Welcome to episode eight of Game Diary: Bully. Previously, I was tricked into thinking I had a date with the art teacher, when in fact she was going out with another teacher, but needed my help to get ready. I also became king of the school, following the successful dismantling of the Jock hierarchy, and discovered the Bullworth Mental Asylum, which I thought was impenetrable.
For a more detailed run-down, or to read my earlier adventures in and around Bullworth Academy, check out the links below.
- Game Diary: Bully
- Game Diary #2: Bully
- Game Diary #3: Bully
- Game Diary #4: Bully
- Game Diary #5: Bully
- Game Diary #6: Bully
- Game Diary #7: Bully
21 March 2010
I’d forgotten about the hobo in the year that went by without me playing Bully. Today I rectified that situation, and learned the remaining few combat moves -- one after another. It was fun watching the crazy guy float upwards on a blue beam after he put all the transistor radios I gave him to use. The first thing I did after this, of course, was pick a fight. The combat had recently begun to feel a little stale for me, so this couldn’t have come at a better time. The new range of moves makes it feel immediately fresh, and for that I am thankful. Combat has been one of my favourite parts of the game so far. I'd be very sad if it lost its fun through a lack of variety in the available skill-set.
“Let’s be friends, but don’t anger the watcher.” I got into the mental asylum, and helped one of the patients, a teacher from the school, escape (or get himself released -- it isn’t really clear). It was an annoying mission made enjoyable for that quote, a reference from a guard to a previous “watcher stampede,” and the opportunity to witness guards beating one of the patients, for no apparent reason. Nothing is sacred for the people at Rockstar, and this was no exception. I’m left wondering what other social institutions could be left for parody in the game, and which of those already denigrated will get more of this kind of treatment. Also, what kind of incompetent guards allow several loose bricks to lie on the ground all around the interior yard? And why didn't they do anything about the fire I started when I "angered" the watcher?

It was interesting running around the industrial part of town. It seems, in many ways, to be somehow cleaner than other areas, despite the poor inhabitants, shonky buildings, and higher crime rate. As a side note, I was confused when I saw a sign warning me about a dog, but upon encountering said animal, it ran away after I kicked it just once, and barely hurt me at all when it attacked.

Life in the asylum sure is sweet
Continue to Game Diary #9, or jump ahead with the links below:














