Go Unlimited with Magzter GOLD

Go Unlimited with Magzter GOLD

Get unlimited access to 10,000+ magazines, newspapers and Premium stories for just

$149.99
 
$74.99/Year

Try GOLD - Free

THE MAKING OF BULLY

Retro Gamer

|

Issue 277

ORIGINALLY RELEASED AS CANIS CANEM EDIT, BULLY TELLS A STORY OF AUTHORITY, ORDER AND DEFIANCE. BEHIND THE SCENES, SIMILAR TENSIONS WERE PLAYING OUT BETWEEN THE INTENSELY DEMANDING ROCKSTAR GAMES HEADQUARTERS IN NEW YORK AND THEIR OVERWORKED DEVELOPMENT TEAM IN VANCOUVER, WHO WERE PUSHED TO BREAKING POINT

- WORDS BY SEAN COLE

THE MAKING OF BULLY

Throughout Rockstar Games' rise to prominence, it played by its own rules, for better or worse. Unapologetically brash and ambitious, its cavalier attitude towards established conventions helped to reinvent the possibilities of gaming and turn it into a major cultural force. But Rockstar's pursuit of greatness often involved a gruelling workload that caused upset too. The creation of Bully was no exception.

“The memories of it are love-hate. It was a fun, weird, hellish, chaotic, awesome time,” says Andrew Wood, one of just two environment artists at Rockstar Vancouver who stayed to see the game through to completion. “I reflect back fondly on the people and the times and the crazy things we did after hours, but then I think about the stress!”

Multiple people involved in making Bully were asked to discuss their experiences for this article, but most were reluctant to do so, especially on record. Their perspectives have still informed this account. In general, they were proud of the game, but uncomfortable with the conditions they worked under. “It was brutal at times, especially near the end,” says Andrew. “We were working seven days a week, averaging eighteen-hour days. It just burned people out. We had a lot of turnover, but I decided to stay because I just knew the project was going to be something different and something special. I love the game, and I love the fact that, almost 20 years later, people are still cherishing it.”

image

MORE STORIES FROM Retro Gamer

Retro Gamer

Stonekeep

FIRST IMPRESSIONS COUNT

time to read

1 mins

Issue 277

Retro Gamer

Retro Gamer

THE MAKING OF BULLY

ORIGINALLY RELEASED AS CANIS CANEM EDIT, BULLY TELLS A STORY OF AUTHORITY, ORDER AND DEFIANCE. BEHIND THE SCENES, SIMILAR TENSIONS WERE PLAYING OUT BETWEEN THE INTENSELY DEMANDING ROCKSTAR GAMES HEADQUARTERS IN NEW YORK AND THEIR OVERWORKED DEVELOPMENT TEAM IN VANCOUVER, WHO WERE PUSHED TO BREAKING POINT

time to read

10 mins

Issue 277

Retro Gamer

Retro Gamer

JUSTIN LEEPER

American gaming publications don't get any bigger than Game Informer, and Justin Leeper was there at the turn of the millennium as its online ambitions grew and print circulation soared. Together, we look back at his career in games media, and how it led to a development career that has seen him work with wrestling stars, Hideo Kojima and even Transformers

time to read

12 mins

Issue 277

Retro Gamer

HORROR HAUL

Survival horror games, and Resident Evil titles in particular, are a big focus for Hollie's impressive games collection

time to read

1 mins

Issue 277

Retro Gamer

Retro Gamer

Shinobi: Art Of Vengeance

JOE MUSASHI'S LATEST ADVENTURE IS HIS BEST YET

time to read

3 mins

Issue 277

Retro Gamer

PHOTO MODE

Delving through the family album has rekindled fond memories for Nick

time to read

3 mins

Issue 277

Retro Gamer

Retro Gamer

THE LATEST NEWS FROM APRIL 2009

Resident Evil 5 took the fight against bioweapons to Africa, and it was easily the biggest console game going in April.

time to read

3 mins

Issue 277

Retro Gamer

THE MAKING OF THE CHAOS ENGINE 2

ALTHOUGH ITS SALES WERE DECIMATED BY THE DISCONTINUATION OF THE AMIGA, THE CHAOS ENGINE 2 SERVED AS A WORTHY SWAN SONG FOR THE 16-BIT SYSTEM. THE BITMAP BROTHERS FOUNDER MIKE MONTGOMERY RECALLS HOW THE STUDIO CREATED ITS INVENTIVE SEQUEL

time to read

6 mins

Issue 277

Retro Gamer

RAPID RELOAD

It's not Halloween, but Axel and Ruka still have to fight off the Pumpkin Heads in this early PlayStation run-and-gun. It's a clear tribute to a Mega Drive classic - does it live up to its inspiration, and can it justify the hefty price tag it now commands?

time to read

3 mins

Issue 277

Retro Gamer

Retro Gamer

THE MAKING OF WORLD SERIES BASEBALL

AIMED AT AN AUDIENCE OF GAMERS MORE USED TO FOOTBALL, CRICKET AND RUGBY, WORLD SERIES BASEBALL NEVERTHELESS STEPPED UP TO THE PLATE AND HIT A HOME RUN WITH A FUN ARCADE GAME THAT INITIALLY FRUSTRATED BUT HAD PLAYERS STRIKING OUT FOR MORE

time to read

6 mins

Issue 277

Listen

Translate

Share

-
+

Change font size