fbpx
Wikipedia

The Getaway (video game)

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.[citation needed]

The Getaway
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)
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 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 the 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 Bethnal Green mob. After Alex's life is threatened, Mark is forced to do several jobs for Charlie, such as ambushing a prison transfer to free Charlie's nephew, "Crazy" Jake Jolson, as well as instigating a gang war between the Yardies and the Triads. Due to Mark's criminal history, any possibility of police assistance to him unlikely, which was exacerbated by Mark unintentionally touching the gun that shot Susie, leading to the police believing he killed her and kidnapped Alex.

Mark is sent on increasingly risky tasks, culminating in the execution of corrupt Detective Chief Inspector Clive McCormack, who arrested Mark five years prior, in a police station. However, Mark spares his other target, Yasmin, in return for information on Alex, as she was present at his kidnapping and Susie's murder. Afterwards, 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. 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 his rivals and take over London in their absence, with Mark acting as the scapegoat.

Frank Carter

Detectives Frank Carter and Joe Fielding identify Jake at a safe house, and move in to arrest him; Joe is wounded in the encounter, but Frank successfully arrests Jake. Frank is then sent to respond to the chaos instigated by Mark, but his suspicions are roused when he is placed on a convoy escort duty for Jake, which Mark attacks. McCormack, Frank's boss, 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, he witnesses Mark murder McCormack. Recovering in the hospital, Joe points Frank toward another one of Charlie's warehouses, where he finds the captured Mark and Yasmin, and agrees to help them in bringing Charlie 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 his rival gangs with a bomb. Following a shootout, Mark and Yasmin rescue Alex and are able to escape the ship mere moments before the bomb detonates, while Frank fights his way out, leaving Charlie and several gang affiliates to die in the explosion .

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 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. ^ "Katie Ellwood interview". 26 February 2008.
  2. ^ BrandRepublic staff (15 January 2003). "Sony backs US launch of The Getaway with ad blitz". BrandRepublic. Retrieved 21 July 2015.
  3. ^ 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. ^ 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. ^ a b "How pioneering open-world blockbuster the Getaway squeezed London's criminal underworld onto PS2". 12 December 2017.
  10. ^ "E3 2002: Getaway impressions".
  11. ^ "Gangster video game upsets BT". BBC. 2 January 2003.
  12. ^ . Game Power Australia. Pheonix Design Media Group. 3 December 2002. Archived from the original on 19 July 2005. Retrieved 30 March 2021.
  13. ^ . 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. ^ a b "The Getaway for PlayStation 2 Reviews". Metacritic. Retrieved 23 August 2011.
  16. ^ Scott Alan Marriott. . AllGame. Archived from the original on 14 November 2014. Retrieved 21 July 2015.
  17. ^ Edge staff (January 2003). "The Getaway". Edge. No. 119.
  18. ^ EGM staff (March 2003). . Electronic Gaming Monthly. No. 164. p. 122. Archived from the original on 6 May 2004. Retrieved 22 July 2015.
  19. ^ "ゲッタウェイ". Famitsu. Vol. 780. 27 November 2003.
  20. ^ Matt Helgeson (February 2003). . Game Informer. No. 118. p. 92. Archived from the original on 19 September 2008. Retrieved 21 July 2015.
  21. ^ Bro Buzz (21 January 2003). . 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. 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. ^ . Official U.S. PlayStation Magazine. March 2003. p. 104. Archived from the original on 6 May 2004. Retrieved 22 July 2015.
  28. ^ a b Marc Saltzman (11 February 2003). . The Cincinnati Enquirer. Archived from the original on 15 May 2008. Retrieved 22 July 2015.
  29. ^ a b Noah Robischon (24–31 January 2003). "Murder Wan (The Getaway Review)". Entertainment Weekly. No. 692–693. p. 106. Retrieved 22 July 2015.
  30. ^ Ryan Boyce (22 January 2003). . 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. ^ . Entertainment and Leisure Software Publishers Association. Archived from the original on 20 May 2009.
  34. ^ Caoili, Eric (26 November 2008). . Gamasutra. Archived from the original on 18 September 2017.
  35. ^ Campbell, Colin; Keiser, Joe (29 July 2006). . Next Generation. Archived from the original on 28 October 2007.{{cite web}}: 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?, archived from the original on 21 December 2021, 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. ^ . www.denofgeek.com. Archived from the original on 22 March 2014.
  40. ^ "As PS2 Turns 20, These Classics Must Come to PS4". 4 March 2020.
  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. August 2011. Retrieved 15 March 2016.

External links

getaway, video, game, this, article, about, 2002, playstation, game, pinball, game, getaway, high, speed, other, uses, getaway, getaway, action, adventure, open, world, video, game, developed, team, soho, published, sony, computer, entertainment, playstation, . This article is about the 2002 PlayStation 2 game For the pinball game see The Getaway High Speed II For other uses see The Getaway 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 citation needed The GetawayDeveloper s Team SohoPublisher s Sony Computer EntertainmentDirector s Brendan McNamaraDesigner s Chun Wah KongProgrammer s William BurdonNaresh HiraniArtist s Sam CoatesRavinder S RupraiWriter s Brendan McNamaraKatie Ellwood 1 Composer s Andrew HaleShawn LeePlatform s PlayStation 2ReleaseEU 11 December 2002AU 13 December 2002NA 19 January 2003Genre s Action adventureMode s Single playerThe 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 Contents 1 Gameplay 2 Plot 3 Development 3 1 Soundtrack 4 Controversy 4 1 Ban in Australia 5 Reception 6 Sequels 6 1 The Getaway Black Monday 6 2 The Getaway 3 7 References 8 External linksGameplay EditThe 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 the 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 Citroen 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 amp 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 EditThe 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 HammondRecently 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 Bethnal Green mob After Alex s life is threatened Mark is forced to do several jobs for Charlie such as ambushing a prison transfer to free Charlie s nephew Crazy Jake Jolson as well as instigating a gang war between the Yardies and the Triads Due to Mark s criminal history any possibility of police assistance to him unlikely which was exacerbated by Mark unintentionally touching the gun that shot Susie leading to the police believing he killed her and kidnapped Alex Mark is sent on increasingly risky tasks culminating in the execution of corrupt Detective Chief Inspector Clive McCormack who arrested Mark five years prior in a police station However Mark spares his other target Yasmin in return for information on Alex as she was present at his kidnapping and Susie s murder Afterwards 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 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 his rivals and take over London in their absence with Mark acting as the scapegoat Frank CarterDetectives Frank Carter and Joe Fielding identify Jake at a safe house and move in to arrest him Joe is wounded in the encounter but Frank successfully arrests Jake Frank is then sent to respond to the chaos instigated by Mark but his suspicions are roused when he is placed on a convoy escort duty for Jake which Mark attacks McCormack Frank s boss 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 he witnesses Mark murder McCormack Recovering in the hospital Joe points Frank toward another one of Charlie s warehouses where he finds the captured Mark and Yasmin and agrees to help them in bringing Charlie down FinaleMark 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 his rival gangs with a bomb Following a shootout Mark and Yasmin rescue Alex and are able to escape the ship mere moments before the bomb detonates while Frank fights his way out leaving Charlie and several gang affiliates to die in the explosion Development EditThis section does not cite any sources Please help improve this section by adding citations to reliable sources Unsourced material may be challenged and removed January 2018 Learn how and when to remove this template message 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 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 Edit 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 EditOne 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 Edit 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 EditReceptionAggregate scoreAggregatorScoreMetacritic72 100 15 Review scoresPublicationScoreAllGame 16 Edge6 10 17 Electronic Gaming Monthly7 17 10 18 Eurogamer8 10 3 Famitsu31 40 19 Game Informer9 10 20 GamePro 21 GameRevolutionC 22 GameSpot6 9 10 23 GameSpy 24 GameZone7 5 10 25 IGN7 10 26 Official U S PlayStation Magazine 27 The Cincinnati Enquirer 28 Entertainment WeeklyD 29 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 EditThe Getaway Black Monday Edit Main article 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 Edit 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 Edit Katie Ellwood interview 26 February 2008 BrandRepublic staff 15 January 2003 Sony backs US launch of The Getaway with ad blitz BrandRepublic Retrieved 21 July 2015 a b c d Reed Kristan 9 December 2002 The Getaway Review everyone is fighting Eurogamer Gamer Network Retrieved 22 July 2015 Reparaz Mikel 28 March 2007 Battle of the GTA clones The Getaway GamesRadar New York City Future US Retrieved 13 October 2014 Cavalli Earnest 6 April 2008 Written at San Francisco Getaway Eight Days Cancelled Wired New York City Conde Nast Retrieved 30 March 2021 The Getaway pictured above was the latest iteration of Sony s own Grand Theft Auto clone series 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 a b c E3 2002 The Getaway Interview IGN Ziff Davis 23 May 2002 Retrieved 19 June 2018 Jackie Chan Stuntmaster Jeuxvideo com in French Webedia Retrieved 13 September 2020 a b How pioneering open world blockbuster the Getaway squeezed London s criminal underworld onto PS2 12 December 2017 E3 2002 Getaway impressions Gangster video game upsets BT BBC 2 January 2003 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 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 Games Censorship G Refused Classification com Retrieved 30 March 2021 a b The Getaway for PlayStation 2 Reviews Metacritic Retrieved 23 August 2011 Scott Alan Marriott The Getaway Review AllGame Archived from the original on 14 November 2014 Retrieved 21 July 2015 Edge staff January 2003 The Getaway Edge No 119 EGM staff March 2003 The Getaway Electronic Gaming Monthly No 164 p 122 Archived from the original on 6 May 2004 Retrieved 22 July 2015 ゲッタウェイ Famitsu Vol 780 27 November 2003 Matt Helgeson February 2003 The Getaway Game Informer No 118 p 92 Archived from the original on 19 September 2008 Retrieved 21 July 2015 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 Johnny Liu January 2003 The Getaway Review Game Revolution Retrieved 22 July 2015 Greg Kasavin 21 January 2003 The Getaway Review GameSpot Retrieved 21 July 2015 Bryn Williams 17 January 2003 GameSpy The Getaway GameSpy Retrieved 22 July 2015 Tim Surette 28 January 2003 The Getaway PS2 Review GameZone Archived from the original on 4 October 2008 Retrieved 22 July 2015 Smith David 6 January 2003 The Getaway IGN Ziff Davis Retrieved 21 July 2015 The Getaway Official U S PlayStation Magazine March 2003 p 104 Archived from the original on 6 May 2004 Retrieved 22 July 2015 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 a b Noah Robischon 24 31 January 2003 Murder Wan The Getaway Review Entertainment Weekly No 692 693 p 106 Retrieved 22 July 2015 Ryan Boyce 22 January 2003 The Getaway Maxim Archived from the original on 1 February 2003 Retrieved 22 July 2015 The Getaway FHM 150 December 2002 Staff March 2003 Vice City Nominated for Design Award Official UK PlayStation 2 Magazine 31 25 ELSPA Sales Awards Double Platinum Entertainment and Leisure Software Publishers Association Archived from the original on 20 May 2009 Caoili Eric 26 November 2008 ELSPA Wii Fit Mario Kart Reach Diamond Status In UK Gamasutra Archived from the original on 18 September 2017 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 a href Template Cite web html title Template Cite web cite web a CS1 maint multiple names authors list link Mike Rouse Mike Rouse on Twitter mobile twitter com Retrieved 28 January 2020 Mike Rouse on LinkedIn gamejobs gamedev www linkedin com Retrieved 28 January 2020 Buying EVERY PS2 Game in store on a 5 Game Challenge WHAT archived from the original on 21 December 2021 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 Top 50 underappreciated PlayStation 2 games 2 Den of Geek www denofgeek com Archived from the original on 22 March 2014 As PS2 Turns 20 These Classics Must Come to PS4 4 March 2020 Phil Elliott 4 June 2008 Sony stops work on Eight Days and The Getaway GamesIndustry biz Retrieved 4 June 2008 Cusseau Thomas Coby Alex Sassoon 6 October 2009 Sony London reveals new IP Getaway 3 Eight Days not abandoned GameSpot Retrieved 6 October 2009 PlayStation 3 pullin shapes Retrieved 23 August 2011 The Getaway 3 and Eight Days on hold Sony clarifies Neoseeker com 6 October 2009 Retrieved 23 August 2011 Cancelled Eight Days was jaw dropping Eurogamer net August 2011 Retrieved 15 March 2016 External links EditOfficial website The Getaway at IMDb The Getaway at MobyGames Retrieved from https en wikipedia org w index php title The Getaway video game amp oldid 1130558028, wikipedia, wiki, book, books, library,

article

, read, download, free, free download, mp3, video, mp4, 3gp, jpg, jpeg, gif, png, picture, music, song, movie, book, game, games.