{"id":458852,"date":"2025-11-10T06:16:40","date_gmt":"2025-11-10T06:16:40","guid":{"rendered":"https:\/\/arcader.org\/the-version-of-bully-2-youll-never-get-to-play\/"},"modified":"2025-11-10T06:16:40","modified_gmt":"2025-11-10T06:16:40","slug":"the-version-of-bully-2-youll-never-get-to-play","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/the-version-of-bully-2-youll-never-get-to-play\/","title":{"rendered":"The Version Of Bully 2 You&#8217;ll Never Get To Play"},"content":{"rendered":"\n<p> <img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/12\/the-version-of-bully-2-youll-never-get-to-play.jpg\" width=\"800\" height=\"450\" alt=\"\" typeof=\"Image\" class=\"image-style-body-default\" \/> <\/p>\n<p><span><span>For a while in the late 2000s, developers at Rockstar New England thought they were working on the next big Rockstar game.<\/span><\/span><\/p>\n<p><span><span>They were excited to push the company\u2019s tech and to bring a cult hit into Rockstar\u2019s vision for the future. They were excited for the chance to prove themselves as a Rockstar studio, having recently been purchased by the company. They were excited to lead development on Bully 2, the sequel to Rockstar\u2019s critically acclaimed open-world adventure about life in a private school.<\/span><\/span><\/p>\n<p><span><span>But things don\u2019t always go as planned, and other obligations on a release schedule get in the way of passion projects. Rockstar New England\u2019s Bully 2 was shelved in favor of other, more troubled projects in development, like Max Payne 3 and Red Dead Redemption.<\/span><\/span><\/p>\n<p><span><span>\u201c[Rockstar New England] wanted to be sort of the golden child in the Rockstar thing, but it\u2019s really hard when Rockstar North was the one that was producing all the golden eggs at that time,\u201d one developer says. \u201cLiving in the shadows of someone who casts a big shadow like Rockstar North, and trying to usurp that role, it\u2019s really difficult and nearly impossible. But man, did they try. Oh, did they try.\u201d<\/span><\/span><\/p>\n<p><span><span>To find out what exactly the studio was planning with Bully 2 and why it was ultimately let go in favor of other projects, we recently spoke to five former employees from Rockstar\u2019s New England studio and one from its New York City headquarters, most of whom requested anonymity out of fear of repercussions from Rockstar. Their story is one of shifting company cultures, tech that would finally find its way into Rockstar games as late as 2018&#8217;s Red Dead Redemption II, and disappointment over the way things went.<\/span><\/span><\/p>\n<h2>The Name Rockstar<\/h2>\n<p><span><span>In the late \u201990s to mid-2000s, Rockstar Games was on a spending spree. After the initial success of its massive series Grand Theft Auto, Rockstar bought a lot of its third-party partner studios. One of those studios was DMA Design, renamed Rockstar North, developer of the first Grand Theft Auto. Another was Angel Studios, the developer of Red Dead Revolver, Red Dead Redemption, and the Smuggler&#8217;s Run and Midnight Club series, which the publisher acquired and renamed Rockstar San Diego.\u00a0<\/span><\/span><\/p>\n<p><span><span>Mad Doc Software, founded in Andover, Massachusetts, <\/span><\/span><a href=\"https:\/\/www.bluesnews.com\/a\/395\/thousands-invited-to-beta-test-empire-earth-the-art-of-conquest\"><span><span><span><span>in 1999<\/span><\/span><\/span><\/span><\/a><span><span> by former Activision technical director Ian Lane Davis, was another Rockstar acquisition. Davis holds a doctorate in artificial intelligence and robotics from Carnegie Mellon University. According to former developers <\/span><\/span><span><span>Game Informer<\/span><\/span><span><span> spoke to, as well as an archived version of <\/span><\/span><a href=\"http:\/\/www.rockstarwatch.net\/maddocsoftware\/about_team_bio.htm\"><span><span><span><span>Mad Doc\u2019s website<\/span><\/span><\/span><\/span><\/a><span><span>, A.I. was a core pillar of the studio\u2019s pedigree. The website claimed that the studio\u2019s team,\u00a0 composed of developers who previously worked on franchises like Civilization, System Shock, and Thief, <\/span><\/span><a href=\"http:\/\/www.rockstarwatch.net\/maddocsoftware\/about_team_bio.htm\"><span><span><span><span>had<\/span><\/span><\/span><\/span><\/a><span><span> an \u201cunmatched expertise\u201d in the field.<\/span><\/span><\/p>\n<p><span><span>For its first decade, Mad Doc operated on a work-for-hire basis, taking projects for publishers such as Activision, Sierra Entertainment, Disney Interactive, and Vivendi Games. Prior to its purchase by Rockstar, Mad Doc mostly developed PC strategy games, such as the Star Trek: Armada and Empire Earth series.\u00a0<\/span><\/span><\/p>\n<p><span><span>Empire Earth became Mad Doc\u2019s bread and butter once the studio took over development on the first game\u2019s expansion pack, The Art of Conquest. Though that initial release was met with middling reviews, Mad Doc\u2019s next two Empire Earth games, Empire Earth 2 and its expansion The Art of Supremacy, were successful enough to lead to deals with publishers like Bethesda Softworks and Rockstar.\u00a0<\/span><\/span><\/p>\n<article class=\"embedded-entity\"> <img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/12\/the-version-of-bully-2-youll-never-get-to-play.png\" typeof=\"Image\" alt=\"\" class=\"image-style-body-default\" \/> Bully <\/article>\n<p><span><span>In October 2006, Rockstar released Bully as a PlayStation 2 exclusive. The game, developed by Rockstar\u2019s Vancouver studio in Canada, was a subversion of the formula that had made the publisher\u2019s games famous. Where in other Rockstar titles, like the Grand Theft Auto series, players controlled a criminal free to cause mayhem around an open-world city or state, Bully put players in control of Jimmy Hopkins, a high school student at the Bullworth Academy boarding school. Rather than kill people, Jimmy got in fistfights. Instead of guns, he had stink bombs and slingshots. Rather than pull off robberies or heists, Jimmy pulled pranks and went to class. Coincidentally, the game was set in New England, Mad Doc\u2019s backyard.<\/span><\/span><\/p>\n<p><span><span>Bully was critically and commercially successful, receiving the highest possible review scores from outlets like <\/span><\/span><a href=\"https:\/\/www.youtube.com\/watch?v=7XblhFymjiU\"><span><span><span><span>X-Play<\/span><\/span><\/span><\/span><\/a><span><span> and <\/span><\/span><a href=\"https:\/\/web.archive.org\/web\/20121109040359\/http:\/\/www.1up.com\/reviews\/bully\"><span><span><span><span>1UP<\/span><\/span><\/span><\/span><\/a><span><span>, and a game of the year nomination from <\/span><\/span><a href=\"https:\/\/web.archive.org\/web\/20130308123934\/http:\/\/www.gamespot.com\/special_features\/bestof2006\/gameofyear\/index.html?page=2\"><span><span><span><span>GameSpot<\/span><\/span><\/span><\/span><\/a><span><span>. In March 2008, Take-Two Interactive, Rockstar\u2019s parent company, announced that the game had sold more than <\/span><\/span><a href=\"https:\/\/www.gamesindustry.biz\/articles\/grand-theft-auto-series-has-sold-66-million-units-to-date\"><span><span><span><span>1.5 million copies<\/span><\/span><\/span><\/span><\/a><span><span>. For comparison, Grand Theft Auto IV, released in April 2008, sold more than <\/span><\/span><a href=\"https:\/\/ir.take2games.com\/news-releases\/news-release-details\/take-two-interactive-software-inc-reports-strong-second-quarter?ID=1163124&#038;c=86428&#038;p=irol-newsArticle\"><span><span><span><span>8.5 million copies<\/span><\/span><\/span><\/span><\/a><span><span> within its first month.\u00a0<\/span><\/span><\/p>\n<p><span><span>Back over at Mad Doc, Empire Earth 3, released in November 2007, was <\/span><\/span><a href=\"https:\/\/www.metacritic.com\/game\/pc\/empire-earth-iii\/critic-reviews\"><span><span><span><span>critically panned<\/span><\/span><\/span><\/span><\/a><span><span>. The company was in a tough spot, a former Mad Doc employee says. \u201c<\/span><\/span><span><span>Mad Doc, up until being acquired by Rockstar, was pretty typical of most independent game studios in that it mostly survived by working on IP from publishers, while trying to develop and pitch its own games,\u201d he says.\u00a0<\/span><\/span><\/p>\n<article class=\"embedded-entity align-right\"> <img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/12\/the-version-of-bully-2-youll-never-get-to-play-1.jpg\" typeof=\"Image\" alt=\"\" class=\"image-style-body-default\" \/> <\/article>\n<p><span><span>Those tough times would be alleviated by a new partner: Rockstar. After the success<\/span><\/span><span><span> of Bully on PlayStation 2, Rockstar approached Mad Doc about developing Bully: Scholarship Edition, a remaster with new missions, characters, and items. Mad Doc led the development of Scholarship Edition\u2019s Xbox 360 and Windows PC versions, released in March and October 2008, respectively, while Rockstar Toronto developed the Wii port.<\/span><\/span><\/p>\n<p><span><span>In April 2008, Rockstar announced it had acquired Mad Doc Software for an undisclosed amount and renamed the studio Rockstar New England. Speaking in a <\/span><\/span><a href=\"https:\/\/www.businesswire.com\/news\/home\/20080404005671\/en\/Rockstar-Games-Acquires-Mad-Doc-Software\"><span><span><span><span>news release announcing the acquisition<\/span><\/span><\/span><\/span><\/a><span><span>, Rockstar co-founder and president Sam Houser said that <\/span><\/span><span><span>making Mad Doc a Rockstar studio would \u201cenhance our core technology and further support our commitment to creating progressive and innovative gaming experiences.\u201d<\/span><\/span><\/p>\n<p><span><span>\u201cWe\u2019re eager to bring our expertise to bear in the character-driven, open-world stories that make Rockstar Games titles so uniquely compelling,\u201d Davis, who became studio head of Rockstar New England after the purchase, said in the release.\u00a0<\/span><\/span><\/p>\n<p><span><span>According to developers <\/span><\/span><span><span>Game Informer<\/span><\/span><span><span> spoke to, opinions on becoming a Rockstar studio were positive at the time. Some staffers, such as 3D artist Tim Samuels, were excited by the prospect of making games for one of the biggest developers in the world. \u201cI thought it was actually really, really cool,\u201d Samuels says. \u201cIt\u2019s like, <\/span><\/span><span><span>Hey, Rockstar!<\/span><\/span><span><span> I mean, these guys are triple-A. They\u2019re No. 1, on the top. [&#8230;] We just took it in stride and started working.\u201d<\/span><\/span><\/p>\n<p><span><span>\u201cRockstar itself [&#8230;] you say, \u2018I work at Rockstar,\u2019 people were really in awe of that,\u201d one former developer says. \u201cIt was nice to have some clout to a job. You know? I was excited to work on anything that they had, because most of the games that they\u2019d churned out [had] been pretty golden.\u201d<\/span><\/span><\/p>\n<p><span><span>However, some say that they gradually started to see Mad Doc\u2019s workplace culture disappear after the acquisition, and that crunch became a more prevalent issue within the studio once it was under the Rockstar banner.\u00a0<\/span><\/span><\/p>\n<p><span><span>\u201cDon\u2019t get me wrong \u2013 during the making of Empire Earth 3 there was crunch [at Mad Doc], but it was handled well,\u201d says a former developer. \u201cThere were days to make up for it. No one was cracking a whip over our heads. Every now and then we would have \u2018fire drills\u2019 on Fridays. You could put the fire drills in air quotes because it was really just the producer at the time; it was his way of letting us out early. There was a much better balance between work and life.\u201d<\/span><\/span><\/p>\n<article class=\"embedded-entity align-right\"> <img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/12\/the-version-of-bully-2-youll-never-get-to-play-2.jpg\" typeof=\"Image\" alt=\"\" class=\"image-style-body-default\" \/> <\/article>\n<p><span><span>Shortly after Rockstar purchased Mad Doc, Rockstar&#8217;s former vice president of development Jeronimo Barrera visited the studio, the developer continues. Barrera was there to field employee questions but left some feeling uneasy about their new employer.\u00a0<\/span><\/span><\/p>\n<p><span><span>\u201cOne of the first red flags was when someone asked about hours and weekends and stuff like that,&#8221; the developer recalls. &#8220;Jeronimo\u2019s answer was something to the effect of, \u2018Well, we don\u2019t work <\/span><\/span><span><span>every<\/span><\/span><span><span> weekend.\u2019 He&#8217;s like, \u2018For example, I\u2019m not working <\/span><\/span><span><span>this<\/span><\/span><span><span> Saturday.\u2019 The emphasis on the word \u2018every,\u2019 and then \u2018this,\u2019 were a little disquieting in their effect.\u201d (In 2019, a report from <\/span><\/span><span><span>Kotaku <\/span><\/span><span><span>detailed Barrerra&#8217;s <\/span><\/span><a href=\"https:\/\/kotaku.com\/former-rockstar-designer-says-former-top-executive-grop-1835067943\"><span><span><span><span>reputation within Rockstar<\/span><\/span><\/span><\/span><\/a><span><span>, citing multiple employees describing him as &#8220;abrasive&#8221; and &#8220;volatile.&#8221; One employee also accused Barrera of sexual assault while working at Rockstar. Barrera categorically denied all of the allegations of misconduct.)<\/span><\/span><\/p>\n<p><span><span>Shortly after the purchase, developers at Rockstar New England began work on numerous projects. There was still work to finish on the PC version of Scholarship Edition, but the studio also assisted in the development of other Rockstar games, such as Grand Theft Auto IV\u2019s two story expansions and Red Dead Redemption. In addition to support work, Rockstar New England was given the chance to develop its own game, a sequel to Bully.<\/span><\/span><\/p>\n<p><span><span>According to some developers, it was a chance to prove themselves. <\/span><\/span><\/p>\n<h2>Houses<\/h2>\n<p><span><span>The late 2000s marked a shift in direction for Rockstar. For much of the company\u2019s early history, it released games at a rate that co-founder Jamie King called \u201c<\/span><\/span><a href=\"https:\/\/www.polygon.com\/2018\/10\/17\/17986118\/how-the-red-dead-franchise-began-angel-studios-capcom-rockstar\"><span><span><span><span>relentless<\/span><\/span><\/span><\/span><\/a><span><span>,\u201d sometimes developing or publishing as many as 9 or 10 new releases a year, not including ports. While the Grand Theft Auto series has been a massive moneymaker for the company since the success of 2001\u2019s Grand Theft Auto III, the bulk of the publisher\u2019s library from its first decade was padded out with forgotten games, such as Surfing H3O, Austin Powers: Oh, Behave!, and State of Emergency.<\/span><\/span><\/p>\n<p><span><span>After Grand Theft Auto IV launched in 2008, that schedule slowed down. While Rockstar still released plenty of ports of its older games on new platforms, which it continues to do today, its number of annual games dropped to one or two. After the launch of Grand Theft Auto V in 2013, which went on to become one of the most successful entertainment properties of all time, Rockstar stopped putting out new games on a yearly basis. Its next tentpole release wouldn\u2019t come until five years later with the release of Red Dead Redemption II\u00a0in 2018.\u00a0<\/span><\/span><\/p>\n<p><span><span>The change in the company\u2019s release schedule also marked a shift in direction for its games. Early on, Rockstar put out a hodgepodge of titles of different genres and qualities, but after 2008, the publisher began to lean further into more expensive, more prestigious releases, often focused on an older audience and built around gunplay. The company touted the tech behind its games more \u2013 such as L.A. Noire\u2019s <a href=\"https:\/\/www.youtube.com\/watch?v=aL9wsEFohTw\" target=\"_blank\" rel=\"noopener\">facial capture technology<\/a>. Its development budgets sometimes reportedly pushed more than <\/span><\/span><a href=\"https:\/\/www.vulture.com\/2018\/10\/the-making-of-rockstar-games-red-dead-redemption-2.html\"><span><span><span><span>$250 million<\/span><\/span><\/span><\/span><\/a><span><span>. A new Rockstar game became an event, something that didn\u2019t happen often.\u00a0<\/span><\/span><\/p>\n<article class=\"embedded-entity\"> <img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/12\/the-version-of-bully-2-youll-never-get-to-play-3.jpg\" typeof=\"Image\" alt=\"\" class=\"image-style-body-default\" \/> Grand Theft Auto IV <\/article>\n<p><span><span>Rockstar New England\u2019s plan for Bully 2 was in line with this vision, according to developers on the project. It was a chance to let the Bully series sit alongside Rockstar games of the time, such as Grand Theft Auto IV and Red Dead Redemption. It was a chance, as one former developer recalls, to \u201cshoot for the moon because even if we don\u2019t quite make it, we\u2019re already much further than if we had aimed a little bit lower.\u201d<\/span><\/span><\/p>\n<p><span><span>\u201cThere was a lot of focus on character, very deep systems, seeing how far we could push that, and putting it up there alongside a GTA,\u201d one developer on the project says.<\/span><\/span><\/p>\n<p><span><span>\u201cI think that they wanted to bring that kind of [world] to the Bully universe,\u201d another says.<\/span><\/span><\/p>\n<p><span><span>For developers at Rockstar New England, this meant making the world of Bully 2 bigger and deeper than that of the original game \u2013 and putting a considerable amount of resources into its creation. While <\/span><\/span><span><span>Game Informer<\/span><\/span><span><span> wasn\u2019t able to get an exact number of people working on the project, three people say almost the entire studio worked on Bully 2, at some point, with overall headcount estimations being around 50 to 70 people.\u00a0<\/span><\/span><\/p>\n<p><span><span>\u201cAt one point, I think it was everybody,\u201d one former developer says. \u201cThe studio itself, that was going to be their game.\u201d<\/span><\/span><\/p>\n<p><span><span>Three different developers told us that the game\u2019s open-world map wouldn\u2019t have been as big as that of, say, Grand Theft Auto IV, but their estimates on its planned scope describe it as ranging from the size of Grand Theft Auto: Vice City\u2019s open world to \u201cthree times\u201d the size of the original Bully\u2019s school map. What it would have lacked in overall size it would have made up for with depth. For example, Rockstar New England planned to make every building in the game enterable, either by normal means or by forced entry. \u201cIf you could see it, you could go into it,\u201d one former developer on the project says.\u00a0\u00a0<\/span><\/span><\/p>\n<article class=\"embedded-entity\"> <img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/12\/the-version-of-bully-2-youll-never-get-to-play-1.png\" typeof=\"Image\" alt=\"\" class=\"image-style-body-default\" \/> Bully <\/article>\n<p><span><span>\u201c[The player] was not going to be driving a car anywhere, so the total playable space [and] land size [was] definitely going to be smaller,\u201d another developer says. \u201cMostly because kids \u2013 he\u2019s not going to be driving \u2013 and also because we wanted these very deep systems. Like, if you can go into every building, that\u2019s a lot of work. We\u2019d rather not have a really massive world; maybe scale that back a little bit just so that we can make sure that we have all these meaningful things in there.\u201d<\/span><\/span><\/p>\n<p><span><span>Bolstered by Rockstar New England\u2019s pedigree in artificial intelligence, the studio was experimenting with ways to make the player\u2019s actions more meaningful than in previous Rockstar games. Take, for example, the honor system in the first Red Dead Redemption. If protagonist John Marston helps a nonplayer character, his honor rating rises. But if the player directs Marston to commit crimes, then Marston\u2019s honor falls. While this affects how NPCs react to Marston out in the world, specific NPCs don\u2019t remember his individual actions.<\/span><\/span><\/p>\n<p><span><span>In Bully 2, however, Rockstar New England was trying to develop ways for characters to remember Jimmy, for there to be good and bad consequences for his actions.\u00a0<\/span><\/span><\/p>\n<p><span><span>\u201cWe really wanted to make sure that people remembered what you did, so if you pulled a prank on your neighbor, they\u2019d remember it,\u201d says one developer. \u201cThat your actions had more meaning beyond a 20-foot radius and the five-second memories of the [non-playable characters] near you.\u201d<\/span><\/span><\/p>\n<p><span><span>Parts of this system can be seen in Red Dead Redemption II, two developers tell <\/span><\/span><span><span>Game Informer<\/span><\/span><span><span>. Players see changes in protagonist Arthur Morgan\u2019s behavior based on his honor. If Morgan has high honor, he\u2019s a more compassionate character. If Morgan has low honor, he\u2019s driven by greed and apathy. Similarly, if Morgan robs a store, he can\u2019t just walk back into it a few minutes later as if nothing happened. The store clerk remembers Morgan and denies him service, asking him to leave.\u00a0<\/span><\/span><\/p>\n<p><span><span>\u201cThe way that you interact with other characters in the world, more than just with your gun or with your fist, they have some sense of memory \u2013 a lot of that stuff [originated in Bully 2],\u201d one developer says.\u00a0<\/span><\/span><\/p>\n<p><span><span>\u201cFrom what I remember reading [in] some of the design docs and my conversations with people is that you could build relationships with characters in the world,\u201d he says about Bully 2. \u201cYou\u2019d be, like, best friends with the chef in the mansion or whatever, or the chef could really hate you or something, and that would open up different options. I don\u2019t know to the extent of where that ended up \u2013 if that got pared down into a general \u2018you\u2019re good Jimmy\u2019 versus \u2018you\u2019re bad Jimmy\u2019 or what \u2013 but I know in some of the early ideas being thrown around, you would have that fine-grained level of relationships to other characters in the world.\u201d<\/span><\/span><\/p>\n<p><span><span>Beyond the game\u2019s open world, developers describe a breadth of different interactivity options and new features. One detail recalled by two developers was a progressive grass-growing system, where grass throughout the world would grow realistically and players could see individual blades. \u201cYou could go and mow the lawn, and then it would actually be lower,\u201d one former developer says. \u201cYou could actually do a good job, go back and forth, and create lines on people\u2019s lawns, that kind of thing.\u201d<\/span><\/span><\/p>\n<p><span><span>\u201cIt sounds so silly, but it was something that we were all excited about because [of] the technology behind it,\u201d another developer says of the grass-growing mechanic.\u00a0<\/span><\/span><\/p>\n<p><span><span>Because Rockstar New England wanted to give players the option to break into houses, the team developed a new glass fragmentation system, new tech made for Bully 2 that hadn&#8217;t been used in prior Rockstar games \u2013 though it\u2019d find its way into later titles. \u201cIf you\u2019ve played Max Payne 3 and you shot some glass, instead of just the glass breaking the same way every time, we had built this whole system so that this chunk right near the impact of the first bullet would break out, and you would see a little spiderweb of glass,\u201d one developer says. \u201cThen if you shot some more of the glass, little individual chunks near where you actually shot would fall out. [It made] it look realistic.\u201d<\/span><\/span><\/p>\n<article class=\"embedded-entity\"> <img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/12\/the-version-of-bully-2-youll-never-get-to-play.gif\" typeof=\"Image\" alt=\"\" \/> Footage courtesy of Jacob Geller<br \/>\nGlass fragmentation in Max Payne 3 <\/article>\n<p><span><span>Multiple people on the project describe an in-depth climbing mechanic planned for the game. When exploring the open world, Jimmy would be able to climb trees, fences, and ledges, on top of roofs, as well as out of his window when sneaking out. \u201cTrees were obviously a big one; we wanted the player to be able to climb up the tree to hide or do some hijinks with all sorts of things like paintball guns or water balloons, all of that sort of stuff,\u201d a former developer says.\u00a0<\/span><\/span><\/p>\n<p><span><span>While the developers put a lot of work into figuring out how the climbing would be implemented in Bully 2, they never got far enough into development to completely nail it down, according to three former developers on the project.\u00a0<\/span><\/span><\/p>\n<p><span><span>\u201cWe worked with a lot of GTA assets just so that we could get something prototyped quickly,\u201d one developer says about the climbing. \u201cWe tried to work a lot of that in. It\u2019s like, <\/span><\/span><span><span>Well, when he\u2019s hanging for this long, how long does he hang for before he lets go? Do we wanna do [a] foot-over-foot balancing act if you\u2019re walking along a branch? Versus side stepping, side to side, if you were working along the branch but to the side?<\/span><\/span><span><span> It was stuff like that, and trying to figure out what worked, or what looked the best as the player.\u201d<\/span><\/span><\/p>\n<p><span><span>Housing these new features was a vertical slice of Bully 2 that Rockstar New England had up and running. According to four developers at the studio and one person at Rockstar\u2019s New York City headquarters, Bully 2 was playable. Developers could run around the world and interact with objects and non-player characters, and there were some missions \u2013 such as one involving go-karts, another with a beekeeper, a <\/span><\/span><a href=\"https:\/\/en.wikipedia.org\/wiki\/Kamp_Krusty\"><span><span><span><span>Kamp Krusty<\/span><\/span><\/span><\/span><\/a><span><span>-style mission, and one that had Jimmy in his underwear, even featuring a crotch bulge.\u00a0<\/span><\/span><\/p>\n<p><span><span>\u201cIt was definitely going to be a little risqu\u00e9,\u201d a former developer says.\u00a0<\/span><\/span><\/p>\n<p><span><span>\u201cThere were a lot of \u201980s-kids-on-bikes movies, like <\/span><\/span><span><span>Goonies<\/span><\/span><span><span>, that came up as reference. <\/span><\/span><span><span>Porky\u2019s <\/span><\/span><span><span>was another commonly used movie for reference,\u201d he says. \u201cWe [looked] at a lot of those kinds of things. It\u2019s definitely in that style.\u201d<\/span><\/span><\/p>\n<p><span><span>As one developer on the project recalls, the team had mapped out all the terrain for the game\u2019s world. Additionally, NPCs were walking around doing various day-to-day tasks. Buildings and houses within the game were also starting to become feature-complete, though he points out that they weren\u2019t in a shippable form yet.\u00a0<\/span><\/span><\/p>\n<p><span><span>\u201cThe game was at least six to eight hours playable,\u201d says Marc Anthony Rodriguez, a former game analyst for Rockstar\u2019s New York City headquarters and one of the project leads on Bully: Scholarship Edition. \u201cSo, fully rendered, fully realized.\u201d<\/span><\/span><\/p>\n<p><span><span>\u201cThat sounds about right for the size of vertical slice that Rockstar projects were being built around [at] that time,\u201d a second source says when asked about whether, during his time working on the project, the game was playable for six to eight hours.\u00a0<\/span><\/span><\/p>\n<p><span><span>Two developers <\/span><\/span><span><span>Game Informer<\/span><\/span><span><span> spoke to estimate that if development had continued, Bully 2 would still have needed two to three or more years before being ready to be shipped.\u00a0<\/span><\/span><\/p>\n<p><span><span>But those years wouldn\u2019t come. Over time, Rockstar began pulling people off the project and putting them on other in-development games that needed help. For the developers <\/span><\/span><span><span>Game Informer<\/span><\/span><span><span> spoke to, once anyone got pulled off of Bully 2, they never returned.<\/span><\/span><\/p>\n<h2>Payne<\/h2>\n<p><span><span>None of the developers <\/span><\/span><span><span>Game Informer <\/span><\/span><span><span>spoke to knows exactly why Rockstar New England was chosen to develop Bully 2, though it\u2019s worth pointing out that Rockstar Vancouver, developer of the first Bully, was leading development on Max Payne 3 at this time. The developers say they felt that the opportunity to work on Bully 2 was a chance to prove that Rockstar New England was worth the money Rockstar had spent to acquire it, which was a <\/span><\/span><a href=\"https:\/\/www.polygon.com\/features\/2019\/2\/21\/18118822\/agent-rockstar-san-diego\"><span><span><span><span>sentiment shared<\/span><\/span><\/span><\/span><\/a><span><span> by employees at other studios purchased by the company around the same time.\u00a0<\/span><\/span><\/p>\n<p><span><span>\u201cI mean, that\u2019s a pretty common thing that \u2013 I\u2019ll refer to them as \u2018New York\u2019 \u2013 the New York office kind of asks of any new Rockstar studio, is for them to prove that they\u2019re worth the investment,\u201d one ex-Bully 2 developer says.<\/span><\/span><\/p>\n<p><span><span>Rodriguez echoes this sentiment, saying the Bully 2 project was New England\u2019s \u201cheavy lift\u201d for Rockstar, though he admits the studio had a history with the company before the acquisition. \u201cThis [was] not their first rodeo with working with Rockstar,\u201d Rodriguez says. \u201cThe only way I could state it is, they had a proven track record, and that was the only reason they were acquired.\u201d<\/span><\/span><\/p>\n<p><span><span>\u201cThe main acquisition was to have a foothold that was closer than [Rockstar] North and that was going to be able to handle the A.I. aspect of what the interaction within this game was going to be, the communication tools within this game,\u201d he adds. \u201cMad Doc wasn\u2019t, like, something to f&#8212;ing turn your nose up at.\u201d<\/span><\/span><\/p>\n<p><span><span>Rockstar declined to participate in this story. All other interview requests <\/span><\/span><span><span>Game Informer<\/span><\/span><span><span> sent to current or former members of the New York office were either ignored or turned down.\u00a0<\/span><\/span><\/p>\n<p><span><span>Regardless of the why behind it, former developers on the project describe a lot of excitement for the chance to develop a sequel to Bully. \u201cIt was really just, \u2018Let\u2019s do everything that they\u2019re asking really well because we want to impress these folks,\u2019\u201d one former developer says.<\/span><\/span><\/p>\n<p><span><span>\u201cThere [were] some late nights for sure, staying until midnight, 1, 2 in the morning,\u201d says another developer on the project. \u201cWe were hustling to prove ourselves because I think just about anybody working on Bully 2 just absolutely loved it. It was certainly a labor of love by just about anybody that was working on it. I think most of the people that worked on it look back on it fondly and kind of wistfully, wishing that it would\u2019ve worked out.\u201d<\/span><\/span><\/p>\n<article class=\"embedded-entity align-right\"> <img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/12\/the-version-of-bully-2-youll-never-get-to-play-4.jpg\" typeof=\"Image\" alt=\"\" class=\"image-style-body-default\" \/> <\/article>\n<p><span><span>But Rockstar had other priorities. There were other games in the company&#8217;s pipeline that needed help and attention. In 2010, Rockstar New England began pulling people off of Bully 2, developers say, having them focus solely on projects like Max Payne 3.<\/span><\/span><\/p>\n<p><span><span>This point in Rockstar New England\u2019s history marks a decided shift in tone. While most developers speak fondly and excitedly about their work on Bully 2, when talking about projects such as Max Payne 3 and Red Dead Redemption, their tone turns dour.\u00a0<\/span><\/span><\/p>\n<p><span><span>The developers make two main points regarding this specific time in Rockstar New England\u2019s history. One is the crunch. Developers describe months-long crunch periods where they\u2019d have to work late into the night and on weekends, sometimes between 12- and 16-hour days. Others describe joining a project only to immediately start crunching or crunching on one project just to be rolled onto another project and having to crunch on that one, too. One developer speaking to <\/span><\/span><span><span>Game Informer<\/span><\/span><span><span> uses the word \u201cendless\u201d to describe the crunch at the studio.<\/span><\/span><\/p>\n<p><span><span>\u201cI mean, it was just ridiculous,\u201d one former developer says, describing the development of Red Dead Redemption. \u201cI know that it won game of the year, and that was great and satisfying, but the approach to development was just \u2013 it was ridiculous. It took no one\u2019s life outside of work into account.\u201d<\/span><\/span><\/p>\n<p><span><span>\u201cYou know, usually you\u2019re like, \u2018<\/span><\/span><span><span>Oh, I\u2019ve gotta get this out. We wanna try and hit this,\u2019\u201d<\/span><\/span><span><span> another developer says. \u201cSo everybody works really hard for, like, a week, two weeks. But then when the milestone ended, they\u2019re like, \u2018<\/span><\/span><span><span>Well, let\u2019s try and preemptively fix the things that we know that they\u2019re going to say. So we\u2019ll just keep crunching until we get word back.\u2019<\/span><\/span><span><span> And then we wouldn\u2019t get word back for six more weeks or something like that, so people were kind of breaking. It was breaking people quickly.&#8221;<\/span><\/span><\/p>\n<p><span><span>The other thing developers bring up is a culture change within Rockstar New England. It wasn\u2019t instant, they say, and wasn\u2019t much of a problem on Bully 2, but three developers <\/span><\/span><span><span>Game Informer<\/span><\/span><span><span> spoke with say that as time went on, the studio got further from the culture that had attracted them to join Mad Doc Software.\u00a0<\/span><\/span><\/p>\n<p><span><span>As some developers describe it, they felt they were expected by other people within the company to prove their dedication to Rockstar through long hours, and that they would be \u201charassed\u201d when trying to leave the studio. \u201cWhen it came time for you to leave, it was a lot of just trying to get out without being harassed on the way out of the door,\u201d one former developer tells <\/span><\/span><span><span>Game Informer<\/span><\/span><span><span>.\u00a0<\/span><\/span><\/p>\n<p><span><span>\u201cThe culture just \u2013 it just <\/span><\/span><span><span>changed<\/span><\/span><span><span>,\u201d another former developer says. \u201cI saw people that previously I really liked become just sycophantic. And then there was the whole \u2018bodies in chairs\u2019 thing, you know? You don\u2019t have work to do, but you\u2019re going to be here on the weekend, because there\u2019s some studio head that\u2019s going to be walking around. This doesn\u2019t even get into the off-work hours stuff where it was just \u2013 it was like a hardworking frat house. There is an age and a person that is really drawn to that. Rockstar, in my opinion, is well aware of this.\u201d<\/span><\/span><\/p>\n<article class=\"embedded-entity\"> <img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/12\/the-version-of-bully-2-youll-never-get-to-play-2.png\" typeof=\"Image\" alt=\"\" class=\"image-style-body-default\" \/> Red Dead Redemption <\/article>\n<p><span><span>Some of the developers <\/span><\/span><span><span>Game Informer<\/span><\/span><span><span> spoke to describe how they decided to leave the studio as the workload increased and the culture kept changing. One describes it as voting with his feet.\u00a0<\/span><\/span><\/p>\n<p><span><span>Others had that decision made for them.<\/span><\/span><\/p>\n<p><span><span>In June 2009, Rockstar New England went through a <\/span><\/span><a href=\"https:\/\/kotaku.com\/layoffs-at-rockstar-new-england-5301908\"><span><span><span><span>sizable layoff<\/span><\/span><\/span><\/span><\/a><span><span>. Sources within the studio told <\/span><\/span><span><span>Kotaku<\/span><\/span><span><span> that \u201cat least 10 percent of the studio\u201d had been let go. This included the entirety of the quality assurance department, as Rockstar shifted all of its QA to a dedicated studio. Members of the studio\u2019s art team and other departments were also let go.\u00a0<\/span><\/span><\/p>\n<p><span><span>At the time of the layoffs, outlets reported that Rockstar would help those affected find new jobs. According to 3D artist Tim Samuels, who lost his job in this round of layoffs, that didn\u2019t actually happen. He also says he wasn\u2019t told why he was being let go. Due to the timing of the cuts \u2013 before the release of Red Dead Redemption, which was the last project that Samuels and others affected by the layoffs had worked on \u2013 none of them received bonuses for their work. \u201cWe didn\u2019t even get a copy of the game,\u201d Samuels says.\u00a0<\/span><\/span><\/p>\n<p><span><span>\u201cThat layoff was pretty devastating to a lot of people in the studio, and stuck with me even after I had left,\u201d says one developer who spoke to <\/span><\/span><span><span>Game Informer<\/span><\/span><span><span> anonymously. \u201cIt never really made much sense to me as to why it happened, and I don\u2019t recall there ever being an official explanation.\u201d<\/span><\/span><\/p>\n<p><span><span>As of February 2017, Rockstar had shipped <\/span><\/span><a href=\"https:\/\/www.polygon.com\/2018\/11\/7\/18073314\/red-dead-redemption-2-sales-17-million-units\"><span><span><span><span>more than 15 million copies of Red Dead Redemption<\/span><\/span><\/span><\/span><\/a><span><span>. It\u2019s considered one of the best games ever made. In April 2020, <\/span><\/span><a href=\"https:\/\/kotaku.com\/18-months-after-red-dead-redemption-2-rockstar-has-mad-1842880524\"><span><span><span><span>Kotaku <\/span><\/span><\/span><\/span><span><span><span><span>reported<\/span><\/span><\/span><\/span><\/a><span><span> that Rockstar was taking steps to address its crunch problems across all of its studios.<\/span><\/span><\/p>\n<h2><strong>Forever<\/strong><\/h2>\n<p><span><span>Over the years, news of Bully 2\u2019s development has spread around the game industry. Higher-ups at Rockstar have also talked several times about their interest in the series.<\/span><\/span><\/p>\n<p><span><span>In 2009, Shawn Lee, composer on the first Bully, <\/span><\/span><a href=\"https:\/\/web.archive.org\/web\/20110529052035\/http:\/\/thegamingliberty.com\/index.php\/2009\/11\/10\/tgl-exclusive-interview-reveals-possible-bully-sequel\"><span><span><span><span>told <\/span><\/span><\/span><\/span><span><span><span><span>The Gaming Liberty<\/span><\/span><\/span><\/span><\/a><span><span>, \u201cIt looks like I will be doing the soundtrack for Bully 2 in the not so distant future.\u201d In 2011, Dan Houser <\/span><\/span><a href=\"https:\/\/www.gamasutra.com\/view\/news\/128276\/Rockstars_Dan_Houser_We_Take_A_Little_Bit_Of_Time_To_Decide_On_A_Sequel.php\"><span><span><span><span>told <\/span><\/span><\/span><\/span><span><span><span><span>Gamasutra<\/span><\/span><\/span><\/span><\/a><span><span> that the company might work on Bully 2 after it released Max Payne 3, which ended up launching in May 2012. In 2013, Houser <\/span><\/span><a href=\"https:\/\/www.polygon.com\/2013\/9\/25\/4769298\/rockstars-dan-houser-would-still-love-to-make-another-bully-game\"><span><span><span><span>told <\/span><\/span><\/span><\/span><span><span><span><span>Polygon<\/span><\/span><\/span><\/span><\/a><span><span> he wanted to make a Bully sequel<\/span><\/span><span><span>.<\/span><\/span><span><span> \u201cThere\u2019s a lot of directions I could go with that one,\u201d he said. In February 2020, Rockstar announced that <\/span><\/span><a href=\"https:\/\/www.polygon.com\/2020\/2\/4\/21123170\/dan-houser-departs-rockstar-games-red-dead-gta\"><span><span><span><span>Houser would be leaving the company<\/span><\/span><\/span><\/span><\/a><span><span> the following month.\u00a0<\/span><\/span><\/p>\n<p><span><span>There have also been a small number of reports and leaks about the development of Bully 2. In 2017, the Twitter account <\/span><\/span><a href=\"https:\/\/twitter.com\/bully2info?lang=en\"><span><span><span><span>Bully 2 Info<\/span><\/span><\/span><\/span><\/a><span><span> posted <\/span><\/span><a href=\"https:\/\/twitter.com\/Bully2Info\/status\/896866316090560512?s=20\"><span><span><span><span>numerous<\/span><\/span><\/span><\/span><\/a><span><span> <\/span><\/span><a href=\"https:\/\/twitter.com\/Bully2Info\/status\/919709684885581824?s=20\"><span><span><span><span>pieces<\/span><\/span><\/span><\/span><\/a><span><span> of supposed concept art and in-game screenshots<\/span><\/span><span><span>. <\/span><\/span><span><span>According to <\/span><\/span><span><span>Game Informer<\/span><\/span><span><span>\u2019s contacts, the large majority of those leaks are legitimate. In July 2019, YouTuber SWEGTA <\/span><\/span><a href=\"https:\/\/www.youtube.com\/watch?v=rA-rCegemSE\"><span><span><span><span>uploaded a video<\/span><\/span><\/span><\/span><\/a><span><span> based on a conversation with a former Rockstar New England employee about Bully 2 and Rockstar Games\u2019 decision to shelve the project in 2009. In October 2019, VGC <\/span><\/span><a href=\"https:\/\/www.videogameschronicle.com\/news\/bully-2-release-cancelled\/\"><span><span><span><span>published a report<\/span><\/span><\/span><\/span><\/a><span><span> about the game, saying the project was in development at Rockstar New England for between 12 and 18 months before fizzling out. The report said that while Dan Houser had a script and story outline as early as 2008, development at New England occurred sometime between Red Dead Redemption\u2019s release in 2010 and the end of 2013. That roughly lines up with what <\/span><\/span><span><span>Game Informer<\/span><\/span><span><span> has heard, though developers we talked to say they remember the game being in development between 2008 and 2010, before the release of Red Dead Redemption.<\/span><\/span><\/p>\n<p><span><span>Rockstar Games has never said anything publicly about Bully 2 being in development. We weren\u2019t able to confirm whether there was anyone at Rockstar New England \u2013 or any other Rockstar studio \u2013 still working on the project. Although, one developer says a build of the game still existed at Rockstar New England as recently as a few years ago, parts of which were used as reference material for later projects.\u00a0<\/span><\/span><\/p>\n<p><span><span>We don\u2019t know if a version of Bully 2 will ever see the light of day. But a decade after development, people that worked on the project still express fondness for the game and their work. And they say they still hope they\u2019ll get a chance to play a full release.\u00a0<\/span><\/span><\/p>\n<p><span><span>\u201cIt was going to be really cool,\u201d one former developer says. \u201cWhat we had was pretty amazing, especially given the very short amount of time that we were working on it. [&#8230;] It certainly would\u2019ve been very unique, very interesting, certainly a lot of fun. A lot of cool and interesting mechanics that we were working on that still aren\u2019t in other games.\u201d<\/span><\/span><\/p>\n<p><span><span>\u201cIt\u2019s still a concept, in my opinion, worth exploring,&#8221; another says, &#8220;and I think that it would be a missed opportunity for them to let it go forever.&#8221;<\/span><\/span><\/p>\n<p><span><span><em>Special thanks: Matt Leone, Jacob Geller<\/em><\/span><\/span><\/p>\n<hr \/>\n<p><em>If any current or former employees of Rockstar&#8217;s various studios would like to speak about their experiences, the author can be reached by email, Twitter, or via Signal. The writer&#8217;s email is blakehester@gameinformer.com. Reach out through <a href=\"https:\/\/twitter.com\/metallicaisrad\" target=\"_blank\" rel=\"noopener\">Twitter<\/a> direct messages for Signal information.\u00a0<\/em>Game Informer\u00a0<em>can guarantee anonymity to anyone that requests in exchange for their stories.\u00a0<\/em><\/p>\n<\/p>\n<p> <a href=\"https:\/\/www.gameinformer.com\/2021\/12\/30\/the-version-of-bully-2-youll-never-get-to-play\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>For a while in the late 2000s, developers at Rockstar New England thought they were working on the next big Rockstar game. They were excited to push the company\u2019s tech and to bring a cult hit into Rockstar\u2019s vision for the future. They were excited for the chance to prove themselves as a Rockstar studio, having recently been purchased by the company. They were excited to lead development on Bully 2, the sequel to Rockstar\u2019s critically acclaimed open-world adventure about life in a private school. But things don\u2019t always go as planned, and other obligations on a release schedule get in the way of passion projects. Rockstar New England\u2019s Bully 2 was shelved in favor of other, more troubled projects in development, like Max Payne&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/the-version-of-bully-2-youll-never-get-to-play\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":458853,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[5],"tags":[],"class_list":["post-458852","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-game-informer"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.3 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>The Version Of Bully 2 You&#039;ll Never Get To Play | Arcader News<\/title>\n<meta name=\"description\" content=\"For a while in the late 2000s, developers at Rockstar New England thought they were working on the next big Rockstar game. 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