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The Getaway Review

Review by Kristan Reed

9 December, 2002

28 square miles of central London, painstakingly recreated for your gaming pleasure, 50 real life vehicles to drive around in, 24 missions of stealth action and an hour of cut scenes featuring torture, murder, gang warfare, racism, and some hard core swearing are just some of the things you'll find in The Getaway, and no one in their right minds should dare criticise Sony for lacking ambition in this era of sterile rehashes and sequel obsession.

It goes without saying that The Getaway is an ambitious project, but then the Millennium Dome was ambitious; that doesn't give it the right to be immune from extensive analysis and criticism. Anything that a) claims to break the mould, b) takes years to make and c) costs multiple millions better be bloody good, or it runs the risk of buckling under the weight of indignant, spiteful criticism from an expectant, demanding community.

We wish we'd known nothing about it

'The Getaway' Screenshot 01b

This is actually an 'action' shot - he's not flailing due to the targeting system's quirks...

If The Getaway had emerged from nowhere it would be easier to be impressed. Hype isn't a prerequisite to having a big hit; remember how GTA3 stealthily emerged with virtually no pre-release activity, and then became the biggest word of mouth hit ever? As a result of the unrealistic hype and the years in the making, many assumed The Getaway wouldn't be any good even before they'd played it. A wonky E3 demo hardly helped, replete with less than forgiving handling, a hard to grasp combat system and frame rate issues - all of which resulted in some of the most vitriolic pre-release coverage ever seen.

But sod the deafening wall of negativity - we wanted to make our own minds up. As with any game, the first thing that strikes you is the visuals. The recreation of London is, a month after our first impressions, still an astounding technical achievement on such a relatively limited piece of technology. While it's clear that compromises have been made (some shop signs are missing, there are no road signs, smaller roads have been blocked off, no parked cars, etc), the overwhelming sensation is that Team Soho has pulled off something very special indeed. In the main it looks right; the graphics are crisp and clear, there are no loading delays to speak of, almost no discernable pop up and no major frame rate issues. It's no small praise that Sony could have released this as a London Simulator without the missions or cut scenes and people would still have had fun playing it. It would have been a bit pointless, but as a curiosity it's alluring enough as it is just to bomb around London playing the happy tourist.

If you're a Londoner, or have plenty of experience driving around London, it's an almost surreal experience driving around places you've known for years in a videogame. You find yourself pootling about, doing your drive to work, driving to a mate's flat to see if it's really been recreated, checking out the bits you know and exploring the areas you don't. On this basis alone it's probably worth buying, and we haven't even talked about the missions and the plot yet.

The first mistake

'The Getaway' Screenshot 02b

Killing outside Les Mis? Must be the queues

Strangely, Sony has elected to lock the Free Roam mode (it was unlocked in the preview build), meaning that you have to play through all 24 missions to access the facet of the game we have been evangelising about, which is Team Soho's first mistake.

The real meat of the game centres around the arch villain Charlie Jolson, a despicable, ageing racist gang leader who has decided it's time his Bethnal mob were top dogs in London once again. The game kicks off with a kidnap attempt of a young boy, who happens to be the son of the game's first playable character, Mark Hammond.

The kidnap goes tits up, and Hammond's wife is left dead at the scene - which is where the game kicks off. The disconsolate lead character is thirsty for revenge, and very soon he's up to his neck in trouble, with not only the law on his back, but rival gang members too.

Evidently, Hammond will do just about anything to get his kidnapped boy back, even if it means taking out his former associates, wiping out an entire police station or any number of Triad or Yardie gang members.

The story itself is actually one of the better we've witnessed in a videogame - and with over an hour of cut scenes, interspersed across the 24 missions (12 as Hammond, 12 as Frank Carter - a member of the fuzz) you're regularly rewarded with new clips. Sadly the voice acting, while not bad in videogame terms, comes across as forced and low rent in comparison to the real deal. Vice City proved beyond all doubt what can be achieved when you get name Hollywood actors involved, and given the game's big budget, we're slightly disappointed that Sony's budget didn't stretch this far. (After all, The Actor's Centre is but half a mile down the road from Team Soho). We'd like to say it doesn't suffer through the use of name actors, but we'd be lying.

See You Next Tuesdays

'The Getaway' Screenshot 03b

Waiting for a bus is tiresome in any context

The liberal use of swear words would embarrass a Touretts sufferer, never mind the more mild mannered among you and will no doubt result in a 'shit storm' down at the Daily Mail's newsroom sometime soon. It really is peppered with everything bar the still taboo 'See You Next Tuesday' word and uses them as regularly as possible. Even driving around, passers by take every opportunity to rebuke your shi... sorry, terrible ability to control your vehicle. Some would say this amount of bad language is unnecessary, but seeing as it's an 18 certificate, we say 'bollocks' to that. If you don't like it, don't buy it, but it's nice to see publishers taking risks and deliberately doing something adult, even if it doesn't quite hit the mark. Sony has probably done more to take gaming away from its perceived kiddie heartland than any other company, and The Getaway is proof that gaming entertainment can be just as compelling in real world settings (and how refreshing to play a game based in the place that you live, in a modern day environment).

So what of the gameplay? Essentially The Getaway is two distinct games in one - equal parts driving and stealth shooting. The driving element generally involves getting from point A to point B; sometimes this involves a time limit, other times a bit of destruction. Playing as Mark Hammond, you're often on the run from the law and various gangs at the same time, so it can pay to stick to one way systems, traffic signals and avoid crashes - because the police come down on you like a ton of bricks. The handling is totally different to the GTA model, and as such is far more realistic, and therefore harder than Rockstar's classic. Smashing up your car, or having your tyres shot out has a noticeable effect on your handling - which makes it even more important to be a bit more careful when you're haring around like a maniac. If you find yourself taking too many knocks, the engine will start to smoke, before eventually catching fire, giving you just a few seconds to get out before you too become engulfed in flames.

Fortunately, there are always dozens of other vehicles to hijack, and the system of capture works almost identically to GTA, except you press circle. All the cars are realistically modelled, and thus handling, speed and even engine sound is recreated. Sometimes, though, when you're on the run, beggars can't be choosers, and even a Renault Clio is better than a knackered Lexus. Sadly though, Sony missed the opportunity to emulate London radio stations and without a musical accompaniment all you're left with is a roaring engine and indignant pedestrians to keep you company. Presumably, this was a budgetary issue, but most gamers will be asking Sony "if Vice City has real music, why not The Getaway?", and they'd have a valid point. It's sorely missed.

The damage modelling is convincing to a degree - windows get shot out, tyres burst, front and back end damage can look extremely realistic, but it's no Burnout 2 in this respect. There are some nice touches, though. If one of your tyres gets a puncture, you can get out of the car and shoot the other side to balance up the handling - although eventually you'll be driving on your wheel rims.

Murder, Death, Kill

'The Getaway' Screenshot 04b

I am the King. And. No, wait.

If you're particularly fed up with your pursuers, you can kill them - as you'd expect. Pressing square brings out your gun, and tapping R1 targets your nearest aggressor, with a further tap on square firing the weapon. If you're just feeling murderous, you can manually aim at whatever you choose by holding down R2, and aim with the left stick. It's a system that feels clunky at first, but fairly natural after a couple of hours.

The 'off road' missions generally take place indoors, and almost always rely on a liberal use of stealth. While it is possible to charge in and try and blast through like a hero, you'll probably be dead within about 10 seconds. Instead, you get far more reward for taking your time, sidling up against walls, peeking around corners and using cover wherever possible. At first this element of the game can feel hideously clunky, but after a while becomes by far the most enjoyable part of it.

Usually backed up by some atmospheric 'Professionals' style music, you find yourself slowly picking your way through levels, with a limited, but very cool array of moves - none more so than the one that enables you to poke your weapon around a corner and fire blindly. Given that the game controls the camera for you, you're always aware when an enemy is approaching - so long as your back's against the wall - and picking off enemies like this is immensely enjoyable. Slightly jarring is the less than perfect animation - Hammond lumbers around like someone who's been caught short - although it's never something that gets in the way of the overall game.

Superbly realised environments

'The Getaway' Screenshot sep026b

Who's that bird, then?

The indoor locales are always richly detailed - possibly some of the most well realised game locations we've ever seen, and the in game chatter between the non player characters creates a supremely convincing environment. Check out the Snowhill Police Station, or the Yardie's crack den. They're superbly realised, and as such act as huge incentives to play through to the next stage. Not matter how stuck you get; the urge to find out what happens next never lets up.

However, having recently played Splinter Cell, it's apparent that as a stealth based shooter it falls way short of the majesty that Ubi Soft's title manages. For a start, the game assumes total control over the camera - which often works against the player, and often makes assumptions that cause you to miss things that are about to kill you.

The AI, while certainly not perfect in most games, can be inconsistent and unpredictable. In one mission, as DC Frank Carter, you're expected to sneak about without getting anyone's attention. Some of the time your foes don't spot you when you're stood six feet away from them - while other times they seem to have X-Ray vision, with an irritating ability to see through walls. Meanwhile, most of the time, if their back is turned you can more or less run right up to them - while they carry on oblivious.

Keep it clean, son

'The Getaway' Screenshot sep025b

White van man approaches... say, maybe we can ramraid Fleet Street!

In something of a first, Team Soho has decided to keep the interface clean, so there are no icons on screen. No health bar, no ammo meter, nothing. It gives the game less of a videogame look, (and hence, more of a movie-esque feel) but it does create obvious problems: how much ammo is left? What's the health situation? Which road are we on? It's not a major issue, but it would have been helpful, at the very least, to enable players to decide for themselves whether they needed on screen information (and wouldn't it have been cool to have bundled a mini A to Z with the game to enable you to check your route in-game?).

Also, some gamers will be disappointed to learn that there are just three weapons in the whole game. While this does lend a degree of realism to the experience, the average gamer is constantly looking forward to the next gadget to get to grips with. The fact is that in The Getaway, you've seen all the weapons within a matter of minutes - and frankly after all the years in development that seems a bit of an oversight (especially stood next to Vice City and its plethora of killing implements).

Based on the missions alone, the game won't last as long as you'd think, either. One of the best bits of the preview version was the fact that when you got shot to near death, you could recover a few more hits and stagger on if you leaned up against a wall. In the finished build, the game, bizarrely, allows you to restore your entire health if you stand up against a wall long enough. This reduces the element of tension dramatically, because most gamers will - with a bit of patience - be able to rip through the missions within a few attempts. To give you an idea, a month back it took us about 12 hours to finish all 12 Mark Hammond missions. With the finished build, we blitzed through the 12 Frank Carter missions in just over four. Admittedly, the Carter missions are easier; thanks to the driving sections not requiring avoidance of the law, but still, it was a disappointingly straightforward way to round off an otherwise entertaining experience.

We feel sullied

Perhaps the most interesting thing about The Getaway is the way you feel when you're engaging in such acts of gratuitous violence. At no time does it feel like you're killing for fun - and under no circumstances would you ever feel justified letting a young child get to grips with such carnage. GTA this most definitely isn't, and even though you want to help Hammond get his boy back, it defies belief how the game descends into a black hole to make you achieve this. While most of the people you kill in the game are hardened criminals (and some may arguably deserve to die), you do find yourself taking out hoards of 'good guys' (such as in the horrendous Police Station level). The overtly racist jibes of Jolson and his henchmen also feel uncomfortably near the knuckle. Some would argue that even movies wouldn't push things as far as The Getaway does in the respect, and it would be no surprise at all for an almighty stink to emerge from this aspect of the game.

Despite its frustratingly imperfect state, The Getaway is still a tremendously enjoyable experience. On a technical level it's a major achievement, with a superbly realised graphics engine, but on a gameplay level it's neither the best driving game, nor the best stealth-based shooter, and some of you will have issues with the hammy voice acting (and maybe the race driven plot). As a template for the future, The Getaway is a very solid base to build on. A more authentic looking, more interactive environment, a less linear mission structure, use of name actors and some killer tunes would make an amazing sequel. But for now, The Getaway still has more than enough to deserve your attention, and will be one of the few games you'll want to play to the very end.

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Comments: 1-50 of 137 in total | next 50 »

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st3ph3n
09/12/02 @ 17:55
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Nice review Krudster, pretty much what I was expecting after my brief time on the demo.

Any reason why this is out on a wednesday btw?
Mugwum [staff]
09/12/02 @ 17:57
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Yes, it's because Sony fancy themselves :)
JaysonG
09/12/02 @ 17:59
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Hrm good review... People complain about the comparisons to GTA but they do need to be made.
Keyser_Soze
09/12/02 @ 18:12
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Good review Kristan. I though you would of implemented the new 40/40 style scoring by now??
ekko
09/12/02 @ 19:29
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I read somewhere that it did have 60Hz, any confirmation either way?
UncleLou
09/12/02 @ 19:50
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Why the heck do you all need 60 Hz? It's an European game, no borders, no slowed down gameplay, nothing. 60 Hz mode would probably mean the game's running 17,5% too fast.
Royal Fool
09/12/02 @ 19:58
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It seems a 7 is in order rather than an 8. Judging from all the negative points mentioned in this review, I'm pretty surprised it scores this high.
krudster [mod]
09/12/02 @ 20:06
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It's has too much going for it (in terms of the London novelty factor) to score it at 7. Without its obvious USP, then I agree, 7 is fair.

Definitely no 60Hz chaps. Not that it matters - there are no borders anyway. As far as I can tell it's only when it's a 60 to 50 Hz conversion that it ever matters.

By the way, CEX were selling this on SATURDAY, and apparently Woolies has broken street date as well. Check it out.
Whizzo
09/12/02 @ 20:44
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My local Woolies were selling it on Friday too, ah well I've saved a few quid buying it online and I'm too busy being a starship captain in SFCIII at the moment.

Release dates are starting to become a bit of a joke these days aren't they? Any chance of an investigation to see if the softcos care or not? I don't think Sony would be best pleased to be honest.
Edited 1 times, most recently on 09/12/02 @ 20:45
Razz
09/12/02 @ 20:53
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"bar the still taboo ‘See You Next Tuesday’ word"

What word would that be than?
Razz
09/12/02 @ 21:09
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Ahh... a jack of all trades but a master of none.
Fixxxer
09/12/02 @ 21:26
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What's the replay value like with this?

From the review it didn't sound like there's much to do after you've completed it.
Viktor
09/12/02 @ 21:57
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No frame rate problems? Any others disagree?
Razz
09/12/02 @ 22:07
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Do you have to pay the congestion charge?
krudster [mod]
09/12/02 @ 23:00
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The NTSC/PAL, 60/50 Hz argument rages on. Will someone, somewhere give us an answer to this thorny issue. Frankly my head hurts. The bottom line is: there are no borders, and the frame rate is consistently acceptable.
bleeptest
09/12/02 @ 23:02
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7 or 8 seems fair - been playing it since Friday, and it is a great experience. With the caveat that I live in London, know my way around etc I can say I'm certainly enjoying it more than VC..and the map is simply huge, must be bigger than VC, I seem to find new places every time I play. Bugs aside (Look Yasmin, get in the car, get in the CAR, oh s*** don't shoot the police, nee ne nahhh restart mission?) I'd recommend it to almost anyone.

And for the swearing police - I believe one of the Triads does use the most colourful four letter word, and for those who can't speak Chinese, it's nicely spelled out in the subtitles.
lost_soul
09/12/02 @ 23:04
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I think c**t should be kept taboo. It's nice to have one swear word that still has some shock value.
krudster [mod]
09/12/02 @ 23:15
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It's hardly shocking these days. I find the racist crap more offensive, but sticks and stones, etc....
Whizzo
09/12/02 @ 23:17
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There's always *whispers quietly* Belgium *looks around makes sure no invasion fleets head towards Earth*
Henrik
10/12/02 @ 01:46
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I like that game show bit in an episode of Monty Python's Flying Circus where they have a contest for the no. 1 insult for Belgians. "Let's not call them anything, let's just ignore them" is a runner up and the winner is "miserable, fat, Belgian bastards".
beep
10/12/02 @ 02:22
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My answer to the 50/60Hz question is simple.

If a game is developed specifically for 50Hz, then I have no problems. It's likely the game's animation will be tuned to run at 25/50fps and all timing will reflect. Borders should be non existent unless absolutely necessary (technical reasons, see Fear Effect on PS1).

I do have problems when a game is a port of NTSC code, resulting in something like FFX (which does not need repeating). Rushed, lazy NTSC ports should have 60Hz options as standard.

So basically for me, it is a quality issue. I will buy a good game if it is a good PAL version, I will buy a good game if it is a shite PAL version with a 60Hz option (thus negating the 50Hz mode), but I ain't gonna touch no FFX calibre conversion. Not no more. No way, man, etc.
Blerk
10/12/02 @ 08:31
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Now im starting to figure out why this game is $10 cheaper than the average PS2 game!

Pff! For you maybe. We're paying full whack. How the bloody hell does that work out? I say we strike. :-)
Frogger
10/12/02 @ 08:37
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This 8/10 is surprising !
Is it because of Sony ? the London background ?

I've seen a 5/10 on the very serious french website gamekult.com, and based on all the game's bad points, it seems more realistic to me...
otto [mod]
10/12/02 @ 08:38
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I like that game show bit in an episode of Monty Python's Flying Circus where they have a contest for the no. 1 insult for Belgians. "Let's not call them anything, let's just ignore them" is a runner up and the winner is "miserable, fat, Belgian bastards".

I love that sketch (for obvious reasons). On Sunday I watched a long interview with Michael Palin on Belgian telly, it was pretty good but I was very surprised they didn't ask him about that sketch... heh.

Eric, in Europe we have the PAL tv standard as opposed to the North American NTSC tv system. NTSC runs at 60hz but with a slightly lower resolution, PAL runs at 50hz (slightly lower refresh rate) but with a higher resolution. Console titles developed for NTSC (i.e. Japanese and US games) have to be converted to run on PAL systems - the problem which many people have is that such conversions are sometimes done very shoddily, and can lead either to big borders on PAL screens (because they're higher resolution than the NTSC original) or slightly slower game speeds (because 60hz is faster than 50hz). Fact is, it's become something of a hobby horse for some European gamers, to the point that they moan if they don't get a 60hz option even when the game is developed in Europe for the PAL system, in other words when it's native 50hz.
pjmaybe
10/12/02 @ 08:41
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Started off hating it...
Grew to like it a little bit...
Now I hate it again.

It just doesn't look, sound, play or feel like a 3 years plus in development title. Sorry Soho, must try harder next time.

Peej
Pirotic
10/12/02 @ 08:45
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the point you all seem to be missing is that no game is developed in 50hz, all the dev kits are shipped from either japan or america and output NTSC. even if the company is based within the UK the PAL version will be handled afterwards and it'll always be a port of the US/JAP version.

if they worked on the UK version first, then the US/JAP version. surely UK developed games would be released in the UK first? but this isnt the case

Rareware went on record as saying all there games are developed NTSC, with work on the PAL version starting a few months before deadline in order to fully optimize it.
otto [mod]
10/12/02 @ 09:02
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OK Pirotic, but presumably with a game like Getaway which is obviously going to be heavily reliant on the UK/European market, I'd imagine that they're thinking about the PAL version from a very early stage in the programming process, and that the 50hz will be pretty much native and identical in all respects to the NTSC one. Still, what do I know. All I can say is that in my very limited experience I have never noticed any discernible difference between 50hz and 60hz modes.
Human Taco
10/12/02 @ 09:12
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I have never noticed any discernible difference between 50hz and 60hz modes.

o_O

Anyway, I think the next generation of consoles should use PAL60 as a default standard, no fuss there as it's exactly the same as NTSC frequency and resolution wise. (HDTV is still unlikely to make an appearence)
Halo Jones
10/12/02 @ 09:13
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As the reviewer has pointed out, the story revolves around an racist character, sadly this game goes to far with it's racist comments.

Calling black people, jungle bunnies and spear chuckers is not acceptable in this day and age.

Oh and the game attacks nearly other culture, foreigner etc.

Let's remember what happened with Hitman 2, this game is going to bring some major shit down on gaming.

If I wanted to, I could go to the police and report SCEE for releasing racist material, regardless of it being entertainment.
Pirotic
10/12/02 @ 09:16
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Im affraid no matter how much you "think ahead" about the PAL conversion, there is no way your going to make up that 5/10fps unless you include the 60hz option.

Also the 'no borders' argument. i think upon close inspection you'll find all fully-optimized PAL PS2 games do have borders, just very small ones. this is due to the PS2 not having enough VRAM to create the buffers for the PAL resolution.
otto [mod]
10/12/02 @ 09:20
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Human Taco, I take it you think there *is* a discernible difference?

I'm a console newbie, the only 60hz games I have are Cube games (most of them are 60hz). I'm being totally honest when I say that I can see no difference between the 50hz and 60hz versions. I can think of two possible reasons for this: (a) at my advanced age, my gammy eyes and senescent brain can't register the 10hz difference (o_O); and/or (b) the conversions were very good in the first place.
Human Taco
10/12/02 @ 09:20
#32
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Most racing games benefit from a higher frame rate of 60fps and no terrible flicker (see GT3)
Human Taco
10/12/02 @ 09:24
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otto, the 50hz conversions are getting better these days, but having 60hz as standard would just make things so much easier.

Did you own a PS1? I think the fact that just about every PAL PS1 was unoptimized 50hz gave a lot of people a trained eye to support such shoddy conversions. Going back and playing PS1 games now is terrible, the flicker and jerky 25fps framerate just kill the games.

Also, it's worrying to notice that just about every PAL dreamcast, xbox and cube game has a 60hz mode, but all the games from Sony's 'can't be arsed' market leaders PS2 don't.
Edited 1 times, most recently on 10/12/02 @ 09:29
Pirotic
10/12/02 @ 09:32
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All i can say is try PSO in 60hz, then go back to 50hz, the difference in both walking speed and visible flicker is blatantly obvious.
Human Taco
10/12/02 @ 09:32
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To most people who can spot it a 50hz picture does flicker and a 60hz picture doesn't.

Take a game that shows a SEGA logo on a white background as it loads up, try that in 60hz then 50hz - you will notice a difference.

Oh and it's worth noting that these differences will be much greater if you're using a proper RGB cable (as you should) Mushy Svideo and composite (for shame) pictures will downgrade both pictures significantly.
Edited 1 times, most recently on 10/12/02 @ 09:36
pjmaybe
10/12/02 @ 09:34
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Give it time. Once the gutter press actually wake up and review it, the word will get round..then Sony will offer a hasty apology and resolve to remove all offensive material from the next version...

So in other words, it's a bit late to complain when they've already mastered and distributed their copies...Agreed that in this modern day and age it's a bit like watching "love thy neighbour" - ie, it's embarrasingly offensive (and I thought mankind had actually come on quite well in the last 30 years!)

Peej

Peej
sam_spade
10/12/02 @ 10:12
#37
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There is an obvious difference in 50/G0hz once you know what to look for.

I have a terrible time at cinemas now I am aware of what a good projected picture should look like. I notice if a film is slightly out of focus, when it isn't framed correctly and I particularly notice sound problems.

Once it's stuck in your mind, it's there forever.
Halo Jones
10/12/02 @ 10:28
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The main problem with 60hz is the stretching of the NTSC picture to fit on a PAL screen.

I hate it, I hate seeing the lines and I certainly hate seeing the artifacts you get with 60hz.

I like 50hz, you can do more in a frame in 50hz than you can with 60hz.
krudster [mod]
10/12/02 @ 10:30
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Ok, my mistake - there is indeed a 60hz mode; but unlike most games it doesn't ask you when you boot up. Instead it is, in fact, tucked away in an options menu. Good news also for those who can support progressive scan - that option is also included.

Halo Jones
10/12/02 @ 10:31
#40
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Give it time. Once the gutter press actually wake up and review it, the word will get round..then Sony will offer a hasty apology and resolve to remove all offensive material from the next version...

So in other words, it's a bit late to complain when they've already mastered and distributed their copies...Agreed that in this modern day and age it's a bit like watching "love thy neighbour" - ie, it's embarrasingly offensive (and I thought mankind had actually come on quite well in the last 30 years!)


I can bet you a dollar that SCEE will not withdraw it and make changes to it, not unless the suits in Japan don't like the bad publicity, and I am sure Mr Kutaragi won't be too pleased either!

The other question is:

If SCEE can release a game with racist material, what is stopping the BNP from doing the same? Nothing.

But if you pass out racist leaflets etc, you'll get locked up!

Gaming is going to get dragged over the hot coals for this.
Halo Jones
10/12/02 @ 10:47
#41
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Probably, but only if there are any sexual scenes in the game.
Pirotic
10/12/02 @ 10:49
#42
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ohhhh 60hz goodness, im tempted now :)
Killerbee
10/12/02 @ 10:49
#43
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wouldn’t it have been cool to have bundled a mini A to Z with the game to enable you to check your route in-game?

Hmmm... I got one through the post from Sony's marketing department a couple of days ago. An advert for the game and a fairly decent A to Z with it! Bonus!

I am quite tempted by this, although I'm not sure that the swearing and racism will necessarily make for a great game. I imagine I'll still enjoy the "cartoony" side of GTA Vice City a lot more.

Also, what is there to do in the free roam mode (other than roam, obviously)? Any taxi missions? Can you get the police to chase you if you kill enough civilians?

I'll probably wait till after Christmas some time before picking this up.
krudster [mod]
10/12/02 @ 11:34
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Gruff. The voice of sanity. I've had so many fellow games industry "professionals" dismiss The Getaway, it's untrue. Any game I can be arsed to finish means, as far as I'm concerned, it's good. Yes, you can pick holes in The Getaway, but that applies to every single game ever made, including Vice City, Splinter Cell, Halo, Half Life, and so on.
krudster [mod]
10/12/02 @ 11:49
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DKR? Are you seriously talking about Donkey Kong Racing?
Halo Jones
10/12/02 @ 12:24
#46
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Charlie Jolson is the racist, there was no comments saying Mark Hammond is racist.

Still, I don't think a game with any kind of racism is right, it shouldn't be allowed!
pogothemonkey
10/12/02 @ 12:29
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Bit pissed off to hear the free roam mode isn't unlocked until the end. Stupid sods.
sam_spade
10/12/02 @ 12:31
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I don't have a problem with racism in games, just like I don't have a problem with murderers, rapists, sexists and drug dealers portrayed in them.

However, I think you have to tread carefully and have a decent set of actors to perform it well, rather than the amateur dramatic society they seem to have employed.
LaundroMat
10/12/02 @ 12:41
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Hear, hear.

Same thing goes for movies.
Xensor
10/12/02 @ 13:47
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As a black gamer, I have to agree with gruff. Racism should never be glorified ala the BNP, but to deny its existence and pretend that old-timer east end scum like Jolsen were politically correct and all touchy-feely is ludicrous. The fact that YOU know its wrong means you are more likely to empathise with your character, and more likely to hate Jolsen and his mob. It all about emotional resonance.

The underworld Team Soho have created is very realistic and they should be praised for pushing the boundaries, not reviled.

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