Michel Ancel set out to make a game about propaganda, state power, and media manipulation. Ubisoft marketed it as a children's adventure. Both descriptions are accurate. Neither explains why it still works.
The title was wrong from the start — deliberately so, and for reasons that make the game more interesting once you know them. Michel Ancel's original name for the project was Between Good & Evil — a phrase that captured the game's actual subject: a world in which the line between protector and predator has been erased, where official violence and alien threat are revealed to be the same thing. The marketing team changed one word. "Beyond" sounds more heroic, more expansive, more saleable. It also strips the game of its precise intent. What Ancel made is a story about a society that cannot see its own captivity — and a photographer who forces it to look.
Jade is a photojournalist living on the planet Hillys, which is under siege by an alien species called the DomZ. The Alpha Sections, the planet's military defenders, maintain control through a propaganda apparatus so complete that dissent is effectively impossible. Jade runs a lighthouse, looks after a group of orphaned children, and — as the game opens — literally cannot afford to pay the electric bill that keeps her wards safe. She is recruited by the IRIS Network, an underground resistance, to document what the Alpha Sections are actually doing in the facilities they have sealed off from the public. Her primary weapon is not her combat staff. It is a camera.
Photography as both mechanic and argument: every image Jade captures is evidence, not decoration. The game asks you to look carefully at what official power would prefer remained unseen.
The photography system serves two functions simultaneously, and the elegance of this dual purpose is what separates Beyond Good & Evil from the games it superficially resembles. Jade documents evidence of conspiracy while also cataloguing the planet's diverse wildlife for scientific research and currency — which means the camera is never purely a narrative tool. It finances the adventure. Every animal species photographed earns money. Every piece of incriminating evidence advances the plot. The act of looking carefully at the world pays, in multiple registers, and the game's design embeds the journalist's imperative — observe, document, transmit — into its core economic loop.
What Ancel originally planned was considerably more ambitious. Development began in 1999, with initial plans encompassing a solar system of worlds, multiple cities per planet, genuine space exploration, and deep investigative mechanics. The topics of civil rights, propaganda, and government control were present from the start. What collapsed was the scale: the studio at Ubisoft Montpellier was small and relatively inexperienced, and the scope proved undeliverable. Cities were consolidated into Hillys. Space travel was cut. What remained, forced into concentration by practical constraint, is a game whose political themes land more precisely because the world is smaller and more legible.
The game was developed under the codename "Project BG&E" by 30 employees across Ubisoft's Montpellier and Milan studios, with production lasting more than three years. By the time it reached shelves in November 2003, it had been substantially redesigned from its E3 2002 showing. The Ubisoft North America CEO later described his failure to market the game as one of his worst business decisions. It sold poorly. It was categorised, with spectacular inaccuracy, as a children's game.
The soundtrack compounds the game's distinctiveness in ways that are still underacknowledged. Christophe Héral was hired by Ancel due to his background in film, not in games, and he brought a composer's approach to world-building rather than a game audio designer's. The score incorporates instruments and vocal traditions from across the world — Bulgarian lyrics chosen for the Akuda Bar's "Propaganda" track to evoke Cold War media control, Arabic string instruments, Indian percussion, Spanish lyrics for the hovercraft races. The DomZ have their own musical language, constructed from a fictional phoneme set. Hillys feels like a world with a history because it sounds like a world with a history.
Héral's score was completed over two years, built from improvised family jams, a neighbour's child playing scrap metal, and a telephone conversation recorded without its speaker knowing it would become a game's political centrepiece.
The game's political argument is not subtle, but it is specific. The Alpha Sections are not merely corrupt — they are the threat they claim to be protecting against. The DomZ do not invade from outside; they operate through the institutions Hillys has been told to trust. What IRIS does is not heroism in the conventional sense: it is journalism, rigorous and dangerous, aimed at making information public that the state has determined must remain private. Jade does not defeat the conspiracy by fighting. She defeats it by transmitting evidence — by ensuring that what she has documented reaches everyone simultaneously, making suppression impossible. The game's climax is a broadcast, not a battle.
That this argument is embedded in a game with hovercraft races, animal photography, and a boar-man named Pey'j is not a contradiction — it is the point. Ancel's stated goal was to make a meaningful story while giving players a sense of absolute freedom, of being an explorer — and the game achieves this by refusing to segregate its political content from its play. The conspiracy is not a cutscene you watch. It is a world you investigate, photographed one animal and one piece of evidence at a time, financed by your own curiosity about the planet you inhabit. The game trusts you to do the work.
Twenty-plus years on, a new player sitting down with Beyond Good & Evil will find a game that plays more cleanly than the rougher action-adventures of its era, with a camera system that still feels purposeful rather than cosmetic, stealth sections that are tense without being punishing, and a world that remains genuinely strange in the way that well-imagined science fiction stays strange: not because of its aliens, but because of how familiar its politics feel. The marketing always called it an adventure. It is, in fact, a game about what journalism is for.
Verdict
PlayStation 2, GameCube, Xbox, PC (original) · 20th Anniversary Edition (2024) on PS4, Xbox One, PC, Nintendo Switch
20th Anniversary Edition (2024) — improved resolution, re-orchestrated soundtrack, crisp controls. The original versions remain entirely playable.
12–15 hours for the main campaign; longer if you photograph every species and explore Hillys thoroughly — which you should.
A political thriller that has only become more legible since 2003. The game's argument about state power, manufactured consent, and the act of documentation sits closer to present anxieties than Ancel could have anticipated. Still an exceptional piece of design — and the best role a camera has ever played in an action game.