The Getaway Review
Review - everyone is fighting
Version tested: PlayStation 2
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

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

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

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

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

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

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.
8 / 10
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Comments (133) Latest comment 8 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Any reason why this is out on a wednesday btw?
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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.
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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.
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What word would that be than?
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From the review it didn't sound like there's much to do after you've completed it.
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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.
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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.
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Pff! For you maybe. We're paying full whack. How the bloody hell does that work out? I say we strike.
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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...
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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.
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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
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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.
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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)
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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.
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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.
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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.
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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.
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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.
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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
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They both flicker, luckily most games don't use white backbrounds
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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.
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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.
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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.
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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.
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Still, I don't think a game with any kind of racism is right, it shouldn't be allowed!
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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.
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Same thing goes for movies.
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The underworld Team Soho have created is very realistic and they should be praised for pushing the boundaries, not reviled.
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Why do people bother any more with release dates anyhow?
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Beats me..if the thing's out there, and ready to sell why not sell it! It was idiotic working at EB, recieving a game a week ahead of its release schedule and then having to effectively sit on it whilst customers clamoured for the damned thing.
Dumb...I guess there has to be a reason for it...damned if I know what it is though.
peej
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Pointless exercise or what!
Peej
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So why release everything on a Friday? o_O
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I'll be picking this one up. At last a mature game for the mature gamer. Er. The joy of finally getting old is you can buy older material. Wahoo!
(To Otto - saw Michael Palin t'other day - nice bloke)
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Star spot - EG's mark saw Paul McCartney in Brighton!
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Jeremy Irons (decent local bloke - picked up a copy of Die Hard Trilogy and wanted to know why he wasn't getting any royalties from it...! Cheeky sod!)
Mel from Mel and Sue (I used to fancy her but in the flesh? Definitely a 10 pint beer goggle job)
Desmond Morris and his comedy comb-over "barcode style" hairdo.
Peej
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He wasn't bothered, btw. He thought it was quite funny.
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Peej
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Flying across the roundabout in front of Buck House in a stolen jam sandwich, marvellous stuff!
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I can't see the big deal personally.If every culture and religion is getting the rise taken out of them then so what?.
So its ok to have untold violence in a game but not name calling.
In an ideal world there would be peace and love between all humanity.Unfortunately there isn't.There never has been or ever will.
Get real.
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I might still buy this game, but this just seems to be the icing on the cake. Why bother doing this? It's so utterly inexplicable.
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Btw, in the game they're all using the same mobile that I've got. No wonder, it's a Sony.
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OK, imagine for a moment that I own a PS2. This loses SCEE a sale. What an idiotic thing to do.
Lucky for SCEE I don't have a PS2. Now they haven't lost a sale. Er.
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Just stand next to a wall, don't stand (by pressing X) against it, after a few seconds Mark will lean against the wall and his breathing will steady and the blood stains will slowly disappear. Just like real life obviously!
It's weird it's not mentioned in the manual and potentially the only clue you might get is Mark saying "I need a rest" when he's in trouble.
Btw, in the game they're all using the same mobile that I've got. No wonder, it's a Sony.
Funny that bit of product placement!
Much like the music helped the atmosphere in VC, the real cars and locations make this game so much more enjoyable. I've never driven across Leicester Square in a stolen Micra before and considering how difficult it is to walk across it I don't think I ever will in reality! Nor have I ever had a three way gunfight between Yardies and SO19 in Trafalgar Square until today...
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'Interesting' rumour I heard - Yasmin not getting in the car very readily is a bug associated with the voices - she won't get in until she's finished speaking, and she's normally going off half cocked at the rozzers.
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The story's got me totally hooked, I have to say, though it's nothing new at all and full of clichés, but I really want to help that guy Mark Hammond.
Btw, Errol, there's a nude (or rather topless) girl in the game
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Pff. In its dreams, maybe.
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Seems the edge got a little dulled and went a little rusty along the way somewhere.
After reading the review this one definately seems worthy of a purchase after Christmas.
On the review though I'm a little surprised that it received a 8/10 with all the flaws, glitches etc pointed out by krudster it seemed to be deserving of no more than a 7/10.
That said it is scoring in the 80's and 90's in other reviews.
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Now don't you omit the first sentence! "It" refers to the Sony mobile. How could the game be bleeding edge when they just started to code it? Some people!
We need some clarifying words form bleeptest here.
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Anyhew I was only taking the piss
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Please give a round of applause for your host, Errol, and his beautiful assistant, Isla.
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Please give a round of applause for your host, Errol, and his beautiful assistant, Isla. LOL
So teacher Sir. What is your opinion on the sentence structure in question.
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Sod that, I'm just here to bone Isla.
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I doubt that, frankly.
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One thing The Getaway does do better than either GTA title though is the fact that Police and gangs will fight each other when they're both trying to get you! I also like the short musical burst you get that indicates that a certain gang is now chasing after you. I really wish there were more camera controls though and the inability to look behind you in the car is a pain in the arse although I guess technical limitations would restrict that.
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Press circle when next to a car, if it's empty you get straight in, if occupied you tell the occupant to get out and then you get in. If you get in on the wrong side you slide over. Pretty much the same as in GTA3 even if it does take longer to ditch the previous owner. In Mafia if you tried to get in the wrong side the little menu would pop up and ask if you wanted to get in the front as driver or passenger.
One huge criticism of The Getaway comes on level 11, just two words : laser beams! What the hell were they thinking? :-O
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9 said gta3...
I asked 2678594, and 2678593 said gta3.
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I still haven't finished the 12th level (bloody box), and Yasmin is still annoying me by not getting in the car, whilst simultaneously shouting 'Come on Mark'.
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Grand so, bleedin English grammar who needs it eh.
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I think you answered your own question ...
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It's merely "OK" it's not a killer app by any description. Don't judge it on the demo, go and rent the full version or buy it from somewhere with a decent returns policy. But if you're buying this in preference to either GTA 3 or GTA VC you're a f*****g muppet!
Peej
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Lets hope that no skyline-changing terrorism happens to London until then...
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Peej
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Come over to the dark side, son.
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I'm beginning to think the replay value might be a little low - does anything actually happen in free roaming mode?
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Controversial, and only my opinion also, but if you can forgive the flaws, there lies a damned fine game.
If I'd have reviewed it halfway through level 3 I would have probably given it a 5 or a 6...with much whinging and moaning. after about level 14 I was tempted to give it a 9, but the lack of replayability means an 8 is fair. The free roam mode, while a novelty, isn't something you'll come back to very often.
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It is possible, it's very tricky and towards the very end just keep moving rather than shoot your way out, once the "hurry up" music starts you really need to be pretty close to the end. You can do it resting a bit once, anymore than that and you haven't a prayer.
I'm beginning to think the replay value might be a little low - does anything actually happen in free roaming mode?
There's no tasks to complete in free-roam other than driving around, causing trouble and finding the hidden cars. There's a lot less police though and the gangs still appear, so you've got something to shoot at but you won't have to obey the road rules or have cops on you so quickly. All interior locations I've seen are completely closed though, pity really having another bash at Snowhill could have been fun.
One thing I realised from playing free-roam is the fact that the police will never shoot at you if you have a hostage, pity I hadn't tried it during the story mode...
Oh and another thing in free-roam I noticed is that L1 and L2 control your indicators! Not much use really but at least they do cancel when you turn the wheel straight again.
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Tell you what though, if Rockstar ever do GTA London with the same 60s theme it had before, but with a nice 3D makeover in a new engine I think that would be the better game..but I don't think they will...will they?
Peej
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Peej
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It has pretty high system requirements and I had severe frame rate problems until I ditched using my Nforce sound (crappy drivers) but it certainly looked good and played pretty well in my opinion.
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There are three more that I have used and I reckon on about another 2/3 at least.
Bonus points to anyone who can tell me what they are.
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Ak 47
Uzi/double UZI
shotgun
crowbar (used only by enemies, can't pick it up,can you?)
Any more???
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I think there's three types of shotgun, including the sawn-off you see in cutscenes but never actually use.
AK47 assault rifle
H&K MP5 (should be the carbine version but doesn't appear to be here as it goes full auto)
Baseball bat. (don't pickup)
Meat Cleaver. (don't pickup)
Truncheon/night stick, not the telescopic version. (don't pickup)
Smoke grenades, I thought they were tear gas at first but you don't seem to suffer any ill-effects. (don't pickup)
Crowbar (don't pickup)
Cars, easily the most dangerous weapons in the game!
C4 plastic explosives (can't use only in cutscenes)
Fertiliser filled barrels (bang!)
another edit : slight cheat, forgot about the crowbar, (thanks UncleLou!) and the explosives.
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...UncleLou (Edit: you too Whizzo
and the prize is....
...not a lot, smugness?
pistol/double pistol
Ak 47
Uzi/double UZI
shotgun
crowbar (used only by enemies, can't pick it up,can you?)
Any more???
I wasn't counting double weapons as extras but the rest are right.
UZI's
- are they the ones that the Police special forces use? If so that was one of them if not, one more to look for.
Crowbar
- was one I was thinking of, though haven't actually bothered picking it up. I assume it falls into the same category as the
Meat Cleaver/Baseball Bat/Truncheon/Cosh - the first two of which I have used. Put your guns away and walk over them.
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Ok, I tried to be fast, not thorough.
->Another Martin: nice of you to call me the winner
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Oh didn't realise that, I'll have to try it, although you may as well just hit people with a gun I suppose it gives you something to use when you're out of ammo.
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I saw your's first and then by the time I did my reply Whizzo snuck one in before me. I must admit his substantial offering almost swayed it but you did get there first!
Is the tank rumour true? 'spose that could/should be classed.
Found the Golf cart on free roam last night, also one of those little 'Van with the back missing to become a little truck' things aswell.
oh, and the Lotus rocks!!
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Have you considered that the multitude of flaws may prevent one from getting into it?
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Peej
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As a conusmer who has had to put up with years of hype, I expect a title with a little more polish (well, a title form a big developer).
And the most childish thing is the maunal credits where they say "bollocks to all those who thought it couldn't be done". Pathetic
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I predicted after playing the preview build that TG would be the easiest game in the world to rubbish, and I stand by that. But somehow I still love it...Very weird.
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I'd really like to play the sequel. Damn it, I might even apply to work there as a designer!
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Still thinking it's great - once i worked out you could hold auto target and walk at the same time the on-foot sections seemed to gain a new dimension, and I defy anyone not to have smiled the first time they hid behind a wall and shot someone just by poking the gun round.
I've seen a few criticisms of the driving model but I actually quite like it - having to press the analogue buttons quite hard means you can reasonably emulate realistic driving, braking for corners and accelerating off. One of my favourites parts of the game is trying to 'subtle-drive' from one place to another. And the traffic following actual driving rules is funny (although they'll have to update shoreditch) - is this the first game with roundabouts?
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I went back to playing about with GTA:VC and wondered why I wasn't going anywhere! Tommy jumping all over the place instead of shooting was rather silly too!
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edit: if you failed the mission, you can' drive aound anymore
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Peej
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There's definitely a 60hz option, right next to the widescreen option. Perhaps I'm playing the "stop being a bastard to BT" later version?
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Peej