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The Getaway: Black Monday First Impressions

PlayStation 2 First Impressions by Tom Bramwell

25 May, 2004

The Getaway had a lot of critics. And, to be fair, it had a lot of things that needed criticising. The cars rarely lasted more than a handful of streets due to poor handling and an unforgiving damage model, and, in racing from A to B, the lack of an A-to-Z made for agonisingly slow progress. The third-person sections meanwhile - a mixture of violent gunfights and sneaking - often fell foul of camera and control issues, and in both scenarios the difficulty level often spiked beyond the abilities of the average player. Not many people lasted the journey.

However those who did stick with it, from the death of Mark Hammond's wife and his son's abduction right up to Flying Squad detective Frank Carter's climactic showdown on a doomed tanker, will probably have a different view of it. Team Soho's attempts to recreate London may have caught our attention, but in a lot of ways the story was the game's biggest triumph - in terms of its captivating narrative (evocative of proper east end gangster yarns), and Team Soho's presentation of it.

Dark Days

'The Getaway: Black Monday' Screenshot 1

The developer's cinematic obsession hasn't dulled any despite the criticisms of two years ago. The Getaway: Black Monday (which recently appeared, fittingly enough, at the Cannes Film Festival) maintains much of the mechanical structure of its forebear, preferring to augment the original's technology and gameplay in minor but effective ways while wholesale changes are reserved for its storytelling and presentation.

In playing terms, it retains that familiar mixture of third-person action and GTA-style carjacking and driving missions, and there's still no sign of a health bar, ammo gage or mini-map. What has changed though will make a big difference to the way we play it. The game's realistically mapped London streets, apart from demonstrating another two year's worth of detail (particularly in character modelling and animation, which is exemplary), now benefit from back alleys, and with the advent of motorbikes we'll be able to take the chases off the busy main streets, whilst four-wheeled vehicles benefit from tweaked, and thankfully less realistic handling and damage models.

On two feet, we'll be able to pick up guns in the same manner as before (automatically grabbing better firearms off the deck as we move over them), making use of scenery for cover and leaning out to fire - with much greater ease and to a much greater degree than before - but once we holster the gun we'll also be able make more use of the game's hand-to-hand combat - grappling enemies and either button-mashing them to the ground, or calling upon various pre-set moves including finishing attacks like knees to the head and neck-breakers, all of which are animated well enough to resemble the average bar-room brawl. We'll also be able to smash people with pool cues before watching them tumble in ragdoll fashion.

Tell me a tale

'The Getaway: Black Monday' Screenshot 2

However it's the story and the way it's presented that has changed most significantly. The team has learnt a lot more about cinematic craft in the intervening two-year development period, and the camerawork, but moreover the script, clearly reflects that. Although Team Soho is still focusing on a multi-character narrative, this time we won't simply play the same story from two perspectives, we'll actually appreciate the tale as a single story with a beginning, a middle and an end - and the manner and even alignment of characters in that third and final stretch will be determined by our actions up to that point.

It's a completely different story. Although it's still set in London, two years after the events of the first game, Hammond and Carter are nowhere to be seen, and the game begins as the player assumes the role of Special Forces team leader Ben Mitchell, who has just been reinstated after a two-year suspension, and soon finds that his first Monday back is destined to be just as bleak as the day that got him kicked out. He's a slightly suspicious character, but as his nine-chapter story unfolds he makes serious headway in the fight to unmask the culprits behind this particular Black Monday, and Team Soho reckons we'll be drawn in by his story and grow to empathise with him the same way we did with Hammond and Carter.

But, in accepted Getaway fashion, his is not the whole story, and the game picks up for the second stretch with small time crook and former amateur boxer Eddie O'Connor, who wakes up dazed and seriously confused in a cellar. As it turns out, he's been involved in a routine bank heist that's gone tremendously wrong, and soon finds himself on the run not only from the police - including Mitchell - but pursued by gun-toting criminals far less concerned about the Queen's measure of justice.

Mr Black

'The Getaway: Black Monday' Screenshot 3

As the game progresses, we're told to expect the two storylines - and distinctive styles of the two principle characters - to converge, and not only that, we'll also be able to affect the tone and indeed outcome of the game based on our actions - whether we're compassionate, a total villain (more likely), or somewhere in between. The results are borne out in the third and final stretch, played as a mouthy young lady named Sam.

As well as a different story, the manner of storytelling has also enjoyed a shift. The team's narrative producer Katie Ellwood actually compares its manner and balance to that of Quentin Tarantino's Pulp Fiction, with key events played out from different angles and narrative perspectives, giving us further insight into events the longer we watch - or in this case play.

Apart from influencing events later on and seeing things from different perspectives, we'll also see less of the lengthy cut-scenes that featured in the first game - with Team Soho preferring to convey information interactively wherever possible. The result is best exemplified in the playable E3 demo, which sees Eddie investigate a snooker hall. Inside he finds bodies strewn everywhere, and the developer uses flash cuts of the victims meeting their fate to sharpen the already nervy tone and build up an atmosphere before the explosive pay-off - something that the team concedes would previously have been done in one long cut sequence followed by an action segment.

Going underground...

'The Getaway: Black Monday' Screenshot 4

That's not to say that Team Soho has abandoned the cut-scenes, which it still believes can be put to good use. The developer is still using a cast of over 20 actors, whose facial expressions were also modelled to try and give their portrayal of the characters a bit more emotional depth, and it's still enjoyable to hear them maaafing orf. In fact, while there will be less time spent with the pad motionless on the lap, there will be multiple endings and as a result the game should benefit from several play-throughs.

Which brings us to the question of how it actually plays, and although we feel sure that fans of the original will be keen to play it on the basis of Team Soho's cinematic ambition, a lot of gamers will probably need convincing in traditional terms. And fair enough.

Playing the E3 demo level (the second chapter in Eddie's story - the developer preferred to drop us all in at the deep end this time), it's hard not to feel a sense of déjà vu. Had we not spent Thursday in the company of some of the dev team getting the full presentation, we would probably have come away immensely disappointed. It is, for all intents and purposes, largely the same sort of affair - it kicks off with an explosive cut-scene in which Eddie and Sam tumble into the vicinity of a snooker hall in their stolen car, before Eddie handcuffs Sam to the wheel (much to her profanity-ridden disgust) and makes his way inside.

Changes afoot

'The Getaway: Black Monday' Screenshot 5

The control system is immediately guilty of many of its predecessor's notable flaws - the camera does its own thing, switching round as Eddie moves but never quite showing us enough of what lies ahead, whilst pulling the analogue stick towards us sends Eddie on a gentle trot in a circle as he turns and the camera goes the long way round. While we're still impressed by the accuracy and accessibility of the gunplay (including a new strafe function that takes over if there's no obvious target), we shouldn't have to race into a room shooting blind. At least the hand-to-hand combat lives up to its billing, and we quickly get the hang of grappling and clobbering enemies with a bit of pizzazz.

It's important to note that things will change. Game director Naresh Hirani knows the camera system is in need of revision and plans not only to have something smoother and more intuitive in place when the game is released this November, but also to have it behave appropriately depending on what the player is trying to do - whether we're in a brawl, sneaking around, up against a wall or what-have-you. Given the team's impressive camerawork elsewhere - notably in the case of scripted sequences, like the rusty stairway that tumbles from beneath Eddie's feet as he makes his way out of the snooker hall - we look forward to seeing how they get on.

There are other things to take into consideration too, including a more interactive set of increasingly detailed environments. Even without the flash cuts and dead bodies, the snooker hall is a sombre place and the atmosphere hangs heavy in the air. Cardboard boxes tumble over as Eddie brushes past them (and the physics - including ragdoll deaths - will be given greater attention before the game's release), bottles shatter as the bullets start flying, and we can even punch holes in beer barrels when Eddie's investigation takes him into the cellar.

Other moments that caught our eye largely occurred during a level we sadly didn't get to play, in which Mitch and his Special Forces unit race through a darkened house, the torches on their ends of their guns providing the only illumination in darkness - something we're told the developer will be putting to good use. At the top of the stairs, one of Mitch's colleagues takes a bullet, and the player chases the culprit outside, over rooftops and beyond, with context-sensitive vaulting and jumping coming into play as obstacles loom. As it turns out, Mitch can't manually jump nor fall between buildings, but he can lose time by running off at an acute angle and having to grab for the ledge - it's not a platformer, after all, but there has to be a limit.

Getting there

'The Getaway: Black Monday' Screenshot 6

All the same, we might argue that The Getaway's most niggling flaws were a product of its insistence on avoiding gaming cliché - most notably an indicator system for vehicular navigation that never quite worked, and a health regeneration system that left our back exposed too often and forced us to stand around for minutes at a time doing nothing - generally while the AI snuck round the other way and undid all our hard leaning. And there is a worry that Team Soho's desire to create another seamless adventure could sabotage its efforts in other areas.

The health regeneration has been sped up, but there's a concern that it might lose its balance as a result. Likewise moving onto the vehicle sections, the indicator system remains, and a last minute addition of a mini-map seems unlikely. Hirani says the developer will tweak it as much as necessary, but whether it will be enough to avoid those irritating instances of circling the block or taking a wrong turn due to fuzzy indication is impossible to say at this point.

In general terms however, the car chase sections - in this case Eddie and Sam's escape from the snooker hall - are greatly improved. The initial car is a throwback to the first game - slow to pick up and a bastard to control - but once we ditched it in favour of something sportier things improved significantly. Cars are more responsive and seem to last longer, the handling is a bit more predictable, and the police AI is a bit more even-handed - going after gang-members pursuing Eddie from behind tinted windows with just as much gusto as it reserves for the player. And the motorbikes are as good as they sound - the suspension reacts very realistically, and racing down narrow alleys to evade the police is exhilarating.

We're also told to expect more set pieces within the framework of the traditional driving missions, which are no longer just a matter of going from A to B. We'll be hauled out, we'll fall foul of ambushes, we'll feel like it's more than just connecting the dots on a big and impressive recreation of the English capital. On the whole, Team Soho is gunning for an adventure in gameplay terms to match the variation and ambition of its storytelling.

That Friday feeling

The Getaway: Black Monday is in a promising state. Taken in isolation the E3 demo build isn't a massive step forward, but the team's desire to tell the story of these three characters believably and interactively, and their willingness to acknowledge criticisms levelled at the first game and put things right, overshadow any concerns we might have about it at this point. Perhaps it won't live up to that promise, perhaps it won't convert all the game's enemies, but as far as we're concerned, we've yet to hear the whole story, and we have a feeling that come November we'll be itching to do so.

To learn more about The Getaway: Black Monday, we'd encourage you to read through our interview with game director Naresh Hirani and narrative producer Katie Ellwood, conducted during E3, which you can find elsewhere on the site.

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Comments: 1-25 of 25 in total

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Ted Cuntablast
25/05/04 @ 09:06
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It has m0t0rb1k3s!!
urizen
25/05/04 @ 09:12
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m0t0rb1k3s rool!
Alas, shite control does not.
Fix it for fucks sake, fix it!
Blerk
25/05/04 @ 09:12
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And, to be fair, it had a lot of things that needed criticising.

You forgot to mention that Mark ran like he'd shat himself. :-)
TipTop
25/05/04 @ 09:14
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I was one of the few who loved the Getaway (it all started when I realised leaning restored health - an omission from the manual that would have helped!). Nice preview, I have to say that the camera issue aside, a lot of the negatives mentioned were what I enjoyed about the original. The complete lack of a HUD both in car and on foot was refreshing and helped give the game an identity of its own. I stuck with it and apart from the tanker scene (which was nicely crafted but boring) it was a great way to enjoy a weekend or two. If they can iron out the 'shooting' bit which was just a wrestle with the control scheme rather than any real world firefight, then I think this may be a great game in the making. Just my humbe opinion of course ...
Blerk
25/05/04 @ 09:21
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There were plenty of things to dislike about the original but there was quite a bit of promise too.

Sadly the thing that 'did it in' for me were the cut-scenes. They were terrible - like every bad mockney cliche you ever heard... on fire, and turned up to eleven.
kincaide
25/05/04 @ 09:27
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I really enjoyed the first Getaway, so I am looking forward to this one
Jesterman
25/05/04 @ 09:30
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It's better than Driver 3 anyway, none the less I liked the first one, so I'm looking forward to the full game. But how did the first game have poor handling? The driving model is far more enjoyable than any other game in the free roaming city adventure genre :p and when you do the bonnet camera cheat it only gets better. Anyway here is a rather spiffy trailer for the game showing the rag doll physics, the motorbike, improved frame rate, hand to hand combat....

http://www.playscope.com/viewarticle.php?num_article=5811

urizen
25/05/04 @ 09:36
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I found the driving to be acceptable, but the indoor sections / the camera was a joke; all promise and potential is redundant imo if they don't address this.
bunglebonce
25/05/04 @ 09:51
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Is it me, or does the m0t0rb1k3's handling seem a little frigid? From the clip of driving over the bridge, it looked as if it was turning more like a car than a bike..

At the end in the firefight, when the playable character is strafing and turning to the right, he starts shooting at someone casually walking past. Who would be walking along without a care in the middle of a gunfight?
UncleLou
25/05/04 @ 10:09
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It's better than Driver 3 anyway

I hadn't realised Driver 3 has been released already. :p


I really enjoyed the first one as well, but I am not really interested in more of the same in this case.
pjmaybe
25/05/04 @ 10:37
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Eye jast wont mah sun!

Peej
Jesterman
25/05/04 @ 10:40
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[i]I hadn't realised Driver 3 has been released already. :p [/i]

From E3 impressions... Driver 3 (xbox) terrible controls, terrible animations, washed out graphics, framerate problems, empty streets - you'll get one maybe two peds together once in a while. The lampost are rock solid stopping the big vehicles dead in their tracks (lame...) And I'm sure the PS2 version will be the same, for me it will be a 2nd hand buy. Reflections have well and truly dropped the ball with the driver series...
UncleLou
25/05/04 @ 10:59
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Fair enough, Jesterman, though I am a bit surprised as the few reports I've read were quite positive. Have you seen it yourself? Or read it somewhere?
urizen
25/05/04 @ 11:18
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I agree that it deserves credit for originality regarding the techniques it used for cinematic immersiveness - but if the sequel fails to sort out the indoor camera, then you can count me out.
Eighthours
25/05/04 @ 11:22
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The interview mentioned that there's no fully modelled Tube system after all, just one level with a platform and a train carriage. So that was a lie then.........
tiddles
25/05/04 @ 12:35
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The interview mentioned that there's no fully modelled Tube system after all, just one level with a platform and a train carriage. So that was a lie then.........

afaik, it's never actually been claimed by Sony that this would so - perhaps it's more a case of "let people speculate wildly and wait before revealing the more realistic truth" ;)

And surely an entire working model of the Tube would get just a little bit dull after a bit?
Mugwum [staff]
25/05/04 @ 12:38
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"When critcism is put in front just for the sake of criticism than every journo can quit in my opinion."

The Getaway seemed to put people in two camps - those who learnt to live with the flaws and loved the game in spite of them, and those who just couldn't get past them. I completed it for no other reason than I enjoyed it and wanted to, so obviously I'm in the first camp, but I know there were things that should have been different (even concepts that I admired as a critic - like the health and indicator systems - weren't perfect in practice) and for some people they were enough to actually ruin the experience. As a result they definitely needed to be acknowledged in addressing the sequel and we needed to consider what had been done to improve upon them. And it's clear - whether you felt you liked them, tolerated them or simply hated them - that the team wants to improve them. And fair play to them I say. I'm looking forward to it.
Eighthours
25/05/04 @ 12:50
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afaik, it's never actually been claimed by Sony that this would so - perhaps it's more a case of "let people speculate wildly and wait before revealing the more realistic truth" ;)

Wasn't it said in that massive interview with OPSM2 a few months ago??
Teeth
25/05/04 @ 13:33
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Man - a whole tube system would have been so great. I love taking the tube, it's so exhilarating. It would never, ever get boring for me. The adverts you see alone make the tube ticket worth the price.
disc
25/05/04 @ 14:09
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Biggest problem for me that made me turn it off was one particular sneaking mission where you were trying to avoid laser beams and there the camera and the player control would work against me so I would run into the beams all the time and then the game was over.
Lemon Project
25/05/04 @ 14:20
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I'm another who loved the original despite its niggling gameplay flaws. Camera mainly. When the camera was behaving I had a ball with the gun-fights. I had no qualms about the driving though. Enjoyed it immensely. Might dust it off this weekend, actually. Been meaning to play it again.
Edited 1 times, most recently on 25/05/04 @ 15:21
pjmaybe
25/05/04 @ 14:42
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"I really liked the Getaway an awful lot, and most of the criticisms in this feature were things I loved about it. eg indicator system, no health bar etc. "

Agreed - to start with you missed 'em because you'd probably been so used to health bars etc, but after a while the game became quite immersive and you kinda got used to the whole dynamic.

If there's one thing they'd better take on board this time, it's making the cutscenes skippable. I'm not kidding - that pretty much ruined the game for me after a couple of playthroughs...

I still think The Getaway's a good achievement even if it's just because I like driving like a loonie round London in it!

Peej
tiddles
25/05/04 @ 15:29
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If there's one thing they'd better take on board this time, it's making the cutscenes skippable. I'm not kidding - that pretty much ruined the game for me after a couple of playthroughs...

R3 skipped the cutscenes in the first game... or did you not want to know that now? ;)
tiddles
25/05/04 @ 15:33
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Wasn't it said in that massive interview with OPSM2 a few months ago??

Actually, you're right (looking at the issue of OPS2M in question) - although it seems it's assumed by the journalist rather than being stated in the interview bit. It wasn't corrected, at any rate!
BLACKSHEEP
25/05/04 @ 20:01
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Well for me, if there were issues then maybe some of them would have made the game far shorter to complete. Some levels had just the right amount of toughness to get you annoyed but determined to beat it. I think it was a unique game at the time and one I really got into due to the storyline and location so recognisable to me.

Basically more, more, MORE!!! :D

Comments: 1-25 of 25 in total

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