2011-03-05

Review: Beyond Good & Evil (Ubisoft, 2003)

Platform: PC, GameCube, PS2, Xbox, X360 (XBLA), PS3 (PSN, pending release)
Website: Wikipedia


With the re-release of Beyond Good & Evil on current gen consoles (Xbox 360 and PS3), reviewes of this modern classic have appeared everywhere. Apparently the new version features increased resolution (1080p), improved textures, the dreaded achievements/trophies and, most notably, a revamped soundtrack with some new tracks and better audio quality. The original music was great, but word is the updated version kicks even more ass.
Otherwise, the game remains the same. Same mechanics, art direction, level design and sense of humour. And that's good, because I don't care much about graphics and can review the original while saving the money.

There is no point in repeating what every other site out there has already posted, so I'll focus on what sites have not mentioned so much and, in a form of meta-review, about the reviewes themselves.

About reviewes

Before jumping into the game, I'll make a reference to the reviewes I've read lately about this game. All praise Beyond Good & Evil, of course, being one of the points usually featured its originality: in an industry dominated by copy-cats and sequels, it was an inspiring change, innovating old formulas and exploring new areas, unconstrained by the weight of an intellectual property (partly).
Everyone agrees that re-releasing this game was a no brainier. A great experience, beloved by all the critic, which sold poorly, but can easily pay for itself now. Also, any chance it gets to gather attention is welcome.

However, the very same people that admire its uniqueness always end asking everyone to buy the remake, so a sequel is finally released. What? What about that anti-sequels, pro-originality speech? Forgotten in two paragraphs?
Well, I don't want a sequel to Jade's adventures and I didn't like the cliffhanger ending. I'd love to see Ancel direct new games, not rehashes of old ones, because he's shown he can do great things. Rayman was really good, but by the second installment I was already sick of it. I don't want Jade to suffer at the hands of her very own Raving Rabbids.

No Zelda

The most common word you'll hear when someone describes this game is "Zelda". It is always sold as "a great game every Zelda fan should try," as if its only merit was being good enough to play with the big boys. But few point out that there is a lot more to Jade than its ancestors. As a confessed Zelda non-fan, I must disagree.
I admit there are aspects in common among both games: Jade wears green jacket, belt and lipstick; combat is simple, yet deep; world and dungeons are clearly distinguished; art direction is very controlled. But, for what my opinion is worth, I'd say the cause for those similarities is that Zelda was an inspiration, not that Jade is "Link not done by Nintendo."

The design team, obviously, held Link's adventures as a reference and guiding light. The way things are, most of them would be long time fans of the series, so it is no wonder. But they built Beyond Good & Evil rethinking every aspect from the ground up, instead of blatantly copying the source. When faced with the same challenges any 3D Zelda game ever solved, they tried to come up with new solutions.
In the end, Jade and Link solve similar puzzles with very different approaches. For example, instead of a cluttered inventory, Jade has very few items: a club, a camera and a grappling hook (gyrodisk glove). Every other equipment you'd expect in a Zelda game is merged into Jade's companions, easily accessible with a button, or simply removed. Every frequent action can be performed instantly, never requiring a sub-weapon selection menu.
And, still, Jade can do about everything Link did. This streamlining of the Zelda experience worked wonders for me, as I could now focus on walking around the world, marvelling at the caves and puzzles or looking for animals to photograph.

But a lot more

Beyond Good & Evil has also a lot more going than Zelda. Combat is way faster, almost like beat'm ups, with camera locking only required for special movements; carefully planned infiltration missions reminiscent of Metal Gear Solid 2; and arcade-like vehicle battles and races.
There are also actual characters in this game, which the player cares for, despises or pities, two of them Jade's companions in her battle. Instead of the shallow personalities you can find in Zelda games*, Jade has actually someone to care and long for. And her despair when losing any of them is shared by the player, because they felt way more real than all Zeldas* Link ever rescued.

* Excluding Wind Waker

Conclusion


In the end, Beyond Good & Evil built on the foundations of Zelda, but changed the packaging in so many ways that it surpassed its master. Unfortunately, the first impression when starting a new game is so strong that players are left with a Zelda taste always lingering in their minds.

Anyway, as I stated on my previous Zelda review, I hope the roles are inverted and the next Zelda turns to its alumni for fresh ideas.

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