Before the Nintendo police came to take Michel Andel away (where he was forced to make a King Kong game in a labor camp), he gave us a masterpiece that applied '90s game mechanics with the finesse and style of '00s game design.
Beyond Good & Evil is, by all means, a
The Legend of Zelda: Ocarina of Time [ゼルダの伝説 時のオカリナ] copy-cat that either came out too early or a bit too late -- an observation due to the poor sales of a far, far from poor title. Where the game shines isn't in what is there (kinda), but in what isn't there. No aimless wandering, no broken controls, and no useless side-missions. There isn't a lot inside
BG&E but everything that is there is tuned to perfection and delivered with heart that most triple-A titles lack.
Like a great film or book,
BG&E pulls you in from the opening scene. It's an ideal that is very rare in games, with only a handful of titles succeeding (
Metal Gear Solid and
Final Fantasy VII [ファイナルファンタジーVII] come to mind). Even rarer,
BG&E never lets up. What it lacks in playtime, it makes up for in its intricate plot and immaculate pacing. You never feel like you are working toward the next dungeon, as in
Zelda. Instead, the player feels his part in the world and place in the plot through classic storytelling; the game often invokes
The Fifth Element and
Titan A.E., two of my favorite films. Even
Metal Gear Solid seems a bit bloated when compared to
BG&E's design that lets you know every step of the way where you are and why you are doing what you are doing.
One could argue this is just fluff and I'm trying to argue that the game is better then it is based on same vague notion of purpose, but that would be denying
BG&E's strong point. For instance, a lot of the game relies around Jade taking photographs of the creatures in the world. The way the game sets-up this somewhat tired game mechanic connects the player to the world and the main character, rather then distancing the player from the story through some annoying gimmick (like
BioShock and
Dead Rising did). Unlike
ICO, there is no need to focus on
BG&E's little details, because it offers some of the biggest and memorable gaming moments, in recent memory. The chase scenes, the air ship, and some of the bosses make
Zelda's recent games seem a bit humble in their efforts.
It's hard not to bring up
Zelda, even with the game borrowing a good amount from
Metal Gear Solid and other titles, because
BG&E takes that old Nintendo staple in a direction a lot of us wanted to see Link go in the '00s. Rather then a grand 60-hour adventure through a regurgitated (some would argue "polished")
Ocarina of Time, Michel Andel has created a world that relies on Jade as much as Jade relies on it. To the very end of the game, you never feel like an overpowered Link, but a helpless photographer that is only getting by with the help of her friends. Andel might have given us the next best thing to
Super Mario 64 [スーパーマリオ64] with
Rayman 2: The Great Escape, but
BG&E offers an alternative to the more old school ways of
Zelda. Alternatives are rarely as good as the source material, but in this case that couldn't be farther from the truth.