20 Years Later, Rockstar’s Best Game Still Doesn’t Have the Sequel It Deserved
Today, Rockstar Games stands among the most celebrated developers on the planet, largely cemented by their monumental *Grand Theft Auto* franchise, alongside the sweeping narratives of *Red Dead Redemption* and cult classics like *L.A. Noire* and *Max Payne*. With the much-anticipated launch of *Grand Theft Auto 6* just around the corner after years of patience and speculation, it is worth looking back. Two decades ago, Rockstar crafted an open-world gem that brilliantly mirrored the classic *GTA* blueprint, making the complete absence of a follow-up all the more baffling.
Known as *Bully*—or *Canis Canem Edit* (“dog eat dog” in Latin) across European regions—the game debuted in October 2006 to critical acclaim, securing an impressive 87/100 Metascore. Set within the fictional New England town of Bullworth, the sandbox experience allowed players to roam freely, instigate scuffles, hijack transport, wield makeshift items, and check off objectives. The brilliant twist? Instead of playing a hardened criminal, you stepped into the shoes of a school-aged teenager.
Following protagonist Jimmy Hopkins as he navigates the tumultuous social hierarchy of Bullworth Academy, the narrative mirrors a localized turf war. Sandwiched right between the monumental releases of *GTA: San Andreas* and *GTA 4*, *Bully* provided an endearing, adolescent spin on Rockstar’s signature mechanics, offering an interactive playground the industry had never quite explored before.
Those altercations? They played out between Jimmy and his peers, from aggressive jocks to menacing bullies. The commandeered vehicles? Skateboards, bicycles, and scooters instead of supercars. The arsenal? Slingshots, baseball bats, and foul-smelling stink bombs. Even romance was tailored to the demographic, reduced to quick hallway pecks rather than the overtly risqué elements synonymous with the *Grand Theft Auto* series.
It would be easy to write off this adolescent rebellion as pure nostalgia. As a 12-year-old starting high school in the UK when I first picked it up, tossing firecrackers down corridors and skipping class fulfilled every forbidden fantasy I lacked the courage to pull off in real life.
Surprisingly, however, the title has aged remarkably well. Now at 30, my ambitions of being a mischievous rebel have long since faded, yet *Bully* proved mechanically sound beyond mere kid-friendly wish fulfillment. Scattering marbles across the floor to trip chasing prefects or deploying stink bombs to break up crowds served functional, strategic purposes within the gameplay loop rather than acting as empty gimmicks.
The academy’s distinct cliques form the backbone of the narrative, centering on Jimmy’s quest to earn the respect of each faction. These groups are brought to life through vibrant, memorable caricatures: the nerds sporting thick glasses and nasally voices; the greasers rocking leather jackets, slicked hair, and Italian-American monikers; and the hulking jocks defined by varsity letters, superior muscle mass, and minimal academic prowess.
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Despite the title, Jimmy Hopkins isn’t a bully at all. He is a resilient, troubled youth hailing from a difficult background. While he refuses to back down from a fight, his primary motivation is simply surviving the overwhelming ordeal of adjusting to a brand-new school—a struggle deeply familiar to many of us. Consequently, while he certainly causes his share of chaos, his actions largely amount to standing up to real tormentors. Beneath the surface, the game carries an unexpected moral compass, instilling players with a genuine sense of retribution.
*Bully* offered a wonderfully unconventional spin on the open-world genre. Two decades later, the total lack of a sequel—or even a contemporary remaster—remains a major disappointment. Although a modern follow-up would undoubtedly need to adapt to decades of cultural shifts in school environments, this standout classic deserves far more than a single, isolated outing.
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