Beyond Good & Evil Review
Michel Ancel returns in style.
Version tested: PlayStation 2
Hear ye, hear ye! From this day forth, Michel Ancel is no longer "the creator of Rayman". From now on, he is "the genius that brought us Beyond Good & Evil". In his latest game, the veteran designer's skills as storyteller shine like never before, as he introduces us to a cast of memorable and endearing characters, binds them to a gripping narrative and, most importantly, throws them into a compelling and open-ended adventure that satisfyingly blends a potentially incoherent mix of gaming styles without ever frustrating the player. Cast out amongst a slew of Christmas blockbusters, BG&E rises above them all and leaves an indelible impression.
Above and Beyond

It all starts out innocently and unassumingly as the player takes control of Jade, a young freelance photographer living on Hillys, a planet caught in the grip of a war between the menacing DomZ and the elite troops of the government-backed Alpha Sections, a mysteriously helmeted force tasked with protecting the people from the DomZ' frequent attacks. Raised almost from birth by her half-pig, half-human uncle Pey'j, these days Jade looks after a group of war orphans at her lighthouse home, longing for the war to come to an end so they can all live happily and in safety.
Not long after surviving a direct DomZ attack on the lighthouse, Jade is recruited to help the IRIS network, an underground resistance force trying to prove that the Alpha Sections are using the DomZ invasion as a smokescreen to kidnap Hillyans for purposes unknown. Although initially unconvinced by IRIS' claims, Jade is keen to put an end to the hostilities for the sake of the orphans at home and Hillys in general, and so decides to heed the call, quickly finding herself caught up in a massive conspiracy, working to prove whatever she can in the face of a corrupt media saturated with propaganda and the harsh restrictions placed on the Hillyans under the guise of safety measures. Hrm, sounds familiar...
However Jade is no warrior, and can't simply walk up to the nearest Alpha Section guard, beat him to a pulp and force him to answer questions. Nor can she race all-guns blazing into a suspect area and uncover the truth that way. Instead, with the help of uncle Pey'j and later fellow resistance fighter Double-H, Jade has to infiltrate various key facilities, snap pictures of conspiratorial goings-on and send the photos back to IRIS, who publish an underground paper aimed at raising awareness that all is not as it seems.
Legendary?

Her adventure takes many forms in a game that shares many common elements with the latest Zelda adventure, The Wind Waker - incorporating stealth and puzzle-based elements into dungeon-style environments, simplifying things like combat and platforming so they don't become frustrating and stem the flow of the narrative, adopting a simple heart-based health system (which allows you to juggle health boosting heart slots between Jade, Pey'j and Double-H), and offering all manner of sub-quests and self-contained challenges just off the beaten track, all of which have some relevance to the main, binding narrative but many of which are optional. Furthermore, Jade makes her way around Hillys on a hovercraft (and later another more impressive vehicle), moving between docks in town, at various abandoned and not-so-abandoned facilities, at trading posts and on seemingly innocuous beaches and small islands.
But unlike The Wind Waker, navigating the seas of Hillys is never tedious. The actual playing environment is surprisingly small, but densely populated, thoroughly detailed and well laid out. It also helps that many of the game's hugely varied challenges involve the hovercraft in some way, even integrating it into dungeon design, and that the game's most prized collectible - the pearl, of which there are a large number to uncover - can be used to buy useful and sometimes crucial upgrades for the hovercraft at a memorable local vendor's outpost in the bay area next to the lighthouse.
And unlike Zelda's notorious and repetitive 'fetch quests', BG&E's sub-quests are engaging, from the Looters Cavern sections, in which Jade and companion have to chase down a looter in the hovercraft as he races off with a wodge of dinero, to Vorax Lair, where Jade has to battle through a group of enemies and figure out how to carve a path to a rogue flying creature holding onto a pearl. Indeed, sub-quests are even important right at the start of the game, when you agree with a local science researcher that you'll document animal life on Hillys, and for every roll of film you submit documenting individual species, she not only pays you handsomely but also rewards you first with a digital zoom for your camera, and from then on with a pearl per film.
Shoot-'em-up!

The digital zoom proves especially useful, as Jade's camera plays a big role in Beyond Good & Evil. When you press R1, the game switches to a first person camera view, allowing you to point and zoom with the two analogue sticks, scanning objects for weak points and clues (without an annoying pause ala Metroid Prime), centring on indigenous creatures (which can't just be snapped oafishly, but have to be centred and framed properly) and collecting proof for IRIS - and for the conflicted Hillyan governor, who will happily give you secure access codes if you can convince her it's worthwhile. Although it soon pales in significance compared to her work for IRIS, Jade can continue to collect animal snaps and make extra money throughout the game - and I never thought I'd find myself enjoying the task of sitting on the edge of a bay waiting to try and snap a gigantic whale as it arches out of the water every 15 seconds or thereabouts, so chalk up another point for Ubisoft's cunning designers.
That said, any good photographer will tell you that the basis of a good picture is being in the right place, and Jade certainly has to go through plenty of trials and tribulations to find those ideal vantage points to snap her proof of conspiracy. Along the way, she'll have to stealthily avoid the attentions of Alpha Section guards, whose only weak points are the respirators strapped to their backs, leap, duck and circumnavigate a lot of punishing laser beams, and occasionally work in tandem with Pey'j and Double-H to overcome common obstacles.
To continue the Zelda comparison, BG&E manages some truly magnificent 'dungeons'. Although you won't spend as much time trying to get your head round the layout by pouring over the map (which, ingeniously, you only obtain when you find a copy of it somewhere in the level and manage to snap a picture of it) thanks to a more straightforward, linear style of level design, there are still elements of exploration required to unearth bonus pearls, and it's never less than satisfying to get past a room and onto the next.
Hand-rolled with the finest leaves

Part of this is simply the way Ubisoft has blended so many disparate elements together cohesively, and part of it is that BG&E's puzzle design is so perfectly balanced. In-between and often while you're sleuthing past guards (using L1 to crouch and the camera to make sure you're not poking out from behind a bit of scenery), clobbering indigenous nasties (hackandslash with X, dodge with square), jumping between platforms automagically ala Zelda and jetting around on the hovercraft, you'll have to consider a number of ingenious puzzles, often having to think slightly laterally or scour your inventory to get past a particular obstacle. I don't want to use too many examples, because every puzzle is relatively simple yet extremely gratifying to overcome, but don't be too surprised if you find yourself having to find ways to bash obscured switches from afar when you get hold of a disc-launcher, take advantage of a crane lifting suspiciously graspable crates over a number of impassable lasers, or find a way to divert thrashing cables to power an elevator.
But perhaps the best thing about playing BG&E is that you never feel like you're just ticking off boxes on the way to an end sequence. The game is masterfully constructed, evenly paced, rarely predictable and almost never frustrating - even text input for the occasional lock-breaking code, so often the bane of console gamers, is handled beautifully with a spiralling on-screen keyboard that makes full use of the analogue stick and proves once and for all that sticking a qwerty layout on the screen is lazy and thoughtless.
Then again... Scratch that, the best thing about BG&E is the storytelling. Seamlessly integrated in-game cut sequences, emotive, endearing and well developed characters that... no, who deliver warm, friendly and entertaining dialogue, a sequence of events that genuinely affect and interest you, and the biggest boon of all, a satisfying conclusion. Although there will be those who sit back and gasp with disappointment when it all comes to a close after ten or so hours, with little prospect of replay value, it's disappointment borne out of a desire to share more experiences with the characters. But if you ask me, it ends in the right place, and puts all the key characters safely to bed. Finishing BG&E is like turning the last page on a good book, and for me that's far more of a recommendation than a criticism, and a rare thing for a game, even in these days of heavily scripted and supposedly narrative-driven adventures.
Technique

Complementing the storytelling is a luscious and vividly realised game world that recalls the visual style seen in Rayman but still manages to look stylish and individual. The seas of Hillys are beautifully rendered with a reflective water effect that you don't normally see on the PS2, dungeon design is imaginative and thoughtful - from the sparkling and almost aquatic vision of an ancient mine to the moody brown pipes and endless brickwork of the factory area - and character designs are emotive and precisely animated. Likewise, the voice acting is fluid and fitting - and the soundtrack is everything from moody and sombre to lively and excited, and every flavour in-between (our favourite bit is probably the music from the Akuda bar, where the IRIS network holds secret meetings). BG&E even has an answer to Zelda's twinkling eight-note 'discovery' tune, which hits you like a pat on the back whenever you uncover something useful. Truly, there is love and passion behind this game, right down to the NPCs who serve merely to justify little sub-games, like the air hockey-style task in the Akuda bar, or bit-parts like the Jamaican-sounding rhino-men who sell vehicle upgrades - all of whom are comfortable on the eyes and endearingly childish. The art style is distinctly Rayman-like, and at times that does mean muddy, underdeveloped textures and sharp edges, but it's matured a lot and sustains a consistently high standard throughout.
However the game's graphical sheen is also the bedrock of a number of technical flaws which conspire to shave a point off the final score. Apart from the absence of a 60Hz mode, which I can live with, the game also suffers from regular bouts of slowdown. To be fair it doesn't upset the gameplay all that much, but it's certainly ever-present, and it's also disappointing (although unsurprising these days) to find myself battling with the camera from time to time. Fortunately though the game is extremely straightforward once you get your head round a particular problem, and forgiving in its attitude to restart points, so it isn't so much of a problem in the long run. In fact, although I often felt the camera was being unhelpful, I never yelled at the screen in anger or frustration because I'd just been slaughtered by unwieldy or ill-fitting mechanics. In fact, I never yelled at Beyond Good & Evil at all...
But were I to have burst into the familiar strains of unprintable obscenities, I would almost certainly have thrown in a few choice words for the developer's baffling decision to make the game letterbox only. Playing BG&E reminds me of the time I went out and rented a widescreen VHS of Braveheart, not really knowing what widescreen actually meant. I got over the fact that it had whopping two-and-a-half inch black chunks stuck to the top and bottom of the picture, but it certainly took a while. Quite frankly, doing this to BG&E is a ludicrous and inexplicable decision that mars to some extent the impact and brilliance of an otherwise superb game.
A new pinnacle for interactive storytelling
And it is, apart from a few choice technical hiccups, a marvellous game. It's a game that exhibits real personality and individuality. Ironically it doesn't really do anything particularly ground-breaking, but whereas a lot of games recently have left us revelling in the quality of the mechanics and almost mathematical precision of design, Michel Ancel's latest composition leaves you feeling warm and happy every time you finish playing it, and in this medium there can be no greater triumph than that.
9 / 10
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Comments (103) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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edit: \o/ 1st on the "release date", so to speak. Bad, bad Razz!
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yes (game is letterboxed)
So, massive borders then?
/runs
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It's not a boat, it's more like a hover-craft or glider at the beginnig of the demo. Erm, sorry.
What's the problem, Blerk? The demo ran fine for me.
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My friend tried my disc and the demo works fine for him, so I've no idea what's wrong. I've got a single official controller plugged in, an official PS2 memory card in slot 1 and an official PSOne memory card in slot 2, so there's nothing weird about my machine. I just can't get that particular demo to work at all. :-/
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/checks identity of reviewer
I knew it! Mugwum likes anything he plays these days. He must be in love...
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Any relation to one of the EG regulars then?
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Both are out at the end of January, jaa. They're covered by a temporary exclusive deal like Prince of Persia.
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As for borders, they don't bother me much. I bought widescreen movies before having a widescreen TV. Hate pan & scan in movies.
Edit: by both I mean Beyond Good & Evil and Prince of Persia, not Xbox and Cube versions... er, obviously.
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Having met both I can say... no.
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Me: "So, did it work?"
Him: "Yeah!"
Me: "Bugger. Oh well, what's it like then?"
Him: "Jesus, it's shite!"
Me: "What? I thought it was supposed to be pretty good?"
Him: "No, it's fucking crap!"
Me: "Why?"
Him: "It's stupid! You got to talk to a fucking pig!"
Me: "But what about the game itself?"
Him: "You have to talk to a pig!"
Me: "But......"
Him: "It's just stupid. I'm not playing a game where you have to talk to a pig!"
Me: "Hmm. Went back to Halo, did you?"
Him: "Fuck, yeah!"
So sadly.... I'm still none the wiser.
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No no no. 8/10 in Games TM. They liked it as much as Prince of Persia.
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'kay. I'll try that.
/thinks
Actually, I've got the DVD remote sensor in port 2. Wonder if that's buggering things up somehow?
A-ha! You might be onto something there! Ta!
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It's a great, great game.
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Doesn't Eurogamer have the technical capability to take real screenshots?
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Preach it Brother! I was completely confused by this initially, thinking I was missing a setting or it was pulling in the 16:9 config from the PS2 settings. A quick visit to the BG&E forums stopped me worrying.
I was initially a bit disappointed by the letterbox format, but once you get past that and finally start playing it you can't help but love it. It gives the same feeling as the original Jak and Daxter, where you can see how much feeling has gone into the characters, design and gameplay.
Jesus. What's wrong with me. I'll be growing my hair and planting flowers next. Feel the love people!
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Strange little problem that.
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/me re-reads review
You DO have to talk to a fucking pig!!
Fuck!
That IS stupid!!!!
I don't want this game after all!
Everyone knows pigs can't stop blabbering! I'd go insane!
Edit: and about the third screenshot - I assumed she was gonna kill the swine!
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/re-reads post to see how anyone could find it realistic
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/waves in case he's reading
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/waves back and feels better
Edit: eh, who are you waving to? Me or your mate? Ah, never mind. I have to leave.
/waves again
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/runs for the hills
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And as for lenght, I've finished what I reckon is 2/3 and it took me around 10 hours, clearing most of the mini-quests along the way. I'd give it 20 hours top to clear everything. So it's not too long, but I'm all for short&sweet so I'm not complaining.
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So the question is purchase now or wait for the Xbox version in Jan. Hmm difficult one that
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Woohoo!
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Do you promise!
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Haha! Oh yes, very nice.
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Now I'll have to install it again - I guess first impressions aren't always reliable!
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Indeed. Look at Splinter Cell last year....
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In fact, what is it with Ubisoft and rubbish demos? The XIII demos did nothing to show off what was good about the game either, and the POP demo has been the subject of much complaint elsewhere on the site already.
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Yes, I'm sure it does look pretty, but I'm also sure it doesn't look as smooth as it does in those so-called screenshots, and several of them are at a considerably higher resolution than you'd ever see them on your TV.
For example, the shot that looks like this:
http://www.eurogamer.net/assets/articles/a53808/4.jpg a>
Probably looks a lot more like this when you're playing it:
http://www.plane ttimmy.com/images/bg&e2.jpg
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are you sure they didn't pay for this article?
i'll have a look on the game though - ham is good
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Indeed. Look at Splinter Cell last year....
True, but Ubi had a lot of work to do to port it to those two which would explain part of the delay. Excellent job they did too.
The point here is the games are finished on the other two platforms and are just being held up by Sonys usual tactics. They have hardly anything worthy of note on their release schedule for christmas so they throw some money at a company for short term exclusivity over the christmas period. Sony are just much more adept at this type of thing.
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I've got a PS2, but I'm waiting to see the Cube versions first. It's not like it's a long time or anything.
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Just seems like a sad reflection on Sony to still resort to this type of thing.
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/drums table
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Konami
Namco
Nintendo
SquareEnix
And... er...
Sony
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ouch
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lol! :-D
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For obvious reasons. See my post beginning 'Conversation with my friend' for the reasons why. Only upside of this is that it'll be in the bargain bin in a couple of weeks so we can pick it up more cheaply. Sigh.
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Peej
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Sinking without trace...
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You got it! That's exactly why it won't sell:
* No cars
* No guns
* No motorbikes
* No hype
* No swearing
* Not a 'rugged real-world setting'
* Lead character's tits aren't big enough
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Peej
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So releasing it on just the PS2 did it no good what so ever and what Blerk said in his last comment.
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In the end of the day they might be the ones losing a lot of money because they won't cash inon Xmas sales. But that's publishers for you: Stupid AND greedy.
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Not really TBH... very rarely does a multiformat game's performance on anything other than PS2 boost it up in the charts overall... Recent examples being Soul Calibur - would have been Top 5 on NGC alone, or FIFA 2004 pipping Smackdown to no 1 last week thanks to Xbox, Cube, PC, GBA AND PSOne!
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Ah, it's here all right Barty. Picked it up on the day of release myself. Smyths in Cork had plenty of copies on their 'new releases' stand, so that's something I suppose (considering the other titles that came out).
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Or will it be the case that anything remotely good, interesting, ambitious or different simply doesn't sell anymore because our entire planet has been conquered by the Stupids.....??
You got it! That's exactly why it won't sell:
* No cars
* No guns
* No motorbikes
* No hype
* No swearing
* Not a 'rugged real-world setting'
* Lead character's tits aren't big enough
I guess that is the price we pay for market penetration into the realms of the casual gamer then.
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Most multi-format games do sell better because there is more exposure, just like Fink said. If a title like this does well in the XBox or GC, PS2 owners are more inclined in taking a look as well. Also there will be more people talking about it, more reviews, etc.
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Oh, and platform related bitching? Yawn, grow up and get a fucking life.
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2-3 months is a bit, actually... not to mention frustrating for those who have been following the games from the beginning and had been hoping to get them for Christmas.
The thing with this whole delay is that the other versions will get practically no exposure. They'll be releasing months after the PS2 version, which in turn gets all the advertising and attention. (The above review is a good example; no mention of the other upcoming versions) It's even gotten so far that Amazon.co.uk has actually removed the GCN and Xbox versions from their product listing until they're closer to release...
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Trouble is, it won't! PS2/Xbox fanbois don't buy this kind of game 'cos it's 'kiddie' and Cube fanbois don't buy this kind of game because it's not by Nintendo. Sadly I think this one's probably doomed...
Having said that, I finally got the demo working! Whoo! And it's great! I shall buy it, at least. But I'll probably wait to see the Cube version first.
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A real pity.
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they just arent on the UbiSoft release schedule yet (but then again neither are the Cube and Xbox versions of Prince of Persia and we know they are coming out) PC version is coming out on Dec 5th.
Great game - you should all buy it
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Keep up, otto.
Never mind - something to look forward to at the end of January now, eh?
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Mind you, when a title is cross-platform I wish they'd give it a cross-platform icon. It's not the first time I've passed over an article thinking it's not relevant for me.
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BG&E is fantastic though... what it does, it does very well and lets just say, the ending seems to leave plenty of scope for a sequel. Something that I personally want very, very badly... VERY VERY badly.
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No Ico 2 also, please.
Saying that though, Silent Hill 2 is my favourite of the series and I still enjoy RE3...
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Buy it now.
FOR THE GREATER GOOD.
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/shudders
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i read on the back of the box it would be about photographing. when i bought it however, it turned out it had nothing short of the best storyline ever in a game (finally a serious story) and it was worked out with surplus imagination. i realy got into the game. what struck me most was that a game with such simple action turned out to be so enthraling. casual gamers would be able to play it with as much fun as 'hardcore' action fans. i'm a big ninja gaiden fan so normally i like to be challenged by a game. beyond good and evil did challenge me because the game was made so taht you can play it without dying, so you mustn't learn tricks but do it in one time. react fast not by practise but by being trown into a situation. that's why the simple game design worked. worked very well.
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Won't someone think of the pey'j
Peej
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Well written review by the way, very fluent