0

Carl’s doing this review since Joe began ranting about how Ubisoft destroyed everything since they quit being quirky French publishers and basically we needed to be able to talk about the game instead of listening to yet another rant about corporate consolidation. There’s an unpleasant reality: Beyond Good and Evil is simultaneously one of the best action adventure games ever created and a textbook example of why incredible games sometimes fail commercially. Released in November 2003 Michel Ancel’s passion project arrived at the absolute worst time — right in the middle of the most crowded holiday season in gaming history with releases including Prince of Persia: The Sands of Time Knights of the Old Republic etc etc.

The game failed spectacularly. Ubisoft hardly promoted it critics loved it but players ignored it and it disappeared off store shelves in a matter of weeks. And then something strange occurred. Word began spreading around gaming communities about this odd hybrid that took a blend of photography stealth racing and conspiracy thriller storytelling and turned them into something entirely new. Twenty years later we finally received the 20th Anniversary Edition that confirms what we’ve been claiming all these years: Beyond Good and Evil deserved so much better than commercial disaster.

Developer Ubisoft Montpellier
Platform PC, PlayStation 2, Xbox, GameCube, Xbox 360, PlayStation 3
Release Year 2003
Type Action adventure
Players Single player
ESRB Rating Teen
Our Rating 9/10

That placed it in our lists of games that deserved better and it really shows exactly why commercial success does not equal artistic value.

The Photography Mechanic That Makes All The Difference

A master stroke of Beyond Good and Evil was incorporating photography into both gameplay and narrative. You are playing as Jade a photojournalist investigating corruption amongst the government of the planet Hillys and your camera isn’t simply a tool for collecting evidence – it is your chief method of interacting with the environment. Each creature you take pictures of is documented each secret government facility is photographed and each lead you discover in a conspiracy is revealed through your photographs.

The photography mechanic functions perfectly well because it performs multiple mechanical functions. Stealth encounters with enemies require you to take pictures of the enemy prior to attacking which creates a phase of reconnaissance that allows stealth to be meaningful rather than optional. Environmental puzzles frequently require you to take pictures of objects from a specific angle or at a specific time which transforms the camera into a tool for solving puzzles. Documenting creatures is optional but rewarded content that encourages exploration without feeling like padding.

Most importantly photography advances the narrative in ways that feel natural and not forced. When Jade takes pictures of government soldiers working with alien invader forces the weight of that evidence feels real because Jade personally shot those photographs. The act of shooting photographs creates an emotional investment in the conspiracy you are investigating. Many modern games struggle to enable players to feel like active contributors in their own stories but Beyond Good and Evil accomplishes this with the simple act of pushing a virtual shutter button.

The camera controls feel intuitive even by today’s standards. Jade can zoom in and out focus on objects and frame shots with accuracy that enables both action photography and careful composition. The game rewards good photography with better rewards and more information about the story and thus encourages players to develop actual photographic skills rather than just aimlessly clicking a shutter button.

Blending Genres In A Good Way

Many games fail to combine different genres successfully but Beyond Good and Evil succeeds because each form of gameplay supports the overall narrative of investigation and resistance. The stealth portions of the game feel required because Jade is significantly outnumbered and outgunned by military forces. The racing sections of the game are justified because you need quick transportation to get to the next investigation site. The combat sections of the game escalate logically as your investigation endangers greater and greater enemies.

Beyond Good and Evil’s stealth gameplay is inspired by Metal Gear Solid but the stealth gameplay has been adapted for Jade the photographer not the soldier. Jade moves quietly hides behind objects and uses her camera to look ahead and detect hidden enemies but she does not perform elaborate takedown moves nor manage elaborate inventory systems for gadgets. Jade’s stealth is grounded and realistic because she fights like someone who is very good at hiding but poor at fighting when she is discovered.

The racing sections of the game serve as breaks from the investigation gameplay but do not disconnect from the game as a whole. Your vehicle is used as both a way to travel quickly and a mobile command centre equipped with tools that support your photojournalism mission. The races themselves go from simple point to point racing to more complex racing challenges that test your ability to navigate obstacles. These sections typically last just long enough to provide pacing variations but rarely become tedious.

The combat portion of the game combines martial arts staff with partner AI that truly adds to the combat experiences. Pey’j Jade’s companion can distract enemies provide covering fire or perform combination attacks that require precise timing and positioning. The combat system focuses on moving positioning and utilising environmental advantages rather than memorising complex combo sequences or managing multiple weapon types.

Environmental Storytelling Creates A Believable World

Beyond Good and Evil establishes one of the most believable worlds in fiction through environmental storytelling that rewards close observation. The world of Hillys feels lived in and authentic with propaganda plastered across walls civilians living their normal lives and architectural details that convey the history and culture of the world. Every area of the game serves both gameplay and narrative purposes without appearing to be manufactured for the sake of gameplay.

Government facilities the settings of many of Jade’s infiltration missions demonstrate totalitarian design principles through their cold uninviting architecture. The narrow corridors of these facilities restrict movement to a single file line surveillance cameras are positioned to capture every angle and the colour scheme emphasises an industrial aesthetic over comfort. The design of these environments communicate the idea of oppressive control not through enemy placement but through environmental psychology.

Areas inhabited by civilians are a stark contrast to areas occupied by military forces due to warmer colour schemes organic architectural forms and the presence of individuality in personal spaces. Jade’s home a lighthouse feels cosy and intimate containing photography equipment cages for animals she rescued and small details that help establish Jade’s relationships with other characters without needing to explicitly describe them. The contrast between public and private spaces helps reinforce the story’s themes of surveillance privacy and rebellion.

The alien invasion elements are seamlessly integrated with the conspiracy thriller elements because both threats utilise the same mechanisms of control and deception. The DomZ aliens do not invade in a manner that is overt but instead work through the existing power structure by corrupting high ranking government officials and military officers. This helps both threats feel related rather than competing for the player’s attention.

Technical Achievements That Still Impress Today

In terms of technical achievement Beyond Good and Evil pushed the boundaries of what was technically possible for a game released in 2003 and still impresses today. The character animation system produces fluid and naturalistic movement for Jade that conveys personality through gestures and body language. Jade’s idle animations combat stances and interaction behaviours feel distinctively individualised rather than generic action hero poses.

The facial animation system produces a level of emotional expression and depth in conversations that many modern games struggle to replicate. Conversations feel natural because the characters’ expressions change based upon the conversation the environmental conditions surrounding the conversation and the relationships between the characters. Pey’j’s snout movements when he speaks Jade’s eyes when she is experiencing tension and the reactions of background characters all contribute to believable social interactions.

The environmental lighting system in Beyond Good and Evil dynamically affects gameplay and atmosphere and affects stealth gameplay photography conditions and visual storytelling. Facilities contain harsh fluorescent lighting that casts deep shadows ideal for hiding but terrible for photography whilst outdoor areas contain natural light that varies based upon the time of day. Both the mechanical and atmospheric effects of lighting change based upon environmental factors and not upon script.

The audio design of Beyond Good and Evil layers multiple environmental sound sources to create immersive acoustic spaces. Facilities containing military personnel hum with machinery and chatter with radios whilst civilian areas contain street vendors background conversations and household noises. The music composed by Christophe Héral blends orchestral compositions with electronic components that support the environmental audio design rather than overpowering it.

Why It Failed To Sell But Was An Artistic Success

Beyond Good and Evil tanked because Ubisoft had no idea how to market a game that didn’t fit neatly into any category. How do you promote “stealth action photography adventure with racing elements and conspiracy thriller story” in a thirty second TV spot? The promotional material focused on general action oriented aspects of the game whilst completely ignoring the photography aspects of the game that defined it as unique. Players looking to purchase the game had no concept of what they would be purchasing.

The game was released at the worst possible time. November 2003 contained numerous major releases such as Knights of the Old Republic Prince of Persia: The Sands of Time Call of Duty and Mario Kart: Double Dash. Beyond Good and Evil was in direct competition with numerous established franchises that were backed by large marketing budgets and clearly defined genres. A hybrid game with limited marketing could not compete with that group.

Additionally the pacing of the game also negatively impacted its commercial viability. Beyond Good and Evil requires patience for the player to grow accustomed to its various systems and the first few hours of the game are disjointed as the player learns about the photography mechanics the stealth systems and the narrative. Modern players expect immediate gratification and the game’s slow build up to reveal its mechanical depth may have deterred many potential customers early in the game.

Regardless the artistic vision that contributed to the game’s commercial demise has provided lasting cultural significance. The game’s themes of media manipulation government surveillance and corporate control have taken on increased relevance as real world events have demonstrated those issues growing more significant. Players discovering the game years later will find the themes of the game to be prophetic rather than dated.

Modern Context And The 20th Anniversary Edition

To experience Beyond Good and Evil today you can either obtain the original console version or you can buy the 20th Anniversary Edition which gives the classic game the respect it deserves. The anniversary edition contains updated graphics improved controls and quality of life improvements that address some of the technical limitations present in the original version.

The game’s length is perfect for modern attention spans taking 8 12 hours to complete including side quests. You can complete the entire story and explore the majority of the optional content within a reasonable amount of time without feeling rushed or padded.

The anniversary edition contains an achievement system with 34 achievements that encourages thorough exploration and experimenting with the various forms of gameplay. These achievements highlight the mechanical depth of the game that many players missed in their first play through allowing for multiple plays with varying degrees of focus.

The photography mechanics feel especially relevant in today’s social media world where visual documentation of events can carry both political weight and risk for the photographer depending on the political climate. Jade’s role as a citizen journalist documenting corruption on behalf of the government of Hillys resonates differently now that real world photography can expose institutional wrongdoing and put photographers at risk based on their reporting.

Why Beyond Good And Evil Deserves Recognition

Timothy and I have been debating this game’s inclusion in our top ten list for years mainly because Timothy believes the game is overrated and the rest of us recognise true innovation when we see it. Beyond Good and Evil is successful as both entertainment and art because it is committed to its central thesis that photography can be used as a tool of resistance to counteract authoritarian control. Every mechanical system every piece of the story and every environmental detail serves that thesis without sacrificing the narrative coherence or gameplay depth.

Beyond Good and Evil also showcases that blending genres is successful if done for thematic reasons rather than at the whim of a marketing committee. Every aspect of the gameplay (stealth racing combat and photography) emerges organically from Jade’s position as an investigative journalist in danger. Modern open world games often struggle to explain the justification for their various forms of gameplay but Beyond Good and Evil makes every type of gameplay feel essential to both the story and Jade’s development as a character.

Finally Beyond Good and Evil demonstrates that video games can tackle serious political themes without losing entertainment value or coming across as preachy. The conspiracy thriller aspects of the game are believable because they are grounded in the relationships of believable characters and supported by mechanical systems that allow Jade to investigate and document her findings actively rather than passively watching as she uncovers corruption.

Twenty years later Beyond Good and Evil continues to be a testament to the cohesiveness of a game’s theme innovative gameplay mechanics and environmental storytelling that has inspired many games and received little to no commercial recognition for its efforts. It is the ultimate example of why we started ranking games based on artistic merit rather than solely on commercial success or popular opinion.


Like it? Share with your friends!

0

0 Comments

Your email address will not be published. Required fields are marked *