The Observer, November 3, 2006
Volume XXXIX, Issue 9
Surviving high school the object of Bully
The Grand Theft Auto series may be very popular, but the current formula is starting to show its age. Though San Andreas was praised for its expansive environments and the numerous options for customization, the core gameplay was nearly identical to GTA III, the first 3D game in the series. Developer Rockstar Games could have continued down this path. Numerous companies (particularly Electronic Arts) choose to only refine past efforts, because franchise games generally sell better than newer properties regardless of quality. Instead, the team went in an entirely different direction with Bully, a game set in high school that encourages players to attend classes and "keep their noses clean." Though the idea may sound terrible on paper, the actual experience is thoroughly engaging.
Bully uses the same basic mission structure and mapping system that have been used in other "sandbox" games, but everything else feels completely fresh. Time, for instance, plays a crucial role in decision-making. Generally, players are expected to make it to class on time and to be in bed before curfew. This time management introduces some welcomed tension into the game. Bully also differs from GTA when it comes to combat.
Instead of gunplay (which would have been completely inappropriate given the setting), there is an emphasis on pugilism. Though mashing the button works well enough, the fist fights have much more depth this time around.
Sandbox games claim to offer the freedom to do whatever a player wants, but options are rarely that plentiful. Bully is an exception. Classes are divided into several mini-games, such as a word jumble for English or dodgeball for gym. After-school jobs such as delivering newspapers or mowing lawns are great money-making opportunities. If these activities don't interest you, the local arcade is always an option. People who take the time to explore the campus and the surrounding town will never run out of enjoyable distractions. Best of all, these games are not completely pointless; they offer opportunities to increase stats and earn new tools.
Another strength of Bully is the storytelling. I'm surprised that this game was so controversial (a few lawyers and parents protested its release), as main character Jimmy Hopkins is not really a bully. Instead, he's a relatively sensible kid surrounded by sinister cliques and shady teachers. Though he doesn't have any school spirit, Jimmy is a very likeable protagonist and the heart of this game. There are some moments of violence and crude humor, but nothing that would inspire mass hysteria.
The cinematic cut-scenes do a fantastic job of fleshing out his character as he slowly gains respect from his peers by protecting weaker students. Likewise, the voice acting is perfect, even without any big names in the cast. On some occasions, you may question Jimmy's motives for helping some of his "friends," but most of the presentation is flawless.
Though Rockstar's newest classic runs well enough on the PS2, I can't help but think that Bully would be better off on a next-generation console. The graphics engine, an enhanced version of the one found in San Andreas, allows for some great detail, especially in interior spaces. However, the draw distance and loading times are significant problems. The camera can also be cumbersome when Jimmy is backed into a corner. Even so, none of these minor issues take away from the innovative design and setting.
I have no idea if Bully will find an audience, but I can see this game having a huge impact on the genre. This game demonstrates that open-ended gameplay doesn't need to feature gangsters and carjacking to be fun. Traditionally, I'd comment on how anxious I am for a sequel, but after seeing what the acclaimed developer can do with an original property, I hope they continue to tackle new ideas.





