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Playing a classic GTA Clone in The Getaway. The Guy Richieesque classic for PS2
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 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.
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.
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