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Lack of control bungles 'The Getaway'
By Marc Saltzman
Editor's Note: The opinions expressed in this column are solely those of Marc Saltzman, a freelance technology journalist whose reviews also appear on the Gannett News Service. (CNN) -- Sony's latest -- and easily most ambitious -- PlayStation 2 title blurs the line between video game and motion picture. The Getaway does succeed in straddling both entertainment mediums, but this thriller for mature players is as flawed as it is fun. From the start, gamers will likely draw parallels between The Getaway and the best-selling and controversial Grand Theft Auto: Vice City. Both titles require the player to carjack automobiles and drive through bustling city streets, while engaging in shootouts with cops and rival gangs. But that's where the similarities end. The British-made Getaway looks and sounds more like a Guy Ritchie film, such as Snatch or Lock, Stock and Two Smoking Barrels. Following the storylineThe story follows Mark Hammond, an ex-con who is framed for the murder of his wife. To make matters worse, his son is kidnapped and held captive by a disturbed crime boss, Charlie Jolson. Later in the game, players can relive the game's plot from the perspective of another character: Frank Carter, a suspended "copper," who is also determined to clear his name and put an end to the villainous Jolson. The game's dialogue includes a lot of colorful expletives, so this title is definitely for adults. This single-player adventure includes about 20 missions, each one introduced with a scene that sets the tone and story. Actors were motion-captured for realistic animation and interaction, so these cut-scene sequences are convincing and help explain why the player must complete a mission's objectives. Unfortunately, there's no way to skip these lengthy, non-interactive segments. This is annoying because players might have to repeat cut scenes several times as they try to complete a particular mission. Recreating LondonThe first half of The Getaway is played more or less in a car, chasing through more than 40 square kilometers of downtown London. It's simply amazing how this part of the city was realistically recreated, down to every monument, restaurant and subway sign. The second half of the game includes more indoor levels, played on foot, as Hammond (or Carter) works to reach the conclusion. 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. There is no on-screen information whatsoever, so when chasing a car through the winding streets of London, there is no map in the corner of the screen to follow, nor are there arrows pointing the way (as in Grand Theft Auto: Vice City). Instead, the car's left or right taillights will flicker to indicate where to turn. While this seems like a clever alternative, these visual cues are flawed because they don't always indicate the best route. The sparse user interface also presents problems when the protagonist is on foot. For example, there's no health meter, which means Hammond or Carter will limp when shot and blood will appear on their clothing. While this looks realistic, the way in which characters heal is not. They must lean against a wall until the blood vanishes from their clothes. That's silly and ridiculous. The suspension of disbelief is shattered when characters can have their clothes magically dry-cleaned and wounds healed simply by resting. There are other minor issues, too, such as inconsistent camera problems and difficulty in aiming weapons. If you can live with these annoyances, The Getaway is an intriguing, ambitious game that can be a lot of fun at times.
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