The Cockroach of Gaming: Why Beyond Good and Evil 2 Refuses to Die
The Cockroach of Gaming: Why Beyond Good and Evil 2 Refuses to Die
By Team Gimmie
Updated January 23, 2026
The Cockroach of Gaming: Why Beyond Good and Evil 2 Refuses to Die
It is the question that refuses to go away: How, in an era of mass studio closures and high-profile project cancellations, does Beyond Good and Evil 2 still have a pulse? We have watched Ubisoft put beloved franchises on ice, scrap the Prince of Persia: The Sands of Time remake mid-development, and restructure entire departments. Yet, through every purge, this sequel remains. Ubisoft recently confirmed that the project is still a priority within their strategy for open-world adventures. For a game that has been in development hell for over 17 years, that is more than just a survival story—it is a statistical anomaly.
To put this timeline in perspective, the original Beyond Good and Evil was released in 2003. When fans first started asking for a sequel, the first iPhone didn't exist, and the PlayStation 2 was the king of consoles. Since then, the project has outlasted its original creative director’s retirement, the tragic passing of its second director, and more corporate pivots than most tech startups see in a lifetime. It is officially the longest-gestating project in gaming history.
But why does Ubisoft keep the lights on for a sequel to a game that, while critically acclaimed, was a commercial underdog two decades ago? The answer lies in the unique DNA of the franchise and a strategic bet on a very specific kind of player loyalty.
The Magic of Hillys: Why We Still Care
If you didn’t play the original game in the early 2000s, it might be hard to understand why people are still holding their breath for a sequel. Beyond Good and Evil wasn't just another action-adventure game; it was a masterclass in world-building. You played as Jade, a photojournalist living in an orphanage inside a lighthouse on the planet Hillys.
The game stood out because it felt human. It wasn't just about hitting things with a staff; it was about exposing a government conspiracy through investigative journalism. The photography mechanic—where you earned money and progressed by snapping pictures of the planet’s diverse wildlife—wasn't a tacked-on gimmick. It was the heart of the experience. It made you look at the world, not just run through it.
