[0:00] Everyone has their own expectations for [0:01] Grand Theft Auto 6. While many hope it [0:04] will live up to the dizzying standards [0:05] set by GTA 5 [music] and Red Dead [0:07] Redemption 2, I'd actually like the next [0:09] installment in the franchise to be less [0:11] like recent hits and more like GTA 4, [0:14] San Andreas, and the original Red Dead. [0:17] Games that had more restraint and as a [0:19] result more focus. [music] [0:21] Above all though, I wish the upcoming [0:23] game would take a page from the textbook [0:24] of one of Rockstar's most overlooked [0:26] titles Bully. [0:28] >> Welcome to Bullworth Academy. [0:32] >> [sighs] [0:33] >> I'm sure you'll be very happy here. Very [0:35] happy indeed. [0:38] >> Developed by Rockstar [music] Vancouver [0:39] and released in 2006, Bully is often [0:42] described as GTA with kids. Instead of a [0:45] career criminal, you play as unruly [0:47] teenager Jimmy Hopkins. [music] The [0:49] setting isn't some big modern metropolis [0:51] ruled by rival gangs, but a [music] [0:53] stuck-in-time New England-style boarding [0:55] school aptly named Bullworth Academy, [0:58] where students are divided into [0:59] different [music] cliques like jocks and [1:01] greasers. [1:02] >> GUESS WHAT TIME IT IS? YEP, TIME FOR A [1:05] BEATDOWN. [1:06] >> YOU STEAL bikes instead of cars and when [1:08] [music] you break the rules, it's not [1:09] the cops that come for you, but [1:10] headmasters and hall monitors. Despite [1:13] the critical and commercial success it [1:14] enjoyed upon release, Bully is sometimes [1:16] remembered as the stepchild or black [1:18] sheep [music] of Rockstar's catalog. Not [1:21] only do I disagree, but I'd go as far as [1:23] saying that Bully is actually Rockstar [1:25] [music] at its best. Charming, [1:27] atmospheric, and far removed from the [1:29] direction the developers have taken [1:31] [music] since. [1:31] >> So, my friend, are you as they say in [1:35] >> Sure. [1:36] >> Are you English? [1:37] >> Well, no. I just speak this way because [1:39] I'm very insecure. [1:41] >> Though similar to a game like Grand [1:42] Theft Auto 5 on the surface, it was [1:44] created with a completely different [1:46] design philosophy and that's exactly why [1:48] it's the perfect blueprint for GTA [1:50] [music] 6. A game that shouldn't simply [1:53] be GTA 5, but more. Bigger isn't always [1:56] better. GTA 5's map was larger than any [1:59] other game in the franchise up to that [2:00] [music] point, but most of the area [2:02] outside Los Santos turned out to be [2:04] empty space. [2:05] >> [music] [2:05] >> Unlike in say Red Dead Redemption 2, [2:07] where the rolling meadows and barren [2:09] mountainsides served a thematic purpose. [2:11] The back country of GTA [music] 5 is not [2:13] a living breathing world so much as a [2:15] playground for police chases and sandbox [2:17] [music] shenanigans. Bully has one of [2:19] the smallest maps of any Rockstar game, [2:21] comprising only Bullworth Academy itself [2:23] [music] and the surrounding town. But [2:25] because space is so limited, hardly any [2:27] of [music] it went to waste. The campus [2:29] includes a library, gymnasium, and [2:31] dormitories, while the town features [2:33] [music] a carnival, BMX park, and an [2:35] insane asylum, to name just a few [2:37] distinct and memorable locations. Put [2:39] simply, Bully shows that it isn't the [2:41] quality of a virtual space, but the [2:43] quality of the content within that makes [2:45] the game world believable [music] and [2:47] immersive. [2:48] >> Why'd you fight? Just to prove you're [2:49] tougher than me? That's right, and don't [2:51] you or your boys forget it. [2:53] >> Fortunately, there are already some [2:55] indications that GTA 6's design [2:56] philosophy will hearken back to [2:58] Rockstar's Bully days. Though the game's [3:00] map is rumored to be more [music] than [3:01] two and a half times as large as GTA [3:04] 5's, its Florida-inspired setting [3:06] promises to create a much more striking [3:09] and cohesive visual footprint that [3:10] should compensate for any empty space. [3:13] Instead of a cookie-cutter California no [3:15] man's land, we'll get Sunshine State [3:17] idiosyncrasies, luxurious seaside [3:19] boulevards, alligator-infested [music] [3:21] swamplands, state-of-the-art theme [3:23] parks, and white beaches littered with [3:26] the worst kinds of tourists. GTA 5 [3:28] [music] gave us a bastardized version of [3:29] Los Angeles and little else. GTA 6 will [3:33] draw inspiration from a variety of [3:34] specific real-world cities [music] and [3:37] biomes, including Miami, Tampa, Orlando, [3:40] the Keys, the Everglades, and more. I [3:42] don't think we should be free to dive [3:43] into those very locations from the [3:45] get-go, though. Bully demonstrated the [3:47] value of limiting player freedom, [3:49] another quality of open-world design [3:50] that's long fallen out of fashion. In [3:53] GTA 5, you only need to complete [3:55] Franklin's prologue before you're free [3:57] to explore the map in its entirety. [3:58] [music] [3:59] But, this lack of restriction comes at a [4:01] cost, as reaching a location that's [4:03] always been accessible to you isn't [4:04] nearly as satisfying as visiting a place [4:07] that you were previously unable to get [4:08] to. Older Rockstar [music] games did [4:10] this constantly and to great effect. San [4:13] Andreas takes you to three different [4:14] cities, each of them unlocked at [4:16] different parts of the story. Similarly, [4:18] the original Red Dead Redemption doesn't [4:20] let you go to Mexico until several hours [4:22] into the game, though there are [4:24] admittedly one or two ways to glitch [4:26] yourself across the border. Its sequel [4:28] also restricts player freedom to some [4:29] degree, keeping the prologue confined to [4:31] the snowy Grizzlies West region. [music] [4:34] In Bully, you cannot leave Bullworth [4:36] Academy until the second chapter. Far [4:38] from annoying, this setup gives you an [4:40] opportunity [music] to thoroughly [4:41] explore the school, which will remain [4:43] your base of operations throughout the [4:44] game. Better still, the map opens up at [4:47] a moment when you're just beginning to [4:49] get bored with the place, because we [4:51] were made [music] to yearn for a change [4:53] of scenery. Our new found freedom tastes [4:56] all the sweeter. GTA 6 will hopefully [4:58] return to the days of the gated regions. [5:01] While Vice City is clearly the game's [5:02] key metropolis, I'd like to see it as an [5:05] aspirational [music] destination, a land [5:07] of neon lights, loose values, and [5:09] criminal profit that takes a little work [5:11] [music] to get to. Places like Port [5:12] Gelhorn and the Leonida Keys could be [5:15] stepping stones [music] to the big city, [5:16] just as San Andreas had us master Los [5:18] Santos, San Fierro, and Las Venturas in [5:21] sequence. This leads to another even [5:24] more valuable lesson that GTA 6 can [5:26] learn from Bully. In GTA 5, there's a [5:28] huge disconnect between [music] you and [5:30] the characters you control, except for [5:32] when we play as Trevor, whose volatile [5:34] personality not only reflects, but [5:36] actively encourages the most haphazardly [5:38] destructive [music] ways to play the [5:40] game. We rarely get to experience the [5:42] characters' emotions along with them. [5:43] >> How have you been? [5:44] >> Oh, simply wonderful. And you? [5:46] >> Somewhere stuck between joyful and [5:49] peachy. [5:49] >> And [music] boy, story and gameplay [5:51] mechanics work side by side to make you [5:53] identify with Jimmy and share his [5:55] motivations. After being confined to [5:57] campus grounds for the first chapter, [5:59] he's eager to go into town. You're [6:00] excited too. [6:01] >> I promise you, after this, things are [6:04] never going to be the same again. [6:06] >> So excited, in fact, that you'll [6:07] probably spend a solid hour just vibing, [6:10] [music] riding around on a stolen bike [6:11] before starting the next mission. [6:16] Another mechanic that helps ease you [6:18] into Jimmy's shoes is the game's curfew [6:20] system. [music] After 11:00 p.m., the [6:22] school becomes overrun with prefects who [6:24] will send you to bed if they catch you, [6:26] filling up your trouble meter. The [6:28] higher the meter, the more suspicious [6:29] and hostile certain NPCs will behave [6:31] towards you. Avoiding punishment puts [6:33] you on edge while making it back to the [6:34] safety of your dormitory draws out a [6:37] sigh of relief. Emotional responses like [6:39] these are hard to come by in GTA V, [6:41] where the frequent, over-the-top police [6:43] chase action quickly turns numbing the [6:46] mundane. The same cannot be said for GTA [6:49] IV or San [music] Andreas, where [6:50] character writing and plot development [6:52] actually made you care for their [6:54] protagonists. In Bully, the lower stakes [6:57] and slightly subtler tone allowed events [6:59] to escalate at a more gradual, [7:01] satisfying [music] pace, ensuring the [7:03] story remained engaging right until the [7:06] final face-off with its main antagonist, [7:08] a sociopathic, unmedicated fellow [7:10] student named Gary. [7:11] >> Why'd you do it, GARY? [7:12] >> BECAUSE I CAN. [7:14] >> Unlike its predecessor, GTA VI [7:16] does seem poised to treat [music] its [7:17] playable characters as actual people [7:20] rather than vehicles for chaos and [7:21] carnage. Dual protagonists Lucia and [7:23] Jason, we're told over and over, will be [7:26] Bonnie and Clyde-style partners in [7:28] crime. And as in Bully, story and [7:30] gameplay could conspire to put the [7:33] player in the middle of that, no doubt, [7:35] complicated relationship. [7:37] >> Trust. [7:38] Trust. [7:39] >> Perhaps the most The thing that Bully [7:40] can teach GTA VI [7:42] is the importance of restraint when [7:44] designing a game. Rockstar wanted GTA 5 [7:46] to [music] be big, as big as it could [7:49] possibly be both in terms of content and [7:51] appeal. But by prioritizing size and [7:54] variety, the developers gave the game a [7:56] much weaker sense of identity than GTA 4 [7:59] or San Andreas, both of which were made [8:01] with different goals in mind. Thanks to [8:03] the specificity of its setting, Bully [8:05] has perhaps the strongest identity and [8:07] atmosphere of any Rockstar game out [8:09] there. [8:09] >> Fantastic. [8:11] >> Though full of over-the-top caricatures, [8:13] Bullworth Academy can be a genuinely [8:15] oppressive place, the kind of harsh [8:17] environment that forces an otherwise [8:19] well-intentioned kid like Jimmy to [8:21] toughen up and treat others as shiftily [8:24] as they treat him. The feelings a game [8:25] evokes stay with you long after you [8:27] finish playing, [music] strengthening [8:29] your memory of the overall experience. [8:31] Though I haven't done a full playthrough [8:32] of Bully in years, I can still picture [8:34] Bullworth Academy's layout in my head. [8:37] But drop me anywhere in GTA 5's gigantic [8:39] back country, [8:40] >> [music] [8:40] >> a place I have spent probably way more [8:43] hours, and I'd struggle finding my way [8:45] back to civilization without looking at [8:46] the mini-map. Despite persistent [8:48] pleading from the game's cult following, [8:50] Bully is unlikely to receive a sequel [8:52] anytime soon. Gone are the days where [8:54] individual subsidiaries like Rockstar [8:56] Vancouver, long since part of Rockstar [8:58] Toronto, could work on their own [9:00] original IPs. Whatever Rockstar's next [9:02] game will be, it almost certainly won't [9:05] be Bully 2. Still, if Rockstar has found [9:08] a way to inject additional purpose and [9:10] show extra restraint [music] in its new [9:11] massive open world, there's a small [9:13] chance that the franchise's feisty [9:15] spirit will live on through Grand Theft [9:17] Auto 6. If you liked this video and want [9:19] to see what GTA 6 could learn from GTA [9:21] 4, be sure to check that out, too. And [9:23] for everything else Grand Theft Auto, be [9:25] sure to stick [music] with IGN.