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THE MAKING OF BULLY

Retro Gamer

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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.”

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THE LATE-NINETIES AND EARLY NOUGHTIES WERE THE GOLDEN YEARS OF JAMES BOND VIDEOGAMES. AT THE CENTRE OF IT ALL IS THE MUCH-LOVED 2002 RELEASE NIGHTFIRE. THE GAME'C CO COMPOSER, AND LIFELONG BOND FAN, JEFF TYMOSCHUK KEENLY PAID HOMAGE TO THE SERIES' ICONIC MUSIC WITH HIS OWN REFERENCE-LADEN SOUNDTRACK

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Issue 278

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THE MAKING OF OPERATION WOLF

FEW ARCADE GAMES WERE AS IMPOSING, AS ICONIC OR AS INFLUENTIAL AS TAITO'S HIT COIN-OP THAT REDEFINED THE LIGHTGUN GENRE. IN THIS EXCLUSIVE INTERVIEW, THE GAME'S DIRECTOR TOSHIAKI KATO REVEALS THE UNTOLD STORY BEHIND THE MAKING OF THIS ARCADE MILESTONE

time to read

11 mins

Issue 278

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Hardware Heaven

Following the enormous success of the DS, Nintendo didn't feel the need to reinvent the wheel.

time to read

1 min

Issue 278

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OFFICIAL UK PLAYSTATION MAGAZINE #31

THE PLAYSTATION HAD TAKEN THE WORLD BY STORM AND BUILT AN EARLY LIBRARY OF ICONIC TITLES. NOW THEY WERE GETTING SEQUELS, WHICH WOULD BUILD ON THEIR FOUNDATIONS AND DELIVER SOME OF THE BEST GAMES EVER MADE. THIS MONTH'S DISC FEATURES ONE OF THEM

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2 mins

Issue 278

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Burnout Dominator

HEY, HEY, YOU, YOU, I DON'T LIKE YOUR SOUNDTRACK

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1 mins

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FEELING THE FORCE

Darran looks back at his longtime affection for Star Wars

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3 mins

Issue 278

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The Bat Man of Best Buy

There was a time, before online preorders, when a console launch felt like a holiday. You circled the date on the calendar, started saving up your money and cleared your schedule as if the whole thing was a proper vacation. And back then, scarcity wasn't much of a concern. As long as you had a retailer nearby and some patience, you had a fair shot. Then came the Flippers.

time to read

2 mins

Issue 278

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Wing Commander

CHRIS ROBERTS DOES STAR WARS

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1 mins

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VERY SMALL VECTREX

David Oghia tells all about the upcoming mini console

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3 mins

Issue 278

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THE MAKING OF LUMINES

FOR OVER 20 YEARS, TETSUYA MIZUGUCHI HAS CHASED THE DREAM OF SYNESTHETIC GAMING WITH SUCH TITLES AS REZ, CHILD OF EDEN, TETRIS EFFECT AND LUMINES. WITH LUMINES ARISE JUST WEEKS AWAY, WE TALK TO THE LEGENDARY GAME CREATOR ABOUT THE MAKING OF HIS ORIGINAL MUSICAL PUZZLER

time to read

9 mins

Issue 278

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