
After Rayman 2's launch in 1999, its creator Michel Ancel deeply wanted some change from the series that made him one of the most acclaimed game designers in the industry. He gathered a team in Montpellier, France, to start his new project. Jean-François Le Quéré joined this team in July 2000 as a level designer after passing a few tests and an interview with Michel. Beyond Good & Evil was his first professional experience in the industry. "Videogames schools didn't exist at the time, so the team was made of passionate people coming from diverse environments," he tells us. "Each of them could bring their own background and references to enrich the game, making it a very varied experience."
Thus, variety became Beyond Good & Evil's main characteristic. Variety in terms of gameplay mechanics, considering that stealth and fighting phases alternate with hovercraft races and animal shooting sessions thanks to Jade's handy camera. There's also variety in terms of level design, with Beyond Good & Evil offering open-world features you can access with air or land vehicles, while memorable puzzle-solving moments are found in its dungeons. The latter provide a distinct Legend Of Zelda flavour, which is not surprising, considering, "Everyone in the studio was very fond of Shigeru Miyamoto's productions, starting with me," admits Jean-François. "Also, Jacques Exertier, who wrote Beyond Good & Evil's story with Michel Ancel, loved to organise live treasure hunts with the team, sometimes lasting several days. You can find this mix of exploration, observation and puzzles to solve in the game."