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Author Topic: The Getaway peview  (Read 1048 times)

Offline MAKAVELIUK
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The Getaway peview
« on: September 13, 2002, 10:52:51 AM »
Will Sony get away with it?

It might look as good as a movie, but a £5m blockbuster game set in London
still has plenty of bullets to dodge, writes Jack Schofield

Thursday September 12, 2002
The Guardian

It\'s the biggest videogame ever produced in the UK and, at a cost of well
over £5m, the most expensive in Europe. It\'s the closest thing yet to
something programmers have been attempting for a decade: a game that looks
and plays like a movie. It\'s full of 18-rated, F-word swearing and
violence, which will prevent millions of young PlayStation 2 owners from
(legally) buying it. And its programmers hope it will claim the coveted
number one spot in the Christmas videogames chart... if they finish it in
time. But if it flops, game protagonist Mark Hammond may not be the only
character who needs to make a quick getaway.
The one thing we know is that almost everyone who works in London, and many
of those who have visited the Great Wen, will want to try it. The Getaway,
Sony Computer Entertainment\'s next blockbuster, is not set in some mythical
game landscape, but in an amazingly detailed London. You can commandeer a
black cab and drive it down Farringdon Road from the Guardian to Sony\'s
offices on Great Marlborough Street, and it is recognisably a graphical
version of the real thing.

Indeed, in some ways it is "better". You can drive over pavements and the
wrong way up one-way streets, while treating bollards - and pedestrians -
like skittles. When the cab starts smoking, simply leap out, wave your
pistol in the air and commandeer a fast car. But even if you play the
law-abiding way, you still get there quicker.

Realistic graphics have been done before: modern motor racing games have
accurate tracks, for example. But Team Soho, the Sony studio responsible
for The Getaway, has modelled 21 square miles of central London. This
mammoth task has taken two years and more than 15,000 photos. The Getaway
does not have all the side streets, but you can turn whichever way you
like, and explore the city as a virtual tourist.

It is not completely accurate because London changes too quickly. Les
Miserables is still there, but some of the shows in the program\'s
theatreland have closed, for example. Brendan McNamara, the game\'s
producer, calls it "the Starbucks factor."

"We have our fair share of Starbucks," he says, "but I couldn\'t say we have
every single one."

When a demo version of The Getaway was unveiled recently at ECTS, the
European Computer Trade Show, almost everyone I watched played it as a
driving game. It isn\'t. Or at least, it is also a mission-based shooting
game with movie-style characters and plotting. Mark Hammond, ex-bank
robber, is the first character you play. The police think you have murdered
your wife and kidnapped your child; in fact, your kid has been nabbed by
Charlie Jolson, an East End gang boss. You have to do what he says to stand
any chance of seeing your offspring alive, and you start by torching a
restaurant on Frith Street, Soho. Hence all the violence and swearing.

McNamara, who comes from Australia, says the game was inspired by the great
tradition of British gangster movies. Influences included "Michael Caine in
Get Carter, and the Hoskins character in The Long Good Friday, and the
black humour in Lock, Stock and Two Smoking Barrels," he says. You could
throw in The Sweeney and another popular movie, Mona Lisa. On the big
screen, all this might not attract much comment. In a videogame, it is
almost certain to outrage the more conservative newspapers, like its
precursor, Take 2 Interactive\'s Grand Theft Auto 3.

David Wilson, the Sony PR man who will have to deal with the brunt of the
attack, says The Getaway "is quite a bold statement for us, but we\'re
catering to the biggest part of our market. The average age of PlayStation
2 owners is 23." True, but the peak is more like 14. Although the game will
have an 18 certificate, many of them will want to play The Getaway, and
parents will have a hard time stopping them.

In The Getaway\'s defence, its language is the language of the streets,
albeit the rougher streets. "It deals with difficult issues, such as
racism," says McNamara, "and the reason we\'re doing it is because we think
it is true to the characters in the story." A filmmaker or novelist would
claim no less.

And while there is a lot of gangster-style mayhem, I did not see any of the
gratuitous gore that features in some other games. When Hammond takes a few
hits, for example, you notice the back of his jacket start to redden.
Leaning against a wall for a few minutes usually helps him recover enough
to carry on.

The reddening is a key to the way things are done in The Getaway. It avoids
having any kind of "health-meter" on the screen. Similarly, there is no
on-screen map to help you navigate London. However, if you need to turn
left to complete an assignment, your car\'s left indicator blinks. There are
no labels to show where your car is damaged, it just becomes increasingly
difficult to drive. The absence of such traditional game furniture is the
first thing that helps make The Getaway look more like a movie.

The second thing is the almost complete absence of loading screens. In many
games there is a pause when you go from, say, the street into a warehouse,
while the new scene data is loaded. The Getaway doesn\'t work like that. It
just streams data off the DVD all the time. It doesn\'t often stop to load
because loading never stops.

This applies to the cut-scenes that tell the story, too. In many games, the
cut-scenes are rendered separately, then run like videos. In The Getaway,
the cut-scenes are done using the game engine. It means the visual quality
is lower, but then, they have the same visual quality as the rest of the
game. It provides a more seamless experience.

Gavin Moore, the chief animator, says The Getaway has 34 cut-scenes with a
total running time of about 75 minutes. "That\'s the equivalent of an
animated feature, but whereas a feature would have 400 animators, we have
eight!" But the computer animation was not done from scratch. The team used
character actors, capturing the movement of up to five performers at once,
in real time, in a room-sized magnetic field. Each actor wore an Ascension
Technology MotionStar wireless tracker and, because of McNamara\'s
conviction that people "talk with their hands", a pair of 5DT data gloves.
Computers wirelessly captured each actor\'s movements, so the data could be
used to animate the graphical characters.

The developers went through the usual movie processes: writing a script,
casting, getting props and sets, rehearsals, performance. In this case, the
actors also got weapons training from the Metropolitan Police, who also
provided some police voices for the game. And while the actors were not
performing for cameras, Moore did capture the sound using directional radio
mics. "It meant we didn\'t have to get them back into a booth to do
voiceovers," he says, "and that makes a serious difference. If you just
listened to the sound, it sounded like a Radio 4 play. That got the team
really excited."

Offline MAKAVELIUK
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The Getaway peview
« Reply #1 on: September 13, 2002, 10:54:26 AM »
The Getaway, like many movies, will also have a soundtrack released on CD.
The game music has been composed by Andrew Hale, keyboard player with Sade.
"Handily, he\'s on Sony Music as well," says McNamara.

The cars are also stars, if of a different sort, and include an ambulance,
single-and double-decker buses, and a fork-lift truck. Artist Ben
Bruddenell says: "You can drive any car you can find - I think there will
be about 65 in the end. And they are not just flash cars straight out of
the showroom: we\'ve tried to create what you find outside, including
clapped-out old bangers."

Each car is modelled in loving detail, right down to the fascia and
headrests. But after play-testing, the team had to make the driving less
realistic. "Most people found the cars too twitchy to drive," says
McNamara. "We had to compromise because that\'s the way most people liked
it. We have to aim for a broader audience, really. We want people who\'ve
never played a game to look at it and say: \'Oh, that looks worth a go\'."

If it reaches a wide audience then Phil Harrison - "the man who writes the
cheques" - will be happy. As executive vice president in charge of
development, he\'s already shelled out more than £5m, and is not saying how
much more. "The people cost is by far the largest cost," he says. "Larger
teams for longer times, equals more money."

The Getaway has been in development for three years - it started as a
PlayStation game - and has 55 people working on it full time. Factor in
lots of workstations and a large open-plan office across from Carnaby
Street, and do your own sums. But if it sells a million copies at £45 a
pop, everyone will think it was a great idea.

Unfortunately, as with Hollywood blockbusters, spending big bucks on
development does not guarantee bums on seats. The Getaway could disappoint
the people who just want another Grand Theft Auto 3, because it isn\'t that,
and the controls are different. And while it is intended to be a
"crossover" product, it could fall between several stools. There are more
comprehensive driving games, more challenging stealth titles and more
brutal shooters.

Worse, the "videogame as cinema" genre is littered with corpses including
the Sega Dreamcast\'s Shen Mue, which, at a reputed development cost of
$66m, is likely to keep its "most expensive" title for some time.

But it\'s not just about money. The PlayStation 2 is being challenged and,
if it does nothing else, The Getaway raises the bar for all the other
development teams. And as McNamara says: "It\'s gone beyond \'Can you do good
graphics?\' because everyone can do that. It\'s now: \'Can you deliver
compelling content?\' Part of our job here at Sony is to keep pushing the
envelope of what\'s possible." Whether it triumphs or flops, The Getaway
certainly does that.

Offline mm
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The Getaway peview
« Reply #2 on: September 13, 2002, 11:12:08 AM »
wait, shenmue took 66m to make?

sweet jesus!
\"Leave the gun. Take the cannoli.\" - Clemenza

Offline GmanJoe

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The Getaway peview
« Reply #3 on: September 13, 2002, 12:23:55 PM »
My underwear feels warm and sticky. I will get this Game.

The Getaway.

So what if there are curse words?
\"Gee,  I dunno.  If I was a chick, I\'d probably want a kiss (or more) from Durst, too.\"--SineSwiper 9/23/03 (from another forum)
Originally posted by Seed_Of_Evil I must admit that the last pic of her ass will be used in my next masturbation. She\'s hot as hell, one of my

Offline jp6666
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The Getaway peview
« Reply #4 on: September 13, 2002, 07:13:00 PM »
66M ???????????????? holy crap thats alot !
There are no winners in a war , everyone loses . The only battle to be fought for the sake of the future is in our hearts -  Jean-Paul

Offline GmanJoe

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The Getaway peview
« Reply #5 on: September 13, 2002, 07:56:53 PM »
Sega spent 66 million dollars on one game.

Sega was never very good at business decisions. I mean, what other company out there spits out the Sega CD, 32X and Saturn within a 3 year span? Who are they competing with?

Sega = King of Bad Business Decisions.

Now.....back to the Getaway topic. :p
\"Gee,  I dunno.  If I was a chick, I\'d probably want a kiss (or more) from Durst, too.\"--SineSwiper 9/23/03 (from another forum)
Originally posted by Seed_Of_Evil I must admit that the last pic of her ass will be used in my next masturbation. She\'s hot as hell, one of my

Offline Simchoy
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The Getaway peview
« Reply #6 on: September 13, 2002, 10:40:27 PM »
Game just keeps getting better and better (well, at least it sounds like it is getting better and better). Can\'t wait for this game to come!
Opinions are not important.

Offline w1ngman
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The Getaway peview
« Reply #7 on: September 17, 2002, 08:34:01 PM »
Adding The Getaway to my Christmas List...  C\'mon, Santa, I\'ve been a good boy this year -- no more Legos please!:(
-w1ngman     The Bruised Banana\'s Website

Picture this: Dave finds an available seat for his \"Aggressive Drivers Anonymous\" encounter group session.   Saying, \"Hello\" he sits amongst his support group of S2K owners...  Smiling, they rock ever-so-gently to and fro in their chairs...humming peacefully...drinking coffee...and rolling little AutoArt & Maisto S2000s across their knees.  At this moment, the group responds in unison, \"Hi, w1ngman!\" :D

 

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