Marc Ecko's Getting Up: Contents Under Pressure Review
Spray it with flowers.
Version tested: PlayStation 2
It used to be so simple. If you wanted to court controversy in a game, all you had to do was throw in a little anti-social violence or smutty sex and let the tabloids do their kneejerk thing. It worked a treat for Carmageddon, GTA and Manhunt. And who could forget the NES classic, Turbo Hitler Topless Nun Smash? Aah, those were the days.
Bizarrely, this urban adventure from fashion designer Marc Ecko has managed to be completely banned in Australia, while several US states have tried to halt its release, all because of an irresponsible excess of... painting. Admittedly, it's the sort of illegal outdoor painting commonly known as graffiti, which is a mite naughtier than the macaroni-and-buttons collage you made at school, but still.
Hip-Hoperation

Trane tries his best to spell 'verisimilitude'.
Set in the quasi-futuristic city of New Radius, an oppressive concrete sprawl under the grip of a corrupt police state, you play as Trane, a free-spirited young buck with aspirations to be the best graf artist in town. To do this he needs to "get up" by spraying his tags and murals, raising his reputation and battling rival crews using spraycans, markers and - more often than not - fists, feet and whatever blunt objects are lying around.
We're introduced to Trane's world via a slick and stylish opening movie, set to loping hip hop beats and hyper-edited visuals, in which Trane walks among the blank-faced crowds, the sole spot of colour in a drab world. It's a bold statement of intent, and it sets up the tone and vibe of the game perfectly. Soundtracked by the likes of Rakim, Mobb Deep and Talib Kweli there's no denying the game has a more grassroots understanding of rap culture than most wannabe gangsta games.
The voice cast is impressive too, boasting Sin City hotstuffs Rosario Dawson and Brittany Murphy, Giovanni Ribisi (not a hottie) and even camp old Batdude, Adam West. The RZA and MC Serch from 3rd Bass also loan their vocal chords, along with some genuine underground graffiti legends, adding further to the hardcore hip hop vibe. A virtual iPod can be accessed from the menu, allowing you to dip into the superb soundtrack, but bizarrely this famously portable device can't be taken with you into the game - once playing, you listen to what you're given.
I'm rap-rap-rapping

Marc Ecko is in no way related to Sega's famous dolphin, though he has been known to attack sharks with his blowhole.
So off into the nocturnal city you go, spraycan in hand, scowl on your face. Defacing property is as simple as walking up to a surface, holding down the shoulder button and using the d-pad to select the piece you want to paint. Your artwork appears as a ghosted outline on the wall, and one button-press starts the paint flying. It's up to you to fill the allotted area with the thumbstick, making sure to not linger in one place too long to avoid cred-spoiling drips. Reputation is awarded based on your speed, the size and location of the piece and your precision. Smaller tags, stencils, stickers and posters can be slapped up quickly, and form most of the secondary objectives in each stage.
It all sounds excitingly freeform, but despite a thematic obsession with creativity and mad skillz, the game itself is a fussily linear and restrictive experience. You don't get to design your own graffiti, and there's no penalty for simply using the same designs over and over again. Holding down a button to colour between the lines soon becomes a chore rather than a thrill and, for a game that's all about graffiti as expression, the artwork itself is frustratingly out of your hands, more of an afterthought than the heart of the game.
The levels themselves are broken up into small chunks where progress is simply a matter of locating the primary spray spots and hitting them. Trane can clamber up pipes, balance on beams and shimmy along ledges like some hoodie version of the Prince of Persia, but the controls are nowhere near responsive enough to pull it off. The rogue camera certainly doesn't help. Finding the way forward can require some serious right-stick wrangling and many murals are rendered almost impossible to complete within their time limit thanks to forced viewpoints that leave you unable to see which tiny portion of the outline you've yet to fill. Characters pop through scenery, tiny cardboard boxes form impassable barriers and there's a disconcerting rough-around-the-edges feel to much of the proceedings.
Tag-team rustling

Work is already underway on Marc Ecko's Getting Up 2: May Contain Nuts.
Clambering over buildings and filling murals is only half the game though. There are rival crews at work, as well as security guards, cops and bystanders. Yep, you've got to fight and here the game tries to ape the Def Jam Vendetta brawling style, to limited effect. Punches, kicks and grapples are the three basic attacks, with certain items - planks, metal pipes, baseball bats - there for the wielding.
Once again the stiff controls and inebriated swirling camera prove a hindrance, especially as the foes become steadily tougher. By the time the game dumps you in a stage that requires you to tag walls in plain view, while avoiding cop patrols and security cameras, the combination of stealth and combat proves too much for the game engine and you'll be left picking up the pieces of a smashed controller as the respawning lawmen gang up on you time and time again.
Considering so much of the game is driven by the idea of building reputation by being the best, this sloppiness, the often clumsy character models and bug-ridden jerky environments all fly in the face of the attitude the game works so hard to project. And it's a real shame, as the concept and style is second to none. It's a cool concept, but the execution steadily chips away at your enjoyment until a parade of poor design decisions leave you with something of sadly limited appeal.
Contents Under Pressure certainly walks the walk, but when it tries to talk the talk it falls a bit flat. You can't fault the presentation and all important street vibe, but you can fault the feeble level design, fudged controls and lousy camera. Dedicated hipsters will probably be blind to these oversights, making it better suited to poseurs than gamers.
6 / 10
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Comments (42) Latest comment 6 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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What should I trust?
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Ah well, I guess I'll have to rely on
Googlefight again!
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Please tell me he plays the city's mayor.
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Well, I suspect it may have a slightly negative effect on unit sales Australia
Plsu, even with this banning, I doubt many casual gamers have even heard of it.
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Plus whatever happened to freedom of expression?
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Finally a game catering to my preferences.
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AHAHAHAHAAAAA
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What? Since when did 'dedicated hipsters' come to actually mean 'retarded teenagers'?
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At the very least it's gotten Jet Set Radio back into people's minds, which is good. Speaking of which, I really oughta continue JSRF on the Box. It was the painting I most liked about JSRF (that, and the music), so it does make sense to me to check out a game that's all about painting.
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Mildly enjoyable romp smothered in great atmosphere, methinks. 7/10
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Part of it is because gamers, and especially developers, love to hate Marc Echo. After shit like this:
http://ny.metro.us/ metro/entertainment/article/Marc_Ecko_From_fashion_to_videog ames/1204.html
Who can blame them?
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Prince Of Persia with a spray can is the best way to describe it in as few a words as possible, with a bit of The Warriors beat-'em up action thrown in for good measure.
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In its first week it was at 25 in the all formats. LCS was higher. Your numbers are so wrong it's almost criminal.
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My figures are not wrong. The PS2 version of Getting Up sold about as many copies as Liberty City Stories the last week. Marginally less.
I publicly dare you to prove me wrong in a simple way: tell me how many copies sold each of those two titles last week in the UK, and mention your trustworthy source. If they are apart more than five hundred copies I'll eat shit in front of the whole Eurogamer forum.
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... He'll probably enjoy it.
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You said it had a good start. I say it didn't. 25 in the all formats in your first week is not a good start.
Unless you tell me your trustworthy source, I demand you start eating poo now.
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Not sure I agree that it is a byproduct of 3D gaming. More a case of 3D gaming exposing the inadequacies in most 3rd person camera systems that have been produced. Its simply a design problem that needs solving elegantly, same as any other.
There are a few good 3rd person camera systems out there but there is also a whole load of awful ones. 3D gaming simply means that devs have to work on a decent camera system if they produce that kind of game, and truth is most don't give it enough time.
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I would never eat REAL shit, but if I lost I would just eat a bag of flapjacks: everyone knows they're shit.
I have exact sales figures so I stand by what I said. To me, for a game of this nature, that was a good start. But 30% of Americans still think Bush is doing a good job as president, so the meaning of the word "good" is being revised right now...
Let's be friends, eh? Let me drop by the cave with a couple of beers later on.
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Surely, a person who is willing to consume excrement must also be able to talk some serious...oh forget it, this joke sucks already.
I'm off to eat shit.
PS
I MEANT SALES FIGURES YOU PERVERTS
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Its just you expect devs to have sorted it out. 10 years is a fair while.
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About the only surefire way to get it right is to design the game around the camera - I guess that's why FPS games never have to worry.
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Same as stick controls in console FPS games. Some devs go to great lengths to build a system that works right (Halo being the prime example). Other just feel like they were coded with a basic "press right to look right, press left to look left" level of functionality and then left alone.
Of course I am contriving examples to make a point, but I still think camera controls are undervalued in 3rd person games and the ones that spend that extra bit of time shine through as a result.
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From my (limited) experience, it's not often the developers who get to say when some system is up to snuff. For the people with the purse strings, if it works, then it's "good enough".
Shame, really.