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.
"We really wanted to make sure that people remembered what you did, so if you pulled a prank on your neighbor, they'd remember it," says one developer. "That your actions had more meaning beyond a 20-foot radius and the five-second memories of the [non-playable characters] near you."
Parts of this system can be seen in Red Dead Redemption II, two developers tell Game Informer. Players see changes in protagonist Arthur Morgan's behavior based on his honor. If Morgan has high honor, he's a more compassionate character. If Morgan has low honor, he's driven by greed and apathy. Similarly, if Morgan robs a store, he can't 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.
"The 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 – a lot of that stuff [originated in Bully 2]," one developer says.
"From 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," he says about Bully 2. "You'd 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't know to the extent of where that ended up – if that got pared down into a general 'you're good Jimmy' versus 'you're bad Jimmy' or what – 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."
Beyond the game's 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. "You could go and mow the lawn, and then it would actually be lower," one former developer says. "You could actually do a good job, go back and forth, and create lines on people's lawns, that kind of thing."
"It sounds so silly, but it was something that we were all excited about because [of] the technology behind it," another developer says of the grass-growing mechanic.
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't been used in prior Rockstar games – though it'd find its way into later titles. "If you've 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," one developer says. "Then if you shot some more of the glass, little individual chunks near where you actually shot would fall out. [It made] it look realistic."
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. "Trees 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," a former developer says.
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.
"We worked with a lot of GTA assets just so that we could get something prototyped quickly," one developer says about the climbing. "We tried to work a lot of that in. It's like, Well, when he's 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're walking along a branch? Versus side stepping, side to side, if you were working along the branch but to the side? It was stuff like that, and trying to figure out what worked, or what looked the best as the player."
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's 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 – such as one involving go-karts, another with a beekeeper, a Kamp Krusty-style mission, and one that had Jimmy in his underwear, even featuring a crotch bulge.
"It was definitely going to be a little risqué," a former developer says.
"There were a lot of '80s-kids-on-bikes movies, like Goonies, that came up as reference. Porky's was another commonly used movie for reference," he says. "We [looked] at a lot of those kinds of things. It's definitely in that style."
As one developer on the project recalls, the team had mapped out all the terrain for the game's 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't in a shippable form yet.
"The game was at least six to eight hours playable," says Marc Anthony Rodriguez, a former game analyst for Rockstar's New York City headquarters and one of the project leads on Bully: Scholarship Edition. "So, fully rendered, fully realized."
"That sounds about right for the size of vertical slice that Rockstar projects were being built around [at] that time," a second source says when asked about whether, during his time working on the project, the game was playable for six to eight hours.
Two developers Game Informer 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.
But those years wouldn't come. Over time, Rockstar began pulling people off the project and putting them on other in-development games that needed help. For the developers Game Informer spoke to, once anyone got pulled off of Bully 2, they never returned.
Payne
None of the developers Game Informer spoke to knows exactly why Rockstar New England was chosen to develop Bully 2, though it's 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 sentiment shared by employees at other studios purchased by the company around the same time.
"I mean, that's a pretty common thing that – I'll refer to them as 'New York' – the New York office kind of asks of any new Rockstar studio, is for them to prove that they're worth the investment," one ex-Bully 2 developer says.
Rodriguez echoes this sentiment, saying the Bully 2 project was New England's "heavy lift" for Rockstar, though he admits the studio had a history with the company before the acquisition. "This [was] not their first rodeo with working with Rockstar," Rodriguez says. "The only way I could state it is, they had a proven track record, and that was the only reason they were acquired."
"The 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," he adds. "Mad Doc wasn't, like, something to f---ing turn your nose up at."
Rockstar declined to participate in this story. All other interview requests Game Informer sent to current or former members of the New York office were either ignored or turned down.
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. "It was really just, 'Let's do everything that they're asking really well because we want to impress these folks,'" one former developer says.
"There [were] some late nights for sure, staying until midnight, 1, 2 in the morning," says another developer on the project. "We 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've worked out."
But Rockstar had other priorities. There were other games in the company'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.
This point in Rockstar New England's 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.
The developers make two main points regarding this specific time in Rockstar New England's history. One is the crunch. Developers describe months-long crunch periods where they'd 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 Game Informer uses the word "endless" to describe the crunch at the studio.
"I mean, it was just ridiculous," one former developer says, describing the development of Red Dead Redemption. "I know that it won game of the year, and that was great and satisfying, but the approach to development was just – it was ridiculous. It took no one's life outside of work into account."
"You know, usually you're like, 'Oh, I've gotta get this out. We wanna try and hit this,'" another developer says. "So everybody works really hard for, like, a week, two weeks. But then when the milestone ended, they're like, 'Well, let's try and preemptively fix the things that we know that they're going to say. So we'll just keep crunching until we get word back.' And then we wouldn't get word back for six more weeks or something like that, so people were kind of breaking. It was breaking people quickly."
The other thing developers bring up is a culture change within Rockstar New England. It wasn't instant, they say, and wasn't much of a problem on Bully 2, but three developers Game Informer spoke with say that as time went on, the studio got further from the culture that had attracted them to join Mad Doc Software.
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 "harassed" when trying to leave the studio. "When 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," one former developer tells Game Informer.
"The culture just – it just changed," another former developer says. "I saw people that previously I really liked become just sycophantic. And then there was the whole 'bodies in chairs' thing, you know? You don't have work to do, but you're going to be here on the weekend, because there's some studio head that's going to be walking around. This doesn't even get into the off-work hours stuff where it was just – 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."
Some of the developers Game Informer 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.
Others had that decision made for them.
In June 2009, Rockstar New England went through a sizable layoff. Sources within the studio told Kotaku that "at least 10 percent of the studio" 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's art team and other departments were also let go.
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't actually happen. He also says he wasn't told why he was being let go. Due to the timing of the cuts – before the release of Red Dead Redemption, which was the last project that Samuels and others affected by the layoffs had worked on – none of them received bonuses for their work. "We didn't even get a copy of the game," Samuels says.
"That layoff was pretty devastating to a lot of people in the studio, and stuck with me even after I had left," says one developer who spoke to Game Informer anonymously. "It never really made much sense to me as to why it happened, and I don't recall there ever being an official explanation."
As of February 2017, Rockstar had shipped more than 15 million copies of Red Dead Redemption. It's considered one of the best games ever made. In April 2020, Kotaku reported that Rockstar was taking steps to address its crunch problems across all of its studios.
Forever
Over the years, news of Bully 2's development has spread around the game industry. Higher-ups at Rockstar have also talked several times about their interest in the series.
In 2009, Shawn Lee, composer on the first Bully, told The Gaming Liberty, "It looks like I will be doing the soundtrack for Bully 2 in the not so distant future." In 2011, Dan Houser told Gamasutra that the company might work on Bully 2 after it released Max Payne 3, which ended up launching in May 2012. In 2013, Houser told Polygon he wanted to make a Bully sequel. "There's a lot of directions I could go with that one," he said. In February 2020, Rockstar announced that Houser would be leaving the company the following month.
There have also been a small number of reports and leaks about the development of Bully 2. In 2017, the Twitter account Bully 2 Info posted numerous pieces of supposed concept art and in-game screenshots. According to Game Informer's contacts, the large majority of those leaks are legitimate. In July 2019, YouTuber SWEGTA uploaded a video based on a conversation with a former Rockstar New England employee about Bully 2 and Rockstar Games' decision to shelve the project in 2009. In October 2019, VGC published a report 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's release in 2010 and the end of 2013. That roughly lines up with what Game Informer 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.
Rockstar Games has never said anything publicly about Bully 2 being in development. We weren't able to confirm whether there was anyone at Rockstar New England – or any other Rockstar studio – 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.
We don't 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'll get a chance to play a full release.
"It was going to be really cool," one former developer says. "What we had was pretty amazing, especially given the very short amount of time that we were working on it. [...] It certainly would've 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't in other games."
"It's still a concept, in my opinion, worth exploring," another says, "and I think that it would be a missed opportunity for them to let it go forever."