty
art design before being faithfully recreated with distinct textures
that take full advantage of the muted color palette; less textures
to create and store, along with less emphasis on filling the screen
with cars, people and buildings, allows for a greater dedication
to be put into creating every object - and it pays off in spades.
Even in the case when a texture isn't completely crisp, it never
blurs to a point of being unrecognizable or disgusting, giving the
feeling that textures were fined tuned depending on use and location.
Weather effects - especially when a light snowfall has covered up
everything - are excellent, and prove to be more than just tacked
on effects.
The
graphics used on the characters aren't slouches either! Facial textures
are defined and genuine, with everyone appearing as an individual
when face-to-face. Get up close and personal with your classmates
and you'll clearly see details such as freckles, different nose
types and injuries sustained from fights. Instead of trying to animate
clothing and hair, Rockstar decided to skip that and just focus
on the textures. I believe they made the right decision, as all
the body textures show fine details such as wrinkles and seams in
clothing, as well as distinct hairdos. The character animations
are Rockstar's best so far, but there are still some robots lurking
around. Still, the cut scenes might as well feature real people,
as the animation execution is perfect. In-game most of the characters,
especially Jimmy, move around with natural, fluid movements, but
there are still moments of stiff, robotic action, especially during
in-mission cut scenes. Don't let the dull, dreary colors full you
into thinking this game lacks graphical horsepower - Bully is a
testament to the capabilities of the PlayStation 2 and is one of
its best looking games to date. Since we already know what Rockstar
can do when given more powerful hardware - the Xbox 360 exclusive
Table
Tennis - I can hardly wait to see what they can do with titles
such as Grand Theft Auto 4.
Graphical
prowess and individuality come at a cost though, as Bully also contains
the most noticeable loading problems in Rockstar's PS2 library.
After a lengthy initial load of a full minute or so, you would think
that the game should have little problem streaming the rest of the
information from here on out, but this is not that case - every
time you enter a building the game has to load the interior up,
usually taking around ten to fifteen seconds. This is satisfactory
when in the city, where you rarely enter buildings or rooms at a
frequent rate, but on campus this builds up quickly, as you can
be entering and leaving rooms at a frequent rate, not unlike going
in and out of a town in Elder
Scrolls IV: Oblivion. Was there a solution that could have been
put in place to avoid this problem or at least cut down the waiting
times? I would like to believe the answer is no. Does it make me
glad to know that Rockstar will be moving onto the bigger and more
powerful consoles for their next titles? The answer is definitely
yes!
The
bar continues to be raised in the video game sound department, as
Rockstar again shows why they reside near the top of an exclusive
list. As I mentioned before, each character in this game has their
own voice actor who, while being relatively if not completely unknown,
delivers a prime, professional performance with nearly every one
of the over 39,000 lines recorded for the game. Nope, I did not
add an extra digit to that number - 39,000 different spoken lines!
Though you will still hear a decent amount of line repetition, as
characters are constantly talking even when you are just running
past them, it happens far less than in other games, with characters
randomly saying something at any given time.
There
is no licensed music of any kind in Bully, a bit of a departure
for Rockstar. Don't think for a second that it's a bad kind of departure
though, because every one of the original tunes is fantastic. Each
of these short, sweet songs fades into the background just enough
to allow the sounds effects to have a real impact. Enjoy the laid
back tones while you roam around campus minding your own business,
feed off the tempo of the fighting song and feel the anxiety and
tension of fleeing from punishment when the beat picks up. The sound
effects see no drop in greatness, as the noise of eggs splattering,
punches landing, dodge balls bouncing off faces, school bells ringing
and all the other countless sounds you're bound to hear in a school
are seemingly produced with little error or effort. Simply brilliant.
Now
that Bully has reached the masses and news of its inability to fulfill
any of the child corrupting prophesies many wrote out for it, there
is only one question left - is the game worth a purchase or was
all the hype and hysteria for a mediocre game? At the end of the
day, when I put Bully back into its case for the foreseeable future,
I knew I could have waited for the inevitable Greatest Hits price
drop. A wonderful presentation and spurts of youthful fun could
not curb the boredom a Swiss cheese, overly nostalgic storyline
and "I've done this before but with more violence" gameplay handed
to me. If you are madly in love with sandbox-style action adventure
games then I can see no reason that you will dislike what Rockstar
has created here. If you are waiting for the next step in the genre's
evolution however, you'll have to wait a bit longer.
Reviewed by Tony Peters for AceGamez (All Rights Reserved).
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