| Intro
Not
too many gamers are familiar with the name Michael Ancel. Despite being lauded
as a game design prodigy and releasing several gorgeous and brilliant games, he
still doesn't receive the same recognition as gaming's A-list celebrities. Well
for those who aren't familiar, Frenchman Ancel's claim to fame is developing the
wonderful Rayman series - a series that does well in the states, but not
very well. With Ancel's latest release, Beyond Good & Evil, he and
his team once again pull out all the stops and present to us another title full
of spectacular, innovative gameplay; gorgeous, heavily stylized graphics; and
a compelling story brought to life through great characters, a sense of timing,
and a level of immersion rare in today's games. Gameplay:
9/10 Jade, the game's protagonist doesn't seem like much. She runs a lighthouse
on the planet Hillys along with her half pig, half human Uncle Pey'j (pronounced:
page). Every day, like the rest of Hillys' population, Jade and Pey'j find themselves
running and hiding from attacks by the DomZ. The police force in charge of the
island's security, the Alpha Section, seem unable or unwilling to deter the DomZ
attacks, all while Hillys continues to be pummeled by bombs day after day. To
counter these attacks, the people of Hillys have taken security into their own
hands and installed temporary shields to help defend against the attacks. Beyond
Good & Evil begins when the shield protecting Jade and Pey'j's lighthouse
malfunctions, letting the DomZ attacks through without protection.
When
Jade's not tending to the lighthouse, she also moonlights as a freelance photographer.
Relatively soon into the game, Jade allies herself with a group called IRIS, an
underground news source keen on exposing the link between the Alpha Section and
the DomZ attacks. With IRIS at her side, the rest of the game focuses on Jade
gathering the resources to infiltrate Alpha bases, infiltrating said bases, and
using her trusty camera to collect the evidence she needs to expose the truth
beyond the planet conflict. Luckily,
Jade's forays into the enemy strongholds are rarely solo affairs. Beyond Good
& Evil features many Ico-esque challenges, or puzzles that require
two people to successfully complete. There is exactly one contextual button to
control Jade's team, and the game always gets the context right. Not once did
the game fail to respond or misinterpret what I wanted my companion to do, nor
did the AI have any trouble with path finding through Beyond Good & Evil's
tricky, winding, multi-tiered dungeons - making the AI controlled assistant an
actual blessing. Even in combat, having a friend around helps Jade out, while
never breaking down into an escort mission. Jade's buddies can defend themselves
pretty well, although it's never a good idea to let them fend for themselves.
Jade can even request combat assistance from her friends, usually in the form
of a seismic attack that knocks the opponents vulnerable for a short amount of
time. The majority of Beyond Good
& Evil's gameplay is Jade with her trusty camera, sneaking through dungeons,
finding evidence of baddies and their bad guy activities, and fighting the occasional
monster, alpha, or boss. To impede her progress, Jade must figure out the standard
box/switch puzzles all gamers are accustomed to in addition to some stealth-based
puzzles and some combat all thrown in for good measure. The puzzles are pretty
much the standard fare, with boxes to push, switches to pull, and platforms to
jump off of. All in all, the puzzle elements are well-designed and challenging,
if not innovative. But they do tend towards the repetitive, and by the end of
the game, players will be wishing for a little more variety. Stealth
in Beyond Good & Evil is also a very important game mechanic. By pulling
and holding down the L trigger, Jade goes into her stealth mode, allowing her
to slink around undetected. Most baddies will see Jade and ring an alarm if she
either: a) runs around and makes noise or b) runs into the baddies' line of sight.
If Jade avoids doing these two things, she'll succeed. If not, the enemies come
running with grenades, laser guns, giant hammers, shields, and pretty much anything
else they need to squash Jade down into a finely ground, edible human paste. To
add a little dimension to the familiar stealth mechanics, Jade can also debilitate
a guard by shooting the oxygen tank on their backs. However, guards can repair
each other pretty quickly so this is only a good idea if there is only a single
guard between Jade and her objective. Combat
makes up the remainder of Jade's duties, but with the way the girl fights, it's
odd that she ever had time to learn the intricacies of photography what with the
mandatory 20 hour training sessions she had to have put in to be this good. The
short way of saying it: she's awesome. All combat is controlled with one button.
With this one button, Jade can setup combos, perform her super move (charged by
holding the attack button down), and gracefully attack all surrounding enemies
by moving the analog stick in the proper direction. The fighting system is simple
and beautiful, adding nothing beyond what is needed while still being complex
enough to allow for some challenge. With a partner at her side to bash opponents
up in the air so that Jade may alley-oop them, Jade becomes even more devastating
as she can then (in slow motion) whack enemies into each other, causing chain-reaction
damage. The combat system is simple and yet elegant, making all other combat systems
seem complicated and bothersome; Beyond Good & Evil just got it right. And
as if multi-faceted dungeon crawling wasn't enough, Jade also has the opportunity
to explore the world of Hillys in between missions via her trusty hovercraft.
Jade travels from location to location via a kind of world map where the locations
are spread out over an explorable world. Jade's hovercraft can, at first, only
boost and shoot. But over time as Jade upgrades the craft, it gains the abilities
to jump, lock on to enemies, and even travel to space. However, upgrading the
craft requires pearls - currency of the black market. Jade can acquire pearls
in any number of ways, whether it's defeating bosses, buying from back-alley merchants
using currency called materia, or just finding them lying around. The game uses
this pearl/ship-upgrading to keep Jade out of areas where she's not supposed to
be (the ol' Metroid, Castlevania mechanism). To collect money to
buy these pearls and other power-ups, Jade is employed part time by the Hillys
Science Foundation who seeks to categorize all life on Hillys. So Jade, photographer
that she is, is given the task of taking a picture of each specie on the planet.
Depending on the rarity of the subject, Jade receives her payment: materia.
Graphics: 9.5/10 I have little to any doubt that Beyond Good &
Evil is gorgeous. Using a stylized hybrid of the normal slightly cartoon-y
polygon avatars we're used to seeing from years of 3d action platformers and an
edgier animated look a bit reminiscent of anime (just a bit), Beyond Good &
Evil could best be described as Dragon's Lair meets watercolor. Hillys
is both large and beautiful, animated and brought to life by the little things:
great water, animals jumping in and out of the sea, wandering citizens, birds,
planes, and other boats in the water. The lighting in interior levels is very
atmospheric with great shadows and effects being the norm here. And with a game
that features an acrobatic lead such as Jade, one expects a certain level of character
animation quality. Jade meets that challenge, as every roll, strike, jump, and
ledge grab is fluid, graceful, and realistic. Jade's face is also very large (kind
of like Wind Waker) allowing it to display a wide array of emotions, from
sadness to surprise to triumph - it's all here and it all looks great. Sound:
9/10 It always pains me to see and play a great game that is only dragged
down by sub-par audio. So that's why I'm so happy to say that Beyond Good &
Evil music is predictably great. The music heard in the cities and world map
is running through my head as I type this - it's original, catchy, and good. Protestors
rallying cries are very good, atmospheric animal cries are dead-on, and effects
from jumping, shooting, and driving a hovercraft are appropriate. The voice acting
is definitely in the upper echelon of video games, but it still has some odd timing
and idiosyncracies that keep it from being great. Still, Beyond Good &
Evil is one of the best sounding games out there. Control:
9/10 Once again, Beyond Good & Evil excels in this category as
well. The controller is broken up into modes - the L trigger puts Jade into stealth
mode, the R trigger puts Jade into run mode, and the Y button puts Jade into photography
mode. Switching between these modes is painless and flawless. The A button is
reserved as an all-purpose utility use button for pressing switches, talking to
NPCs and such, while the B button is reserved as the contextual partner button
- no matter the situation, the game always knows what the partner must do when
the B button is pressed. Inventory is handled via the d-pad and black button,
and let me tell you, for a gamer that doesn't like d-pad inventory; I had no complaints
with the execution here. It seemed logical and intuitive and better yet, there
was no fumbling in the midst of a critical moment - it just worked! But I do have
one complaint, and it's a minor one: there is no universal cancel button. For
instance, in menus, hitting the B button will return to the main game screen.
But when in photography mode, hitting B does nothing. Instead, gamers must hit
the photography button again to return back to the game screen. Like I said, it's
a minor grievance, but it's mildly annoying nonetheless. Overall:
9/10 Maybe it was the female lead without a size D cup. Maybe it couldn't
make a case for itself on the crowded shelves of Christmas season. Maybe the marketing
push wasn't sufficient. Maybe it was the Nietzsche-quoting title. Maybe the masses
only care for video games with hookers, violence, and guns. It's hard to pinpoint
the exact reason, but Beyond Good & Evil sold far below Ubisoft's expectations
during the Christmas season, and as a result, they lowered the price to a delicious
$20. For a game that features the best of everything: a compelling story, gorgeous
graphics, control akin to that of a Porsche 911, and an overall stylized presentation
on par with any game out there; suddenly, $20 sounds like an unbeatable bargain.
And believe me, I played the game; it is. [
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