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The Getaway: Black Monday Review

PlayStation 2 Review by Kristan Reed

11 November, 2004

"Eastern Europeans drunk on freedom". That pretty much sums up what to expect from the latest Getaway title, the pseudo sequel that started life as an expansion pack and to all intents and purposes is exactly that. Dispensing with the East End old school violence of 2002's original and running with a more sinister, but somehow more faceless Eastern European theme, it's once again a semi-linear romp through a series of missions (22 this time) that don't quite match up in terms of intrigue, atmosphere or the tension that infused Team Soho's massive debut success.

Wisely, but somehow unwisely, Team Soho recycles the London setting for the game. And herein lies the game's first problem, but perhaps also its saving grace: there's very little sense of novelty. We were truly wowed when we first drove around familiar streets, and for London residents such as us it's still impressive - but the wow factor is gone, and in truth we found ourselves becoming a little more picky with the fact that so much of the grand city is blocked off, with only the main arterial routes available to you. Also, this time around we were less inclined to forgive that huge sections of architecture have been crudely approximated; it's a game that can no longer trade on the fact that it's doing London. It needed to do London better and the fact that it's not really noticeably different to before in any meaningful way is something of an initial disappointment.

More pricks than a second hand dart board

'The Getaway: Black Monday' Screenshot 1

What Team Soho hasevidently worked hard on this time is trying to vary what there is to do in the game beyond shooting and driving. The first thing to notice is the use of multi-level architecture on all of the interior locations, and starts the game as it means to go on, with a drugs bust on a block of flats quickly progressing into a dramatic rooftop chase with the kind of action that would put Bodie and Doyle to shame. The incidental music's ripped straight from The Professionals at any rate, although the language would make Dennis Waterman blush.

Another appreciable difference is the learning curve - the game's a hell of a lot easier than previously, and it's no exaggeration to predict that most players will tear right through all 22 chapters in well under eight hours (assuming they don't come across the bug in Chapter five that fails your mission every single time, telling you you've run out of time when you reach your destination even if you've arrived before your target, bizarrely). With the exception of one annoyingly precise stealth mission, the rest of the game is alarmingly easy - with at least half of the chapters completed on our very first attempt.

At least Black Monday's not so frustrating, then, which was something that killed many people's interest in the original's overly exacting mission design. But what's worse? Frustration from missions rich with intrigue and atmosphere? Or the mild disinterest of being able to just romp through, shooting samey looking enemies in the face with an overly generous lock-on facility that all but guarantees success? But let's in not pretend that Black Monday is immune from frustrating mission design. The stealth sections stand out as fiddly and poorly designed, with pathetic AI behaviour about as convincing as trying to avoid the gaze of a stone statue, and control quirks that make it strangely difficult to crawl through passageways, yet worryingly easy to mount yourself up on a wall in a Sam Fisher-esque manner. Daft.

A small fish out of his depth

'The Getaway: Black Monday' Screenshot 2

To keep the annoyance theme running for a bit (because we're no way done yet), in design terms the driving sections seem to vary between mildly irritating and just plain disastrous, with the worst excesses of the original returning in force. Did Team Soho not listen to any complaints about this side of the game? Where do you start? The handling model is still a total mess. Every vehicle feels like it's permanently aquaplaning, and tiny steering adjustments at speed are likely to have it lurching uncontrollably, leading to over-correction and an inevitable high-speed rendezvous with anything solid in the vicinity. Team Soho has, notably, tried to work around this inherent issue by slowing down the vehicles you chase, but this backfires almost comically. One so called 'chase' mission has you driving at no more than about 20 miles per hour. It's as if the team did realise how little fun it is to put the pedal to the metal, but only managed to make the game look stupid in an attempt to fix it.

On the rare occasions you do have to really go for it the game puts you on the straightest roads to make sure it's attainable, but the minute you have to negotiate bends it's in the lap of the gods, with cars swerving right into your path. That's not to mention the missions where you're simultaneously the pursuer and the pursued. On more occasions than we can recall, you find yourself being trailed aggressively by both the Police and Russian gangs, while also having to keep up with someone else. It's a farce, with the whole of London's Police apparently out in force, not to mention dozens of machinegun-wielding morons who, having appeared from nowhere, also have the world's best acceleration at their disposal to catch up with you instantly. It's so hopelessly ill-conceived and contrived as to just be a hilariously bad example of how to design car chase missions. At best it's amusing, and thankfully not all that difficult to work through.

On the other hand, compared to the original the actual driving is far less frustrating on the basis that you can refer to a map by just pressing the Start button, and the actual routes don't seem to be as insanely long, while your car seems to be able to withstand more damage than before. But it's still a tragic spectacle, whatever tweaks the team's made. Note to Sony: rubbish handling plus moronic AI plus ridiculous quantities of enemy does not equal a compelling gaming experience.

So, okay, we've established that London's barely changed, the stealth bits are somewhat annoying, the driving's still not up to much (although at least is a bit easier), but what of the bits when you're not driving like a psycho in a city of lunatics flipping out at a Road Rage convention gone wrong? Well, on-foot missions follow a fairly consistent pattern: enter room, tap R1, tap square and pick off whoever's in your way, clear room, move on, repeat until the inevitable cut-scene kicks in. With a fairly forgiving health system that once again has our 'heroes' able to rest up against a wall to heal their wounds, and a few handy wall-hugging stealth manoeuvres that let you pop a cap in whoever's around the corner, it's not the sort of challenge that will require much more than a modicum of skill to master.

Ungod mode

'The Getaway: Black Monday' Screenshot 3

For some ungodly reason, though, Team Soho still insists on wrapping the third-person camera in a straightjacket, and not allowing the player to use the right analogue stick to dictate the view more than a few degrees in any direction. Although we put up with it in the first game, after 50 hours of San Andreas recently it snapped into sharp focus the folly of using this system. It may well make things slightly easier for inexperienced gamers, and make sure you can't completely lose it, but it causes all sorts of other problems. The auto target often refuses to acknowledge a clear target and it's missing basic fundamentals like allowing you to peek around a corner like you can in every other third-person action game. For a reason. It's fair to say that you do get used to it, and it's not a major pain, but why not just give players the choice? Going wilfully against the industry standard is the quickest way to alienate players right from the word go. It's a recurrent theme in The Getaway; Sony manages to break things that didn't need fixing, with an approach that just goes against common sense.

Another small issue we constantly came up against is the way that missions are so badly explained, often forcing you into a game of trial and error to work out what you're supposed to do. At one stage midway you're tasked with retrieving a laptop in a rather large building. But from where? Either we weren't paying close enough attention or it just assumed we knew, but nevertheless for a good half an hour or more we trawled around looking in every nook and cranny just in case. We were utterly through when at one stage our character blurted, "There it is". What? Where? And what's more exasperating is the fact that it wasn't there anyway. What a joke. And it doesn't end there. Virtually every single mission you find yourself quickly checking back to the mission briefing to work out what you're actually supposed to be doing, but when you do it's usually no more than a one-line description with no real context.

The main reason for this is the cut-scenes and storyline, which while very well scripted and voiced, just don't engage as much as we'd hoped. There's no option to replay cut-scenes when they're gone (unless they happen to be the first part of a chapter that you're replaying), and unless you're one of those people that can memorise everything they watch the first time they see it, it's gone and that's that. As a result, we managed to lose track of why we were even chasing after certain people. It's not a great position to find yourself in during a game that's so narrative driven; some sort of text-based system in the menu that lets you read through recent dialogue (a la GTA) or some kind of verbose text-based brief would have helped a great deal.

But it doesn't really matter a huge amount. The whole Eastern European gang thing... The villains just didn't seem that evil, and in any case we didn't really get a feel for what it was they were doing anyway, or what their motivations were. There's no sense of ultimate evil that dominated the first one, and the way Eddie and Mitch's storylines interweave just doesn't feel as satisfying or as coherent as it did last time around, and the characters just didn't get our sympathy, and weren't really that likeable. We wanted to like it, honest; the last time out it was almost a desperation quest born out of something you could really relate to and wanted to seek vengeance for. The tragic thing is that we just didn't care this time around.

Emptiness inside

And so after your eight hours are up and everyone's dead, what's left? Free Roaming? Been there, done that. 20 races? We don't enjoy the driving model, so that's out. Four chase missions? Ditto. Four Black Cab challenges? Meh. It's Crazy Taxi minus any craziness. Additions we weren't excited about to any significant degree. We felt numb with disappointment during our time with Black Monday. We expected it to be a whole lot more than the mission pack it's turned out to be. Maybe if any of the significant flaws of the original had been ironed out, and the missions were actually compelling, we wouldn't mind, but the excitement and thirst for vengeance of the original has been replaced by exceptionally ordinary shoot-'em-up missions, one on-rails shooting section, and a few awful stealth encounters. To be honest, the best thing about Black Monday is the awesome title music and the accompanying animation. It's literally all downhill after that, and that's not something we thought we'd say. Back to the drawing board, Sony.

5/10

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Comments: 1-50 of 65 in total | next 50 »

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lost_soul
11/11/04 @ 13:03
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/scrolls to end of review

Hmm, not good.
Killerbee
11/11/04 @ 13:05
#2
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5.

Ouch.

And I expected big improvements this time around...
Hicksy
11/11/04 @ 13:08
#3
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5 not being the new average, i geuss thats a poor then :/
Merefield
11/11/04 @ 13:10
#4
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Well they won't Getaway with this!
Big Swiss
11/11/04 @ 13:12
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shit, I was looking forward to this one!


well, perhaps if it came out befor GTA SA, perhaps it would of gotten a better score, well I hope so, I thought the first one was ok, had fun with it, the missions got my interest.

hopefully it is better then DRIV3R
urizen
11/11/04 @ 13:13
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Dear oh dear oh dear. How on earth could they have taken several steps backwards?

Muppets.

/removes from 'maybe' to 'no' on wish list
Edited 1 times, most recently on 11/11/04 @ 13:14
gamingdave
11/11/04 @ 13:15
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Really enjoyed the original, for a weekend, never played it since. With GTA in full swing this is blatently being missed at the moment. Hopefully worth a rental sometime after xmas though.
Dougs
11/11/04 @ 13:17
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Shame, although the first had many faults I did enjoy it.

/Scratches off after Xmas sales list.
moore25
11/11/04 @ 13:23
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AAAARRRGGGHH! My birthday is next month and I wanted to get GT4, but it got delayed so I thought I'd get Black Monday instead, but it turned out shite, so now I have to change my mind again.

Oh well, Burnout 3 it is then.
bivith
11/11/04 @ 13:25
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Dennis Waterman wasn't in the Professionals.
Blerk
11/11/04 @ 13:27
#11
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Still shit, then.

Next!
groovychainsaw
11/11/04 @ 13:28
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the first one was fundamentally flawed in the controls (both on foot and in car), but i did keep going back to it. However, as soon as I read an interview with the team 18 months ago where they said something like 'we have no intention of changing the control system from the first game', bang, i lost interest, i'm not prepared to battle with the camera again, and this score doesn't surprise me
/goes back to playing GTA:SA
/gets all gold in the driving school - woohoo!
valli
11/11/04 @ 13:29
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Ouch! After suffering the torture of Driver 3, I could never go back to a similar game.
Dizzy
11/11/04 @ 13:34
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So just as good as the first one then?
markypants
11/11/04 @ 13:40
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Ha.
Finally this is the nail in the coffin of what was a bug riddled shitter of a game.
The amount of arguments I have had over this vs GTA.

I think the main point is once you've got over the "Look I have gone for a pint there" excitement, you are left with a poor mans GTA.

Was never on my list of games to get, so I don't have to bother taking it off.
El_MUERkO
11/11/04 @ 13:47
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ARGH!!

I had a love/hate relationship with the first Getaway, I had high hopes all the problems you mentioned would be ironed out and to hear that they werent as well as everything else is a big disappointment.

How could Sony let it go so wrong :(
spindizzy
11/11/04 @ 13:58
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/goes back to playing GTA:SA
/gets all gold in the driving school - woohoo!

You ... what?!?!

How the bloody hell did you manage that? Do you have to do that to get a date with the woman you see in there the first time?

Seriously tempted to come down with a "terrible migraine" and rush home to try it again. ;-)
Edited 1 times, most recently on 11/11/04 @ 13:58
UncleLou
11/11/04 @ 14:03
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Loved the first one, fully agreed with Kristan's review of the first one, see no reason why I wouldn't agree with his review of this one. Won't bother.
Bill Door
11/11/04 @ 14:08
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Score says an average game, final paragraph describes a bad game.
groovychainsaw
11/11/04 @ 14:32
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burn and lap was bloody hard - you have to be of the 'i'll sit down for an hour and try it repeatedly without getting frustrated' mentality to complete it - i got just under 35s to complete it - just make tight turns aqd never let go of the accelerator unless its absolutely necessary - it is bloody hard tho
Nothing to do with dates tho...
Edited 1 times, most recently on 11/11/04 @ 14:33
krudster [mod]
11/11/04 @ 15:17
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I know Dennis Waterman wasn't in the Professionals, but the point was more to do with 70s TV cop drama, mmmkay?
OnlyMe
11/11/04 @ 15:20
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Well, I for one enjoyed Driv3r for what it was. And if this game is better, well I won't be too dissapointed.
kdsh7
11/11/04 @ 15:28
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You won't be too disappointed? Guess that's only you then


yeah i know. coat.
dose
11/11/04 @ 16:03
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Played G2 in free roam mode, and i got hold of a double decker bus. No matter how hard I tried I couldn't change the camera to first person (can you?), so I ended up driving blind, as the bus is totally obstructing your view, you can't see a thing. Terrible.
krudster [mod]
11/11/04 @ 16:03
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Dude, the graphics are the same as the first one - nothing new to report.

Subways? Did he say subway? Helloooooooo?
Merefield
11/11/04 @ 16:32
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Ouch! After suffering the torture of Driver 3, I could never go back to a similar game.

Whaddaya mean?? Driver 3 was great, a cult classic! (I loved it anyway despite its flaws)

/runs
krudster [mod]
11/11/04 @ 16:36
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Cult? That's one weird arsed cult, then.
Zero Beat
11/11/04 @ 16:59
#28
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gringo - go into first person view and just use break instead of handbreak to take the turns.
reflux
11/11/04 @ 16:59
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diiiisc? ledsen? :o
Edited 1 times, most recently on 11/11/04 @ 17:00
disc
11/11/04 @ 17:09
#30
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heh tyst
interlog
11/11/04 @ 17:16
#31
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See you next Tuesday, more like - classis did you mean it that way???
krudster [mod]
11/11/04 @ 17:42
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Well, if you hear how many times the word C**T is used in the game you'll know exactly where I'm coming from!
reto
11/11/04 @ 19:16
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Seems quite a high score compared to the review.
Razz
11/11/04 @ 19:44
#34
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NO! Not again, so promising too. :(
bungalooBunny
11/11/04 @ 21:19
#35
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Of course they can compare this to San Andreas. That's the whole point of a review: To help you choose which game you're going to buy when you go down the shop.

And since they belong to the same genre and were published in the same platform all the better.
beep
11/11/04 @ 23:58
#36
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What is seriously wrong with enabling a first person shooter style control scheme when on foot in games like these? It would take away a lot of the control issues...
kdsh7
12/11/04 @ 01:11
#37
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if it went first person I wouldn't buy it. I'd end up vomiting all over the floor .

/remembers vomiting after my first exposure to Goldeneye
BartonFink
12/11/04 @ 01:14
#38
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So about as good as the last one then.
Not too surprised.
AlanOB
12/11/04 @ 01:16
#39
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I knew this would be shit. Had no intention of buying it in the first place so I'm not at all disappointed.

Going to buy Paper Mario tomorrow instead. Reviews have been excellent for that one.

OT: About that bint in the driving school in GTA, I think you need to be overweight for her to go out with you as she made the following remark to me:

"I like my men as big as a bull whale"

Cute.
jumpdeveraux
12/11/04 @ 02:49
#40
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Surprising how little they failed to improve on in the sequel, may borrow/rent it for a night just to see how awful it is.

Surely the end of The Getaway product line, with KillZone also lining up for a slating it's not a good time for Sony's much touted titles.
krudster [mod]
12/11/04 @ 03:07
#41
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Oh god.

Killzone.

/remembers he has to review that in a few day's time....
pjmaybe
12/11/04 @ 08:40
#42
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(chortles)

Wish it was sunday...

Peej
disc
12/11/04 @ 09:44
#43
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beep: If you only knew how good an idea that is.

See if you have a first person camera you will also get down on the eyelevel of the character which is great for this 'cinematic' feel that was wanted in the Getaway...

Being on an eyelevel you will see the faces of the guys you shoot, you can see people interacting/talking easier... You'll also have a harder game as you can remove the autolockon-feature and just do a smooth targeting helper function ala Halo... That would make it a more fun game as well as the shooting enemies isnt really challenging...

FPS when on foot, 3rd person or/and FPS when driving... Really beep it would actually work... Especially when walking in close quarters and apartment complexes, the camera would look where you want it to... It wouldnt try to make guesses...

Excellent idea.

Krudster: This review was a bit harsh though, the game if you play it from start to finish gives you this nice chase feeling that really works for me... As a game I didnt think it was particularly challenging though, which is what I want in a game...
krudster [mod]
12/11/04 @ 11:14
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Correct. Besides, there's enormous potential with The Getaway. I really hope they get it right on the PS3 - I think that's when they can really go to town with all the ideas that are obviously too ambitious at present. A decent control and camera system is essential though.
Big Swiss
12/11/04 @ 12:05
#45
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oh yea, let me introduce myself

my name is Cate and I can not understand how this score can be so low!
Every game needs to be reviewed after COMPLETION
EVERY GAME NEEDS A 8/10 SCORE, even if it is shit. No game deserves to have negative comments, and I'm really disapointed that Pat didn't get this review.

/waits for GTA6
Homer Simpson
12/11/04 @ 12:14
#46
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You honestly cannot be talking about games like 'Driv3r'
dadrester
12/11/04 @ 12:14
#47
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just a quick question @ krudster. is there a lookback function in there? infuriating, making a game about car chases where you can't look behind. since it has swearing, or more specifically the work caaant, i'll have to buy it bit i think i'll wait a few months till it's lining the preowned bargain bins

....hmmm. just noticed no 60hz mode. bit of a backwards step isn't it?!
krudster [mod]
12/11/04 @ 12:34
#48
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No prog scan either!
There is a look behind view yes. Just hold L2/R2 together. Not that it really helps when there are two or more cars capable of accelerating to your top speed in 2 seconds. If the car chases were in any way realistic, it could be excellent fun, but it's just a manic spectacle.
And another thing....the amount of empty streets is just ridiculous. When you need a replacement car, it's a pain in the ass!
tiddles
12/11/04 @ 13:08
#49
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I'm with disc on the potential of a first person view... couldn't really do it with the PS2 Getaways though as the texture resolution of the environments isn't high enough (ie. it wouldn't look that good close up in 1st person).

Roll on PS3... :)
krudster [mod]
12/11/04 @ 15:20
#50
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The next gen can't come soon enough. It's hard maintaining an interest in samey looking games, or rehashes such as this. It's all about the PC at the moment with HL2 just aroud the corner, and it's sad to say that many console games are going to start looking really old, especially on PS2, with the odd exception.

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