The Getaway (video game)

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The Getaway
The Getaway PS2.jpg
Developer(s)Team Soho
Publisher(s)Sony Computer Entertainment
Director(s)Brendan McNamara
Designer(s)Chun Wah Kong
Programmer(s)
  • William Burdon
  • Naresh Hirani
Artist(s)
  • Sam Coates
  • Ravinder S Ruprai
Writer(s)
Composer(s)Andrew Hale
Series
  • The Getaway Edit this on Wikidata
Platform(s)PlayStation 2
Release
  • EU: 11 December 2002
  • AU: 13 December 2002
  • NA: 19 January 2003
Genre(s)Action-adventure
Mode(s)Single-player

The Getaway is an action-adventure open world video game developed by Team Soho and published by Sony Computer Entertainment for the PlayStation 2. The Getaway is inspired by British gangster films, most notably Get Carter and Snatch.[2] Initially, the release of the game was to coincide with the launch of the PlayStation 2 in 2000, but was delayed by 27 months due to the difficulty of re-creating large areas of London in high resolution. Parts of The Getaway feature in various episodes of Graham Duff's Ideal.

The game focuses on two characters each with their own plot settings, Mark Hammond, an ex-bank robber, and Detective Constable Frank Carter, a police officer in service with the Flying Squad, with both plots running parallel and intersecting before concluding in the finale of the game. A sequel, entitled The Getaway: Black Monday, was released in 2004.

Gameplay[]

The Getaway is designed as a third-person sandbox game in which the player controls the two lead characters as they carry out their missions for game progression. Both of the two characters can perform a series of physical tasks, such as walking, sprinting, rolling, shooting, and taking cover during a gunfight. Once Mark Hammond's missions are completed free-roaming is unlocked for his character,[3] which allows roaming around the City district and Central London without mission objectives or time-limits. Due to similarities to Grand Theft Auto series, it is often labeled as a Grand Theft Auto clone.[4][5][6]

The game features a number of licensed vehicles from real automobile manufacturers that the player can control; unlike those seen in Grand Theft Auto, which are fictional. The majority of the vehicles in the game are made by MG Rover Group, Jensen Motors, Saab, PSA Peugeot Citroën,[7][8] Fiat, and Lexus,[3] along with a number of others. Firearms and weapons available to the player include the Glock 17 pistol, the AK-47 assault rifle, Remington 870 pump action shotgun, and the Heckler & Koch MP5 submachine gun; other weapons include a cleaver and crowbar, among others.

A major feature in the game was its approach to immersion and being "movie-like", achieved mostly by not including the typical HUD,[3] such as with car chases being done by signaling the player with the vehicle's indicators, rather than a large arrow above the car, or the player characters limping or bleeding profusely to represent low health instead of a health bar/meter.

Plot[]

The entirety of the game takes place in London, during the span of a single day, and is played through the perspectives of two characters: ex-convict Mark Hammond and Detective Constable Frank Carter of the Flying Squad.

Mark Hammond

Recently released from prison for armed robbery, Mark Hammond witnesses the kidnapping of his son, Alex, and the unintentional murder of his wife, Susie. Mark pursues his son's kidnappers, but is knocked out and brought before Charlie Jolson, the head of the blue-collar Bethnal Green mob. Charlie informs Mark that he is going to carry out Charlie's dirty work across London, such as ambushing a prison transfer to spring Charlie's nephew, "Crazy" Jake Jolson, as well as instigating a gang war between the London-based Yardie gang and Chinese Triad organization. Charlie informs Mark that any deviation or failure to carry out his instructions will result in Alex's death. Mark is also reminded of his criminal history, rendering any possibility of police assistance to him unlikely.

Mark is sent on increasingly risky tasks, culminating in the execution of corrupt Detective Chief Inspector Clive McCormack, plus Yasmin, one of Charlie's affiliates, in the middle of a police station. However, Mark spares Yasmin's life in return for information on Alex, as she was present at his kidnapping. In a subsequent mission, Mark steals £300,000 worth of Yardie drug money, but secretly stashes it with Liam, his close friend, having become wary of Charlie's intentions with his son. Mark's suspicions are later confirmed at the cash drop-off, but before Mark can flee, he is captured. Charlie later reveals to Mark and Yasmin that his ultimate plan is to wipe out the rival gangs and take over London in their absence, with Mark being the scapegoat.

Frank Carter

Detectives Frank Carter and Joe Fielding identify Jake Jolson at a safe house, and move in to make the arrest. Joe is wounded in the siege, but Frank successfully arrests Jake. Frank is sent across London to respond to the chaos instigated by Mark Hammond, but his suspicions are roused when he is placed on a convoy escort duty for Jake Jolson, which Mark successfully attacks. McCormack, Frank's boss who is also in Charlie Jolson's pocket, suspends Frank on trumped-up charges following the incident. A suspicious Frank follows McCormack to one of Charlie's depots, but before he can clear his name, Mark murders McCormack. Recovering in hospital, Joe points Frank toward another one of Charlie's warehouses, where he discovers the captured Mark and Yasmin, and agrees to help them in bringing Charlie Jolson down.

Finale

Mark, Yasmin, and Frank converge on the Sol Vita, berthed at St Saviour's Dock, where Charlie has taken Alex and where he intends on destroying the rival London gangs with a bomb. Mark and Yasmin rescue Alex and are able to evacuate the ship mere moments before the bomb detonates, whereas Frank is forced to fight his way off the ship. The bomb's explosion kills Charlie Jolson and the Triad leader, plus several gang affiliates.

Development[]

The game originally began life on the 32-bit PlayStation,[7] off the back of Porsche Challenge.[9] After having made an acclaimed circuit driving game, Brendan McNamara – like many other developers at the time – felt that a free-roaming vehicle game was an interesting concept worth exploring. The title was prototyped and playable missions were made, but it then evolved into a PlayStation 2 project.[7] However, the original code was kept and there was talk of including it on the finished game, which would ultimately not happen. Apart from several screenshots printed in the Official U.S. PlayStation Magazine, the original version would never see release.

In moving over to vastly more capable hardware, the scope of the title expanded, as did its ambitions. Bizarre Creations were generating a lot attention due to their successful result in reproducing the streets of central London for their Sega Dreamcast racer Metropolis Street Racer (MSR). As MSR was being hyped and primed for release as one of the Dreamcast's so-called "killer applications", Sony Computer Entertainment Europe felt compelled to attempt to steal Sega's thunder by promising the creation of a PlayStation 2 title which would re-create a massive 113 square kilometers (70 square miles) of London, displaying the ferocity with which Sony Computer Entertainment Europe was willing to attempt to challenge its veteran competitor. The final creation actually only yielded an area of 16 square kilometers (10 square miles).

Re-creating even 16 square kilometers proved a daunting task and a technical nightmare, factors which may have delayed the release of The Getaway by several years. In the case of the latter, the programmers had to perfect an engine that could constantly stream three-dimensional geometry and texture data;[9] of the areas of London the player was currently in close proximity to. At no point was the entire city loaded into memory, as it simply wouldn't fit. Unlike Rockstar's Grand Theft Auto III, it was not an acceptable option for the Team Soho developers to break the city up into separate regions and impose a loading time delay when crossing between areas.

The hype surrounding the project began in earnest just before E3 2000, when a series of screenshots were published online. They revealed an amazing level of detail, clearly showing the very identifiable streets near Team Soho's studio. Though it has been argued that these shots were actually mock-up pre-renders, it is possible they were taken from actual code that received further detailed vehicle and character models, higher resolution textures and also anti-aliased the final output.

Although the prototype game was constantly shown behind closed doors, the public was not privy to its results for at least another year. It was only finally made playable at E3 2002.[10] By then, the project had ballooned, exceeding its development budget many times over. Sony Computer Entertainment Europe had a range of other titles in development; however, the decision was taken by Phil Harrison to can many of them, perhaps to allow yet more funds to be poured into The Getaway. As a result of this, the axe was to fall on two of its studios, Sony Computer Entertainment Europe Manchester and Sony Computer Entertainment Europe Leeds.

When the game was launched in December 2002, it received rave reviews and was a huge seller across Europe, especially in the United Kingdom. Worldwide and particularly in the United States, the game received mixed reviews and sales. The fact that it was released around the same time as the hugely-popular Grand Theft Auto: Vice City (to which the game was often compared) also hurt sales, despite a large marketing campaign in the United States.

Soundtrack[]

The game's soundtrack is complemented by a title song and cutscene soundtrack, performed by the London Philharmonic Orchestra. The game's soundtrack was chiefly composed by Andrew Hale, while portions of the soundtrack were written by Shawn Lee, who would later compose music for another sandbox-style game, Bully.

Controversy[]

One alteration that Team Soho had to make was the removal of a vehicle and phone box logos which appeared in the initial release of the game. During one of Hammond's missions, a British Telecommunications (BT) van is used in a mission in which Hammond must kill the driver and take the van to assassinate a corrupt police officer. BT complained that it "did not want [its] name and livery associated with the violent scenes" in the game, and was worried that it "might incite attacks on [its] engineers". Although the initial release of the game was not recalled, subsequent production was amended to remove the offending details.[11]

Ban in Australia[]

Originally passed with an MA 15+ rating for the uncut version on 22 November 2002, it was resubmitted and banned 5 days later due to a scene of detailed torture. A censored version, omitting this scene, was released on 13 December the same year, with the identical rating.[12][13][14]

Reception[]

The Getaway received "average" reviews according to video game review aggregator Metacritic.[15]

Maxim gave the game a score of eight out of ten and wrote: "If the ensuing police brutality doesn't mold you into the model Wheelman, then having to endure those whiny English cop sirens surely will".[30] FHM also gave it a score of four stars out of five and said: "Not just a little similar to GTA III in look, feel, and gameplay, it's nonetheless worth sleeping in front of the game store for this one".[31] However, The Cincinnati Enquirer gave the game a score of three-and-a-half stars out of five, saying that "the biggest hindrance in The Getaway involves its user interface - or lack thereof - as the development team attempted to make the game look and play out like a movie".[28] Entertainment Weekly was very negative of the game, giving it a D and stating: "The level of detail is extraordinary; even the facial expressions are motion captured. But the slickest graphic presentation can't cover for Getaway's flawed script. [...] In a game infused with more humor and less pretentious aspirations, these flaws would be more forgivable".[29]

Sales of The Getaway reached 300,000 copies within two weeks of the game's release.[32] It received a "Double Platinum" sales award from the Entertainment and Leisure Software Publishers Association (ELSPA),[33] indicating sales of at least 600,000 copies in the United Kingdom.[34] By July 2006, The Getaway had sold 1 million copies and earned $36 million in the United States. Next Generation ranked it as the 53rd highest-selling game launched for the PlayStation 2, Xbox, or GameCube between January 2000 and July 2006 in that country.[35] According to Mike Rouse, a former Sony developer who worked on The Getaway, it sold almost 4 million copies in total.[36][37][38]

In a retrospective article from 2014, Den of Geek made the game number 23 in their top 50 underappreciated PlayStation 2 games list.[39] In 2020, Push Square included the game and its sequel in a list of games they would like to see released on the PlayStation 4.[40]

Sequels[]

The Getaway: Black Monday[]

The Getaway: Black Monday is the second game in the series and was again developed for the PlayStation 2 in 2004. The game's story is based on such films as The Long Good Friday and Lock, Stock and Two Smoking Barrels.

The Getaway 3[]

The Getaway 3 was to be the third installment of Sony's The Getaway series for the PlayStation 3 console. The title was reported as cancelled on 4 June 2008, along with Eight Days.[41] In October 2009, the games were reported as not being cancelled, but "on hold".[42]

A technical demo featuring Piccadilly Circus was demonstrated in May 2005 at E3, but this was not directly from the game.[43] It was confirmed that the game would again be set in London.

Information regarding The Getaway 3 was released on 7 March 2008 by screenplay writer Katie Ellwood, who affirmed the action title was still in the works. No estimated release date was given, but Ellwood did say that Sony executives were making deals with film companies about the possibility of a future film adaptation of The Getaway 3.

Nicolas Doucet said: "I would not say they have been abandoned, just put to one side. Much work had been done. The studio just wanted to focus on its strengths, EyeToy and SingStar. Given the potential of EyePet, priorities have been changed, but the other projects aren't dead yet. Ultimately, the decision [to put those games to one side] has benefited everyone".[44]

Richard Bunn, a former developer, had noted the game was cancelled shortly after Phil Harrison was replaced by Shuhei Yoshida as president of SCE Worldwide Studios.[45]

References[]

  1. ^ http://www.denofgeek.com/games/11579/katie-ellwood-interview
  2. ^ BrandRepublic staff (15 January 2003). "Sony backs US launch of The Getaway with ad blitz". BrandRepublic. Retrieved 21 July 2015.
  3. ^ Jump up to: a b c d Reed, Kristan (9 December 2002). "The Getaway Review - everyone is fighting". Eurogamer. Gamer Network. Retrieved 22 July 2015.
  4. ^ Reparaz, Mikel (28 March 2007). "Battle of the GTA clones: The Getaway". GamesRadar+. New York City: Future US. Retrieved 13 October 2014.
  5. ^ Cavalli, Earnest (6 April 2008). Written at San Francisco. "Getaway, Eight Days Cancelled". Wired. New York City: Condé Nast. Retrieved 30 March 2021. ..., The Getaway (pictured above) was the latest iteration of Sony’s own Grand Theft Auto clone series.
  6. ^ Millsap, Zack (28 January 2021). "Getaway, Eight Days Cancelled". Comic Book Resources. Saint-Laurent: Valnet. Retrieved 30 March 2021. Many tossed it aside, viewing it as nothing more than another subpar GTA clone.
  7. ^ Jump up to: a b c "E3 2002: The Getaway Interview". IGN. Ziff Davis. 23 May 2002. Retrieved 19 June 2018.
  8. ^ "Jackie Chan Stuntmaster". Jeuxvideo.com (in French). Webedia. Retrieved 13 September 2020.
  9. ^ Jump up to: a b https://blog.eu.playstation.com/2017/12/12/how-pioneering-open-world-blockbuster-the-getaway-squeezed-londons-criminal-underworld-onto-ps2/
  10. ^ https://www.gamespot.com/articles/e3-2002-getaway-impressions/1100-2867388/
  11. ^ "Gangster video game upsets BT". BBC. 2 January 2003.
  12. ^ "SCE Australia Announce The Getaway Release". Game Power Australia. Pheonix Design Media Group. 3 December 2002. Archived from the original on 19 July 2005. Retrieved 30 March 2021.
  13. ^ "SCE Australia Confirm The Getaway Censorship". Game Power Australia. Pheonix Design Media Group. 3 December 2002. Archived from the original on 19 July 2005. Retrieved 30 March 2021.
  14. ^ "Games Censorship: G". Refused-Classification.com. Retrieved 30 March 2021.
  15. ^ Jump up to: a b "The Getaway for PlayStation 2 Reviews". Metacritic. Retrieved 23 August 2011.
  16. ^ Scott Alan Marriott. "The Getaway - Review". AllGame. Archived from the original on 14 November 2014. Retrieved 21 July 2015.
  17. ^ Edge staff (January 2003). "The Getaway". Edge (119).
  18. ^ EGM staff (March 2003). "The Getaway". Electronic Gaming Monthly (164): 122. Archived from the original on 6 May 2004. Retrieved 22 July 2015.
  19. ^ "ゲッタウェイ". Famitsu. 780. 27 November 2003.
  20. ^ Matt Helgeson (February 2003). "The Getaway". Game Informer (118): 92. Archived from the original on 19 September 2008. Retrieved 21 July 2015.
  21. ^ Bro Buzz (21 January 2003). "The Getaway Review for PS2 on GamePro.com". GamePro. Archived from the original on 11 February 2005. Retrieved 22 July 2015.
  22. ^ Johnny Liu (January 2003). "The Getaway Review". Game Revolution. Retrieved 22 July 2015.
  23. ^ Greg Kasavin (21 January 2003). "The Getaway Review". GameSpot. Retrieved 21 July 2015.
  24. ^ Bryn Williams (17 January 2003). "GameSpy: The Getaway". GameSpy. Retrieved 22 July 2015.
  25. ^ Tim Surette (28 January 2003). "The Getaway - PS2 - Review". GameZone. Archived from the original on 4 October 2008. Retrieved 22 July 2015.
  26. ^ Smith, David (6 January 2003). "The Getaway". IGN. Ziff Davis. Retrieved 21 July 2015.
  27. ^ "The Getaway". Official U.S. PlayStation Magazine: 104. March 2003. Archived from the original on 6 May 2004. Retrieved 22 July 2015.
  28. ^ Jump up to: a b Marc Saltzman (11 February 2003). "Lack of player control buggles 'The Getaway'". The Cincinnati Enquirer. Archived from the original on 15 May 2008. Retrieved 22 July 2015.
  29. ^ Jump up to: a b Noah Robischon (24–31 January 2003). "Murder Wan (The Getaway Review)". Entertainment Weekly (692–693): 106. Retrieved 22 July 2015.
  30. ^ Ryan Boyce (22 January 2003). "The Getaway". Maxim. Archived from the original on 1 February 2003. Retrieved 22 July 2015.
  31. ^ "The Getaway". FHM: 150. December 2002.
  32. ^ Staff (March 2003). "Vice City Nominated for Design Award". Official UK PlayStation 2 Magazine (31): 25.
  33. ^ "ELSPA Sales Awards: Double Platinum". Entertainment and Leisure Software Publishers Association. Archived from the original on 20 May 2009.
  34. ^ Caoili, Eric (26 November 2008). "ELSPA: Wii Fit, Mario Kart Reach Diamond Status In UK". Gamasutra. Archived from the original on 18 September 2017.
  35. ^ Campbell, Colin; Keiser, Joe (29 July 2006). "The Top 100 Games of the 21st Century". Next Generation. Archived from the original on 28 October 2007.CS1 maint: multiple names: authors list (link)
  36. ^ "Mike Rouse (@Mike_Rouse) on Twitter". mobile.twitter.com. Retrieved 28 January 2020.
  37. ^ "Mike Rouse on LinkedIn: #gamejobs #gamedev". www.linkedin.com. Retrieved 28 January 2020.
  38. ^ Buying EVERY PS2 Game in store on a £5 Game Challenge! WHAT?, retrieved 28 January 2020 In the comments section, the account name "Retro Gamer Boy" is the YouTube account of Mike Rouse, and he confirms the sales numbers.
  39. ^ http://www.denofgeek.com/games/playstation-2/29715/top-50-underappreciated-playstation-2-games/page/0/1
  40. ^ https://www.pushsquare.com/news/2020/03/feature_as_ps2_turns_20_these_classics_must_come_to_ps4
  41. ^ Phil Elliott (4 June 2008). "Sony stops work on Eight Days and The Getaway". GamesIndustry.biz. Retrieved 4 June 2008.
  42. ^ Cusseau, Thomas; Coby, Alex Sassoon (6 October 2009). "Sony London reveals new IP; Getaway 3, Eight Days 'not abandoned'". GameSpot. Retrieved 6 October 2009.
  43. ^ "PlayStation 3". pullin shapes. Retrieved 23 August 2011.
  44. ^ "The Getaway 3 and Eight Days on hold, Sony clarifies". Neoseeker.com. 6 October 2009. Retrieved 23 August 2011.
  45. ^ "Cancelled Eight Days was "jaw dropping"". Eurogamer.net. Retrieved 15 March 2016.

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