Showing posts with label Bully. Show all posts
Showing posts with label Bully. Show all posts

Wednesday, June 2, 2010

Space Invaders: Bully's Brevity

[Part of an ongoing series of posts exploring the way videogames use their spaces to convey their overall experience, ranging from design and dynamics to aesthetic and artistic appeal, and everything in between. Be warned, there are potential spoilers ahead.]

The town of Bullworth in Rockstar’s Bully really surprised me, its design and appearance being a lot different to what I was expecting and its smaller scale enhancing the game’s approach to schooling in a remarkable way. Instead of a bigger is better approach, the developers went in the opposite direction and the end result is a demonstration, yet again, that Rockstar know what they’re doing when it comes to creating and forming a unique world that accommodates the theme they’re trying to convey, and the gameplay ideas they want to explore within.

The first thing I want to point out is the idea that Bullworth is a town, not a city ala the ones featured in the Grand Theft Auto games, and while this might feel like a step back after the evolution that franchise has seen, it is in fact a step down another path, a smaller and more concise one that suits the theme of the game and makes sense within the context such a theme provides.

Bullworth feels like one of those towns where everybody knows each other and this feeling is exacerbated by the ubiquitous presence of the game’s many students. These teenagers don’t just populate the school’s many different areas as idol pedestrians to give the illusion of life in Bullworth; they actually live in the town and as such roam the various parts of it when they’re not required to attend their classes. Continuing the stereotypical parodying of school cliques, certain types of students -- nerds, preppies, etc. -- will appear at certain places in town, making it not only a more fleshed out place generally but also making it easy to find certain students if and when the need arises. The comic book store is where the nerds can be found while the preppies enjoy hanging out at the boxing gym; greasers can be found roaming the streets of New Coventry while the bullies can be found down on the beach, sometimes smoking, sometimes playing Frisbee. It gives Bullworth a sense of place as well as a sense of belonging for the game’s many characters, and it culminates in a community-like feeling that makes playing Bully strangely relaxing. Bumping into recognizable characters on the street such as Algie or Lola can yield a smile as you realise that, first and foremost, they’re not just quest-givers or conduits for information, and secondly, that you actually are getting to know these people: where they hang out, who they hang out with, what they represent (cliques) and what events they have been involved with. Unfortunately the technical limits of the game -- with it appearing on the Xbox 360 and Wii it’s easy to forget that Bully is a last generation game -- means that this illusion of community is ruined from time to time as you see the same characters appear repeatedly within the span of just a couple of minutes. It’s a small issue that you soon forgive and ignore, but one still worth mentioning all the same.

Bullworth Academy -- the place where most in-game time is spent -- is interesting in its own right. Existing almost in the centre of town, the place isn’t just important to the theme and story of the game, it also acts as a hub to the remaining areas, with roads and pathways leading to different sections of Bullworth. It doesn’t sound like anything special when described like that but it does make sense: the school is already the key focus of the game so by being the prominent building and area, its significance and familiarity is continually reinforced, reminding the player that at the end of the day -- quite literally -- that’s where they need to be.

The design of the school is also interesting, the aforementioned cliques each having their own section while the central and main building contains the majority of classes. The boys and girls dormitories sit at the front of the school while the football fields and observatory exist at the back. The greasers have their workshops; the nerds love the library; the jocks train on the fields and the preppies always converge outside Harrington House. Having these areas circle the main building makes sense both in terms of the stereotyping the game revels in as well as the cliques’ need to access their various classes. It also means there is always something to see while hanging out around the school, with rival students engaging in fisticuffs, couples walking together hand-in-hand and the school’s prefects constantly giving chase to troublemakers. As far as the player is concerned, the central focus Bullworth Academy maintains means that it’s always easy to access the classes that need to be attended or to find a particular clique at will, wasting less time when participating in the narrative or when performing a side quest such as taking student photos for the yearbook.

The Academy isn’t the only landmark that becomes familiar throughout play, however; Bullworth is punctuated by multiple landmarks that enhance the ease of becoming familiar with the town and provides neat little hot-spots to visit sporadically. Ranging from a dam to a lighthouse on the beach to the town hall and carnival, each landmark is recognizable, can be seen from a distance -- giving a sense of direction -- and is carefully spread out so that players never get lost. This is different from, say, Liberty City in Grand Theft Auto IV where landmarks are few and far between, spread out over a longer distance and can only be seen periodically. It once again leaves the impression of a more concise and compact game space, and while easy to overlook during play, really benefits the overall experience that Bully provides.

Last but not least, Bullworth also conveys the passing of time quite nicely by taking full advantage of a year’s given seasons. While related more to the game’s narrative than the town itself -- in particular the progress Jimmy Hopkins, the game's protagonist, makes as a student throughout each semester -- it’s still interesting to see the aesthetics of Bullworth change depending on the season. Most obvious is Winter, which takes place throughout Chapter Three. Snow covers the city; snowmen pop up everywhere; Christmas decorations adorn the school grounds; and a giant Christmas tree stands outside the town hall. While essentially just subtle tweaks, these additions as well as those that feature in the other seasons and the dynamic weather -- something I wasn’t aware of until late in the game as it took so long to occur -- add to the game and accentuate the feeling that Bullworth exists with or without you.

Ultimately the town of Bullworth is a neat little location that doesn’t rely on bells and whistles to awe its players and instead utilizes a quaint, dainty feel that makes the player feel at home as well as part of a community. It may not be that big, it may even get repetitive after a while, but it’s familiar, it suits the mischievous theme and presentation, and it’s unique in a genre that is arguably becoming over-saturated. It might not be a significant part of gaming history like Liberty City or Rapture may be, but it is a significant part of Jimmy Hopkins’ life, and really, isn’t that all that matters for a young delinquent such as himself?

Tuesday, May 18, 2010

Lifestyles In Liberty City

It’s no coincidence that I have been playing Grand Theft Auto IV -- specifically The Ballad Of Gay Tony, but that’s beside the point -- directly after playing Bully. Not only was I craving a return to a game space whose atmosphere and attention to detail is astounding, I revisited Liberty City with a specific goal in mind: to think about what I see, hear or do in Liberty City within the context of what it would be like as a young student; as Jimmy Hopkins.

The town of Bullworth is quaint yet smart, its more compact and concise feel really working within the frame that Rockstar’s juvenile game requires; it allows for a nice, gradual exploration as Jimmy progresses as a character, and its overall size -- once each section of Bully's city is unlocked -- feels right, the game’s main modes of transport all working within the context of the city’s boundaries and indeed the game’s theme.

By contrast, Liberty City is absolutely huge. A real living, breathing metropolis with urban areas, suburbs, an industrial complex, highways and tunnels, it sits on the complete opposite side of the spectrum when compared to Bullworth, and would be completely overwhelming to a young adolescent such as Jimmy. As it stands in GTA IV, moving about in this massive and dense city involves the use of vehicles -- cars, bikes, boats and helicopters -- as well as public transport systems and, as of Gay Tony, parachutes. Traversing in Liberty City via a bicycle, skateboard or, god forbid, on foot seems like an absurd idea, the length of time just to get to another of the city’s islands longer than it would take to get from one side of the city to the other by car. But, those are the methods of transport that Jimmy Hopkins is used to and while at first it might seem daunting, overwhelming or even scary, getting around Liberty City using those methods would reveal a whole other side to the place, yielding not just another perspective or frame of lens to view it in -- as GTA IV’s downloadable expansions did -- but a completely different experience.

Just another day at Bullworth Academy

Think about it. What would Liberty City be like on foot? What about a skateboard? A bicycle? It would be completely different, wouldn’t it? Now imagine what the city would be like if its impeccable design accommodated such transportation, and used it as proficiently as it does the mass of vehicles we’re already used to. It has the potential to be really exciting doesn’t it? Just on method of transport alone, the idea of having a younger, slower but substantially different existence in Liberty City brings to mind a multitude of different possibilities, each being unique in their own right but combining to enhance the overall Grand Theft Auto IV experience in the same way that not only its additional downloadable content does, but the various activities and mini-games that can be enjoyed too. Whether it’s a short distraction or an intentional change of pace and play, getting around via these options would be quite enjoyable but beyond that, it would also provide a completely different perspective on the city, an enticing prospect whose potential for interesting possibilities has already been demonstrated not once, but twice through the game’s episodes.

Obviously, such a perspective wouldn’t just be delivered by different transport options -- GTA IV’s main characters can already walk around the city if a player so chooses, and were they in the game, they would also be able to ride a bike or skate.

Firefly Island in Grand Theft Auto IV

Bully’s attempt to tell a tale of a student who is constantly getting into trouble, is constantly seeking popularity and ultimately, like all students, just wants to have fun is quite unique in the videogame medium. It’s stereotyping, parody on culture and youthful violence wouldn’t be out of place in Liberty City, nor would the events that take place during the game. For those who haven’t played it, Bully’s story basically deals with Jimmy Hopkins gradually earning the respect and leadership of each of the cliques that school culture is associated with -- jocks, nerds, greasers, etc. -- as well as eventually putting an end to a rival student who, like Jimmy, wants to rule the school: Bullworth Academy. Were this narrative to take place in Liberty City, it could occur as is no problem: nothing would be out of place in terms of GTA IV’s context; its satire and social issues would fit right in with the disjointed humour GTA IV already revels in; and as suggested above, it would provide yet another perspective on a city filled with different lifestyles. But were it to feature in GTA IV, I have no doubt that Rockstar would change and enhance it to not only better accommodate what Liberty City already contains, but to also take advantage of the city’s size, varying cultures and different neighborhoods. Instead of faction wars within one school, there could be campus rivalries too: sport teams that regularly compete against each other, both on-field and off; school plays that fight over spectacle, drama and perhaps even for a chance to perform in front of the entire city; and of course, a motivation for your school and for you as the player* to perform in the classroom and achieve those high grades, eventually leading to a reputation as Liberty City’s best school. School excursions could be a reoccurring feature, with trips to Happiness Island to see the Statue of Happiness or to Hove Beach to visit Firefly Island for go-karting, bowling and a ride on its amusement rides just some of the neat destinations that could be visited, the result being, once again, another perspective on already familiar locations. Even Liberty City’s many houses -- most of which are filler when you think about it -- could be given meaning with this new ‘version’ of the GTA IV experience, with each student having their own house in the game. Not only would it give each of the students more meaning, or ensure that they’re not aimlessly wandering around as Liberty City’s older population tend to do, it would also allow for some interesting gameplay opportunities too. Perhaps a couple of gender specific boarding schools could exist, their pupils -- just beginning to go through puberty -- eager to interact and experiment with the opposite sex. Get involved with someone from another school and you wouldn’t just be betraying your loyalty to your own school, you’d have to be discreet and utilise the city’s public transport to go and see your new-found partner. Maybe you could even have multiple relationships on the go, much like GTA IV’s older characters and indeed Bully too -- but if you do then be careful, you wouldn’t want them to find out about each other and spark even further rivalry between not only themselves, but their schools too.

As you can see, playing as an adolescent teenager in Liberty City would certainly provide a different kind of entertainment to that of which we’re already used to, but even further than that, it would change up the pace, gameplay possibilities and perspective in remarkable ways. What I’ve described above are just some of the things that came to mind when thinking about what it’d be like; I haven’t even begun to think about what it could mean for things like GTA IV’s radio stations, TV networks, internet, restaurants, landmarks and, to bring things full circle, its criminal population. As the master of detail and atmosphere when it comes to telling us a particular tale and perspective, the possibilities Rockstar could implement with a Bully-styled take on Liberty City are exciting to think about and utterly enticing from a gameplay standpoint, but as it didn’t happen and they seem to have moved on from the episodes and have shifted their attention towards the inevitable sequels -- perhaps just for GTA, perhaps for both games -- all I can do in the meantime is speculate and hope that such potential for interesting ideas is met in the future. Whether it ever is remains to be seen, but even if it’s not, there’s no harm in dreaming about it, is there?

Now, I wonder what a skateboard specific episode (think EA’s Skate series) in Liberty City would be like…

*Incidentally, I’ll have more on Bully’s classes and indeed the subjects they involve in my next installment of my Learning Through Interaction series soon, so stay tuned for that.

Monday, March 29, 2010

Bully: Initial Impressions

As some of you may know, Heavy Rain impacted on me heavily, resulting in a fortnight or so where I only played Forza Motorsport 3 as I just wasn’t interested in nor ready for a game with a narrative of any kind. In some ways, this is still the case, so I think I was right to choose Bully -- also known as Canis Canem Edit -- as my next game. While it does have a narrative of some sort, it’s mostly irrelevant to the overall experience of playing as an aggressive, rebellious child who loves nothing more than a little -- sorry, a lot of -- mischief.

And that’s perfect, as I enjoy some mayhem in my gaming from time to time too. What Rockstar’s school-based game brings to the table is a form of shenanigans that you wouldn’t normally find in most videogames, and centers the absurd antics around a theme that pretty much everyone is familiar with: school, and the various cliques, situations and frivolities that come with it.

Reflecting back on my own real life schooling, I realise that despite some unfortunate factors, the majority of it was rather fun, and Bully reflects that experience through the antics that you can experiment with during play. Want to scare a group of students by setting off some fire crackers behind them? You can do it. Want to watch others kick someone because you planted a “kick me” sign on their back? You can do it. Want to hit some people with pelts fired from your slingshot? Yep, you can do that too. But despite the instantaneous fun such activities can provide, these moments haven’t stood out to me in the way I was expecting. Sure, they’re fun, and it’s great being able to think about what I can do next to have a bit of a laugh, but they are also mostly predictable, too, and as a result I feel like they will get old quickly.

Something that has already gotten old, quickly, is the style of gameplay that Bully immerses itself in. Within moments of playing it, I realised that, mechanically, this was a last generation game. That’s not to say it’s bad -- quite the contrary actually -- but you could tell, despite playing it on the 360 (yes, I realise it was a port), that it was a reinterpretation of the old Grand Theft Auto formula, where fun and insanity are emphasised and where careful maturity and realism need not apply. In fact, it feels so much like GTA III and company that you could almost get away with calling it a re-skin, and while going with such a popular formula is not a bad thing, I can’t help but think about all the potential the game could have, or would have, were it to have its own identity -- so to speak.

This also applies to a more broad thought I’ve had while playing the game, in relation to Grand Theft Auto IV and the way its two downloadable episodes changed up the original game just enough to provide a fresh, unique perspective on a familiar place. I can’t help but imagine -- and I’m sure I’m not the only one to do so -- what a ‘Bully’ episode set in Liberty City would be like, the city’s size and methods of transport drastically changing due to the difference in being a child versus the adults we’re more familiar with.

In fact, I’d like to explore this idea a little more, so expect a few more posts on Bully in the near future. In the meantime, my time with Bully so far leaves me thinking about what could have been rather than what is -- I’ll let you decide whether that’s a positive or negative impression, though.