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The Getaway: Black Monday

Developer: SCEE London Studio
Publisher: SCEA
Genre: Action
Players: 1
Similar To: Grand Theft Auto III
Rating: Mature
Published: 02 :15 : 05
Reviewed By: Rob Crippin

Overall: 4 = Below Average

 

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I haven't really gotten into the Grand Theft Auto craze as some people have. I really enjoyed GTA3 on my PC, but not enough to buy into the subsequent iterations. I'm not sure I'd call the game a revolution, but I have to concede it's had a visible effect on game development, most notably in the "me too" games that have come along since, hoping to capitalize on the demand for more games like it. Now, whether it intends to or not, Getaway: Black Monday certainly feels like one of those games. Unfortunately, it takes its cues from all the wrong parts of the GTA series and leaves out the core, fundamental elements that have made those games such successes.

The most notable difference between Getaway and Grand Theft Auto is that freedom is no longer the focus. Instead of driving around, doing whatever and progressing at your own pace, Getaway is divided up into linear chapters with plot-heavy cutscenes in between each. Chapters are typically divided up into on-foot segments and driving segments and, as they're more or less simply derived from the GTA formula, they don't offer anything staggeringly new. The combat sequences are stiff and tedious and usually involve infiltrating some building or another to kill someone, arrest someone or steal something.

The on-foot stuff handles like this: players move Mitch (and other characters, later) around via the control stick while awkwardly shifting the camera around him horizontally, using the R1 button which doubles as an auto-target. The automatic lock-on makes enemies easy to hit, though characters tends to miss automatically here and there - for the sake of realism I suppose. There's a free look mode for people who prefer the manual touch, but as auto-targeting is so effective there's rarely much need to use it. You can also crouch behind things with X and jump certain railings and open certain doors with the triangle button. Some characters can also grapple, throw smoke canisters and arrest criminals, among other things, but nothing is quite as exciting as it sounds. Particular moments












 

can occasionally look decently cinematic, with characters rolling behind liquor bars only to pop up with dual pistols or a shotgun, but it's not that fun to play. The weapon selection is limited and characters pick up weapons automatically, based on power, which can be annoying. Guns can be swapped out by pressing the right control stick down, but it feels awkward to do so. All the characters tend to move fairly slowly, as well, especially when climbing or descending flights of stairs. The belabored movement luckily doesn't ramp up the difficulty, though there are some stealth segments that would have benefited from tighter controls. I did have a little fun during the combat segments because of some of the odd things the game lets you get away with - like handcuffing innocent civilians and bopping them on the head - but I didn't really enjoy playing them, all-in-all.

The driving is a bit better, as Getaway's virtual London has nice, wide roads perfect for irresponsible swerving and a general disregard for public well-being. Unfortunately, as the main game isn't a free-roaming affair, any potential the driving portions exhibit is stunted by forcing players to perform specific tasks (drive to a certain destination, chase another car, etc.) rather than cutting them loose in the city to go on reckless misadventures. There are also some design hitches in the driving, as characters being escorted tend to dawdle around the car, rather than getting in immediately. This would make fleeing from the cops impossible, if all the enemies in the game weren't such lousy shots or bad drivers. Many of the cop cars that pursue the criminal protagonists can be lost through pretty mundane trickery. For example, one need only slow to a stop, wait for the pursuers to hit the brakes and get out of their car, and then accelerate again. The city itself is also rather drab and lifeless compared to those found in its Rockstar-developed forebears. It doesn't exist to be explored and conquered; it's only there to give players a place to drive around in. There's no real color or lighting, no day/night cycle, no real nooks and crannies - just plain streets and alleys. It's forgettable.

In both the on-foot and driving sections, Team Soho made some design choices in order to facilitate a cinematic realism that I don't personally agree with. There's no health or ammo display and no waypoints, outside of the map, to show where the player should be going. I found it odd that the more helpful videogame touches were omitted, yet far less realistic elements were included in their place. Since there's no health bar, for example, a character's well-being is measured by how many bloodstains appear on his or her clothing. Now, one way in which health is recovered is by simply idling near a wall to "rest." As an indication that it's working, the resting process, quite miraculously, will clean off any stains, be they on shirt or pants, like some sort of magic cure-all. I have to wonder what the aim is, really, when the presentation is struggling to be so movie-like and yet the game is so completely illogical. One mission puts the player in the shoes of a boxer working as muscle for small-time thief. His job is to escort a ragtag team of robbers up a large building to eventually get something out of a safe on the highest floor. Almost all the initial guards (those on the first few floors) approach the boxer unarmed… intending, I guess, to box him. I don't mind stuff like that; I just don't see the point in eliminating all the more accommodating videogame staples when characters still find themselves in very videogamey situations.

These kinds of choices also make driving a little rougher than they should be. Here, instead of, say, giant blue cylindrical lights telling you where you ought to be, players instead follow the subtle directions given to them by their own characters, who activate turn signals or throw on the emergency flashers as an indication that a turn is coming, or that a stop needs to be made, respectively. This puts players on a pretty short leash. There's a map, so alternate routes can be taken, but it's rarely worth the trouble, and the indicators themselves occasionally come on just a little too late, leaving players to guess at their next move. Sometimes, a right-turn signal would kick in after I had already begun a left turn, or vice-versa, and I driving fast to be needlessly agitating because of it.

Things are also a mite buggy in virtual London. During the game's fifth chapter, I was tasked with escorting a girl back to police custody and, as I was being pursued by some nasty Russians, I decided to veer off somewhere along the way into what looked like a fire station. As I turned a corner at a pretty high speed I noticed the entrance into the station's parking lot was blocked off, both by a contextual obstruction and by an apparent invisible wall. I was going too fast to brake effectively, so I went right through the barricade. I didn't shatter it, though: I merely phased through it like a ghost. Half of the game world then became grey sky as my car hovered well above the ground, slowly moving forward until it finally came to a dead stop wedged between the tops of two brown buildings. It was a glitch, of course, but it's not the only one I experienced.

To the development team's credit, though, the story and the voice acting aren't half bad. The plot is basically B-grade TV stuff about cops and robbers - not really my thing - but I could see some people enjoying it and the voices are solidly and professionally done. I took some issues with the dialogue itself, which tries a little too hard to be tough, mature and otherwise x-treme, but, again, it's really just not my taste. Still, I usually didn't find the cinematics compelling enough to sit through and, much to my chagrin, they're quite mandatory. This grew especially irritating after saving mid-chapter and loading later on, as the previous inescapable cutscene plays again when you do this.

The visuals, both during cutscenes and regular play, strike me as a little flat. Characters and their animations aren't as fluid as they should be and everything looks pretty similar to everything else. Nothing really stands out, save for a few well-done settings here and there. The sound is similarly lacking; though the voice-acting is fine, as I've already pointed out, the rest of the game can be rough on the ears, especially the music. It's mostly repetitive electronic beats and most background tracks seem to kick in randomly, and then new, equally aggravating tracks simply start up whenever the previous ones are finished, rather than building off cues or trying to match the moment.

Though I didn't find incentive to unlock anything, myself, I understand there's a decent amount of bonus material in the game. There are keyrings hidden throughout the city to collect, alternate chapters and endings, and a few bonus modes. One of them is actually a free-roaming mode, but as the game lacks GTA's polish, exploring the city isn't all that enticing.

Overall: 4/10
Grand Theft Auto 3 had a healthy share of mechanical and technical problems, but the basic "sandbox" concept that allowed players to do essentially whatever they wanted, within limits, made the game immensely entertaining. The latest Getaway keeps the basic, stiff play of GTA and strips away the elements of freedom and exploration. As a result, it's just a very plain action game, with bugs and nothing extraordinary to offer.

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