Reviews and Problems with The Getaway: Black Monday
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The Getaway: Black Monday
Game Over Online
28 February 2015
Excerpt: Two years ago, PS2 owners were introduced to The Getaway, a gritty crime drama of murder and betrayal. Team Soho's creative decision to remove all onscreen HUDs, facial animation capture system and faithful recreation of London streets were hailed as a cinematic achievement.
Excerpt: “Goddamned, those Team Soho boys seriously screwed up this game”, that was the thought that crossed my mind after 10 minutes of playing The Getaway: Black Monday. I hoped it would still turn out fine, but it didn’t.
Excerpt: Sony’s original bandwagon-jumping take on the GTA series was a decent, but flawed attempt at matching Rockstar’s well-established and classic series. The mechanics were there, but it’s just a shame that so many areas of the game needed some picking up.
Excerpt: What can I say about a game that strives to recreate a real-world environment in a video game? While the city may be a general recreation of London in Team Soho’s The Getaway: Black Monday , the details that would be found in the real world just aren’t there.
Excerpt: 2002 is a long time ago. Two years, in fact. Since 2002, we’ve had technological advances, gameplay innovation and game franchises that consistently raise the bar. The Getaway was impressive enough ‘ albeit far from perfect ‘ when it was released back in 2002, so given that another two years have...
Conclusion: Overall Black Monday isn't the sequel it was hoped to be. Most new additions are poorly-executed or unsuitable for the game, nearly every niggling fault of the original remains and the storyline feels amateurish and boring.
Summary: Taking players back into the London
underworld, The Getaway: Black Monday is an ambitious sequel to the top selling
crime game. Set several years after the first game, Black Monday casts the
player in one of three roles - which lends the gameplay a little more variety.
Excerpt: Well, the gameplay still sucks. 2003's The Getaway was an attempt to raise videogames to the level of interactive film. One of the main ways they attempted to do this was by removing all obvious signs of "gameness"—no health bars, no ammo counters, no maps.
Summary: I was very forgiving when it came to the first Getaway because I was impressed with the amount of hard work that went into the title. The designers were obviously in love with their title and they spent and awful lot of time refining it in order to make it look like a Guy Ritchie film.