- THIS ARTICLE HAS BEEN EDITED SLIGHTLY SINCE ITS INAUGURAL POSTING.
Bully, the 2006 Rockstar Vancouver PS2 game, is so very close to an unqualified success. At the time of its release, no Rockstar product was even close to Bully in those nebulous and subjective categories at the bottom of, like, an IGN review. It looked better, sounded better, played better, felt more cohesive. It was less self-congratulatory. Yet the experience of playing the thing can be - nay, must be - extraordinarily infuriating, because an open-world game, by definition, is one wherein the game's narrative and the player narrative's can diverge grotesquely, with no consequences. The ludo-narrative dissonance has only grown more pronounced in the aftermath of Grand Theft Auto III, and this, I cannot cotton to.
Bully is set in this idyllic little resort town, one built over the dilapidated remnants of some bustling 19th Century factory town or iron works. The school itself is both highly exclusive academy that caters to the inbred sons and daughters of business tycoons and Senators and reform school for 50's greasers unstuck in time.
Searching for consistency at Bullworth Academy is a lot like looking for a bus stop in a city where you aren't sure if there's a bus line.
So this is kind of where everything begins to crumble. Like, Groton does not share a campus with some Hardass Military Reform School. For every articulate line of dialogue or genuinely moving storytelling beat, there are five incest jokes that are not funny, not original, and not well delivered. For all the refined and clever twists on familiar open world bullshit story mission tropes, there's still all those mandatory races these damn games cram awkwardly between more interesting moments. Each gem of an idea is isolated in a barren, somewhat disjointed simulacrum of adolescence. There is no firmament to bind this place together, to bind all the disparate gamey bits, all the cut scenes, all the absolutely immaculate Danny Elfman-esque soundtrack cues, all the interminable bike races, all the dodgeball games, all that is interesting about it together. Instead, there's a Qix minigame one must master to improve their ability to woo young women. Or there's the sub-Contender (Contender being a little remembered and very awful PS1 boxing game released in 1999) boxing minigame one must master to progress beyond the first quarter of the game's narrative.
While no one has any genuine use for A Separate Peace made manifest in a world of video games, I would have liked to see it woven throughout Bully. If Bully had been A Separate Peace without all that gay subtext and crew team stuff I feel confident I would hate the game much more. Let's face it. That's a horrible idea. Even so, at least A Separate Peace would have generated an active, interested kind of hate. Instead, it's all so "meh" Bully has a lot of genuine things to say about adolescence, about what is just in an environment that respects violence above all, and there's a genuinely unexpected and resonant twist near the end of the story.
The road traveled to that conclusion, all thirty-five hours of it, is largely filled with bike riding and savage beatings -- beatings Jimmy is only tangentially involved in starting, but once shit gets real, there's a lot of knees to the balls and cricket-bat whackings. Jimmy is presented as a bit of a simpleton, willing to go along with almost any preposterous scheme if it involves vandalism or protecting his staggeringly incompetent, drunken English Teacher from a deserved firing. All high school problems can be solved with violence. Girl problems are a little different, and even easier to solve. Flatter, give flowers, and prepare for make-out central. If a girl you've made out with sees you making out with another girl, they'll fight, but they'll forget all about it the next time the roses get broken out.
There's no memory here. Everything is ephemeral, and pointless. Unlike the other high school game I'm going to contrast this with one of these days, swear to God, Persona 4, each day's event's are isolated little vignettes that build a larger narrative like a late period Godard film, or if everyone in Groundhog Day retained some kind of Jungian collective unconscious.
You know what? Go read Tom Bissel's piece on LA Noire at Grantland.com. That's my problem with barely keeping a blog about videogames, a topic I'm not sure I much enjoy right now anyway. Tom Bissel and Chris Dahen and Michael Abbot are just super good at it, and they don't need to make lame jokes like I do.
You know what? Just go play God Hand. That needs to be placed into the western canon, alongside Paradise Lost and Joyce's Ulysses.
Fuck, that didn't turn out at all how I hoped it would. Tough cookies, all 12 of you who read this.
Bully, the 2006 Rockstar Vancouver PS2 game, is so very close to an unqualified success. At the time of its release, no Rockstar product was even close to Bully in those nebulous and subjective categories at the bottom of, like, an IGN review. It looked better, sounded better, played better, felt more cohesive. It was less self-congratulatory. Yet the experience of playing the thing can be - nay, must be - extraordinarily infuriating, because an open-world game, by definition, is one wherein the game's narrative and the player narrative's can diverge grotesquely, with no consequences. The ludo-narrative dissonance has only grown more pronounced in the aftermath of Grand Theft Auto III, and this, I cannot cotton to.
Bully is set in this idyllic little resort town, one built over the dilapidated remnants of some bustling 19th Century factory town or iron works. The school itself is both highly exclusive academy that caters to the inbred sons and daughters of business tycoons and Senators and reform school for 50's greasers unstuck in time.
Searching for consistency at Bullworth Academy is a lot like looking for a bus stop in a city where you aren't sure if there's a bus line.
So this is kind of where everything begins to crumble. Like, Groton does not share a campus with some Hardass Military Reform School. For every articulate line of dialogue or genuinely moving storytelling beat, there are five incest jokes that are not funny, not original, and not well delivered. For all the refined and clever twists on familiar open world bullshit story mission tropes, there's still all those mandatory races these damn games cram awkwardly between more interesting moments. Each gem of an idea is isolated in a barren, somewhat disjointed simulacrum of adolescence. There is no firmament to bind this place together, to bind all the disparate gamey bits, all the cut scenes, all the absolutely immaculate Danny Elfman-esque soundtrack cues, all the interminable bike races, all the dodgeball games, all that is interesting about it together. Instead, there's a Qix minigame one must master to improve their ability to woo young women. Or there's the sub-Contender (Contender being a little remembered and very awful PS1 boxing game released in 1999) boxing minigame one must master to progress beyond the first quarter of the game's narrative.
While no one has any genuine use for A Separate Peace made manifest in a world of video games, I would have liked to see it woven throughout Bully. If Bully had been A Separate Peace without all that gay subtext and crew team stuff I feel confident I would hate the game much more. Let's face it. That's a horrible idea. Even so, at least A Separate Peace would have generated an active, interested kind of hate. Instead, it's all so "meh" Bully has a lot of genuine things to say about adolescence, about what is just in an environment that respects violence above all, and there's a genuinely unexpected and resonant twist near the end of the story.
The road traveled to that conclusion, all thirty-five hours of it, is largely filled with bike riding and savage beatings -- beatings Jimmy is only tangentially involved in starting, but once shit gets real, there's a lot of knees to the balls and cricket-bat whackings. Jimmy is presented as a bit of a simpleton, willing to go along with almost any preposterous scheme if it involves vandalism or protecting his staggeringly incompetent, drunken English Teacher from a deserved firing. All high school problems can be solved with violence. Girl problems are a little different, and even easier to solve. Flatter, give flowers, and prepare for make-out central. If a girl you've made out with sees you making out with another girl, they'll fight, but they'll forget all about it the next time the roses get broken out.
There's no memory here. Everything is ephemeral, and pointless. Unlike the other high school game I'm going to contrast this with one of these days, swear to God, Persona 4, each day's event's are isolated little vignettes that build a larger narrative like a late period Godard film, or if everyone in Groundhog Day retained some kind of Jungian collective unconscious.
You know what? Go read Tom Bissel's piece on LA Noire at Grantland.com. That's my problem with barely keeping a blog about videogames, a topic I'm not sure I much enjoy right now anyway. Tom Bissel and Chris Dahen and Michael Abbot are just super good at it, and they don't need to make lame jokes like I do.
and for no reason, here's a picture of God Hand. |
You know what? Just go play God Hand. That needs to be placed into the western canon, alongside Paradise Lost and Joyce's Ulysses.
Fuck, that didn't turn out at all how I hoped it would. Tough cookies, all 12 of you who read this.
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