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View Full Version : ~The Getaway~ *Screens, Impressions and Movies


Perfect Stu
05-22-2002, 12:39 PM
May 21, 2002 - If Team Soho fails to completely realize its ambitions for The Getaway, one will hardly be able to fault them for it. After taking a good long look at the game, it becomes clear why it's spent close to three years in development so far. The finished product is intended to be: 1. a free-ranging car-chase sim with the ability to swipe any vehicle on the road; 2. a third-person action-shooter with stealth elements, smart AI, and a variety of tasks; 3. a realistic representation of some 20 square miles of modern London; 4. an authentic British crime movie in the Get Carter tradition, done in realtime 3D; and 5. a testbed for new motion-capture systems and other technology besides. That, as they say, is a pretty tall order. But it also looks as if the SCEE studio is up to the task of making it all work -- from what we've seen, the pieces are ready to fall into place for the game's release at the end of this year.
Up to this point, we knew the basic story behind The Getaway, and we knew that it was a pretty sharp-looking driving game. That was not the half of it, of course, especially as far as the story is concerned. Inspired by Get Carter, Mona Lisa, The Long Good Friday, and other greats of the British crime tradition, its aim is to tell a hard-boiled story with no compromise at all. The language and violence are R-rated from the beginning, and the dialogue is thick with authentic accents, to the point where some American gamers may be asking for subtitles. That's a key aspect of the flavor that makes this game different from, say, Grand Theft Auto -- it has a specific feel, unlike GTA's criminal melange.

The game stars Mark Hammond, a former bank robber gone straight after a stretch in prison. Two months out, he's settled down with his wife and son, and he has a steady job managing a nightclub. Sadly, other forces believe he ought to have greater ambitions in mind. His wife is murdered and his son is kidnapped, all at the instigation of East End crime boss Charlie Jolson. After a few years of semi-retirement, Charlie has a grand scheme to take over the entire London underworld, and Mark is the cat's-paw he plans to use.

Mark's half of the story (yes, just half) is a series of suicidal missions against every other criminal organization in London: the tony Soho vice lords, the Chinese Triads, the Yardie crack dealers and gun runners, and the Cockney thugs that have risen to power in Charlie's place. Some tasks are simple smash-and-grab attacks -- his first mission is to turn an old friend's restaurant into "the Towering f---ing Inferno" -- but later challenges require stealth and brains. Three or four missions in, Mark is forced to infiltrate a police station, find a weapon inside, murder a detective, and escape unharmed. Just a trifle ambitious, yes?

Similarly ambitious is the plot construction that develops later in the game. Some ways into Mark's story, a new playable character arrives, a cop named Frank Carter. Carter has spent his entire career bent on bringing Jolson down, and he believes Mark can help him do it. Frank first appears here and there during some of Mark's missions, gradually becoming a more significant character. Eventually, just before Mark's story reaches its climax, the story skips back a ways for the Frank missions, some of which show a different side of events that occurred earlier in Mark's missions. Once players complete both characters' stories, the dual climax occurs in the final mission.

"All of London"

It's worth noting, however, that there's an awful lot of fun to be had with The Getaway before the first mission even begins. Driver 3 may raise the ante, of course, but for now, this is the biggest and best-looking rendition of a real-life city ever made for a videogame. Approximately 20 square miles of modern London, from Hyde Park to the East End on both sides of the Thames, along with about 66 miles of roads, comprise the exterior section of the game world, all of which is accessible at any time. The streets and buildings are built in 3D using the British Ordnance Survey maps as a template, and textures are added based on reams of photographic reference. Landmarks large and small appear in the game, from Nelson's Column down to tiny nightclubs, with dozens of licensed facades and logos. The sense of scale is startlingly accurate. And yes, you do have to drive on the left side of the road, which is probably going to take some getting used to for American gamers.

As in Driver 2 or Grand Theft Auto, Mark can steal any car on the road at any time, providing he's willing to accept the occasional nasty consequences. All of the 70-some licensed cars (from more than 30 different makes) bear the same handling characteristics as their real-life counterparts, and it's easy to feel the difference in performance when you drive them. London's famous black cabs are slow and handle terribly. The Seat Ibiza does a little better in the corners, but it's not much for a drag race. The Alfa Romeo 156, Mark's starter car, is nice and average, a good introductory ride. Retro enthusiasts might enjoy the UK-only Ford Capri, back to reprise its famous performances from the 1970s.

For real downtown warfare, though, you'll want to up the sticker price a little. The BMW 5-series offers a potent blend of power and handling ability, the Aston Martin DB6 is unstoppable down the straights, and the Range Rover or Bentley Continental will come out on top in any crash. Well, that's not completely true. The only truly unstoppable car is the double-decker bus, but it's not much for a high-speed chase. All of the cars will take damage in crashes, showing realtime deformation of their exteriors. Apparently, this wasn't a problem with any licensors. The only company that objected to possible inclusion was Czech automaker Skoda, whose representatives preferred not to see their trademarks involved in any criminal activity (however virtual).

Of course, not every car is available in every area. Different parts of town are populated according to their socioeconomic status, so there aren't many Astons and Bentleys cruising the industrial neighborhoods in Brixton. Rich areas have more expensive cars, smaller models populate poorer neighborhoods, downtown is packed with buses and cabs, and big melting-pot areas like Soho have a little bit of everything. Once the game is complete, the mix of traffic and pedestrains should reflect the character of each area just as much as the buildings around them. On top of that, the developers claim that the portal-based loading and level of detail system will let the game run at a perfect 60fps framerate.

What the driving sections of the game could use is a few more navigation aids. In an effort to keep the GUI almost completely uncluttered, the only indicator that appears over the gameplay view is a small pointer dot, which moves around the outside edge of the screen to show the way to the next mission. There's no map at all, which seems like a bit too much effort in the direction of realism. It wouldn't be necessary to put a map in the GUI, but a map sub-screen, one that players could access after pausing the game, would be helpful for planning a route or picking out missed turns. In particular, that would help in the promised Tourist Mode -- added at the instigation of SCE's Japanese producers, it lets players drive around the city, snap pictures, and save them to a memory card.

"The gun, he means!"

When the action moves off the streets, the third-person control mechanics resemble Winback, the Koei 3D shooter. The selection of weapons is simpler, in keeping with the realistic theme of the game -- single and twin pistols, shotguns both standard and sawn-off -- but the controls are definitely familiar. The key maneuver for getting the drop on opponents is the familiar wall-flatten, which leads into a quick jumpout shot, and back behind the corner to dodge enemy fire. The Getaway adds more new controls to the mix, though -- for example, you can hop into a doorway, squeeze off a few shots, and then duck against the wall on the opposite side.

Also, as in Metal Gear, it's possible to grab an opponent by the neck and hold him hostage with a gun to his head. This leads to possibilities both obvious and subtle. It's easiest to just use a hostage as a shield, but if you grab the right bad guy, he can become a useful lever as well. The enemy AI is programmed with an understanding of each NPC's relative importance, so minor thugs will surrender if you have their boss hostage. On the other hand, a high-ranking opponent could care less if you shoot some peon in the head, so it's important to be aware of how strong a lever you're holding.

Perfect Stu
05-22-2002, 12:39 PM
Like so much of the game, though, The Getaway's 3D combat system has a lot of potential that's waiting to come together. At present, the camera is often a serious hindrance to getting around. The early action sequences have the somewhat "scripted" feel of Winback -- i.e., it's easy to complete them if you follow the planned best path through all the enemy and camera triggers, but getting on a different route leads to camera errors and frequent blindside attacks. Camera direction and enemy placement need to be tuned to allow freer movement around the areas. The camera system needs especially precise tuning, because the indoor environments often lead you into very cramped spaces, like a loading dock full of tight passages between stacked-up shipping containers.
The environments look very good, though, and like most everything else in the game, they're based on real-life reference. Some of the pieces had to be drawn together from different sources -- a Triad gambling den in the game was based on inspiration from a couple of different casinos and abandoned buildings -- but the finished products have plenty of detail in their architecture and backgrounds. The rickety sections of slum buildings have plenty of bent starcases, peeling wallpaper, old radiators, and anachronistic light fixtures, while better-kept areas like Charlie's office have the appropriate expensive appointments and knick-knacks.

Character design and animation in the action sequences shows a similar attention to detail. There's a wide array of different reaction and death animation for the bad guys, including proper interaction with the environment -- corpses slump against walls and over railings without clipping through them. Mark himself shows the effect of damage realistically as well. To keep the combat GUI as clear as the driving mode's, there's no energy meter to indicate how close he is to death. Instead, he limps or holds a hurt limb to gradually indicate more and more damage. Looking more closely at each model shows individually mapped faces, more than 200 in all, most of which are based on scans from real actors (including the author of this article).

"Culture, genius, sophistication..."

All of this talk about gameplay detail unfortunately obscures The Getaway's cinematic ambitions, but those are what could be its strongest point, even if everything else runs like clockwork. This game is already a technical achievement in videogame storytelling, and it looks like its story and characters are worth the expense of all the nuts and bolts behind them. Sony has shown us only a fraction of the whole so far, but it's a very interesting fraction.

The Getaway draws all of its cinema sequences with the in-game engine, although cutscenes use different character models with higher polygon counts and more detailed textures. The animations are the interesting part, however. Nearly every cutscene is based on motion-capture data from the same actors who provide the dialogue and the physical likeness of their characters. Team Soho is one of the first, if not the first, organizations to use a new magnetic motion-capture system for this purpose. Traditional motion-capture systems kit out actors in suits that are picked up by optical sensors. Thus, it's hard to get accurate data from more than one actor at a time, or in a set with too many props -- anything that gets in the way of a sensor blocks that data point. The magnetic system, on the other hand, can capture as many as five people at once, all reacting to each other, and they can use all the props they like, providing none of them contain any metal.

The result is perfectly-captured physical acting, at least as far as the raw motion data is concerned. That still has to be translated by the animators and the 3D engine, which has its limitations when it comes to collision detection, but so far it looks excellent in the few cinemas we've seen. The synchronization between the characters' dialogue and their body language is very good, and the actors are able to play off each other effectively. It's also very funny to watch the capture sessions in action. The game's first cinema begins with four thugs arguing in a parked car, a scene which was captured by four actors in sensor suits sitting inside a wood-frame prop car.

The Getaway also uses some interesting new techniques for facial animation, particularly as it relates to spoken dialogue. Each model's face includes 28 "bones" that work together to articulate its movements, which are in turn directed by software that translated the phonemes in the dialogue into the corresponding animations. This provides a fairly accurate rough that can be further tuned by hand. Textures are supplied by a detailed scan of the actor's face, scaled up or down from the high-detail original in accordance with the demands of a particular scene.

At least as cool as the technology, though, is the flavor of the game, as raw as the movies that inspired it. The accents are all appropriate, to the point of incomprehensibility at times -- the Cockney slang is thick, and the Yardie patois even more so. This also may be the first video game to have decently-delivered profanity. After all, there's been plenty of cursing in stuff like the early Grand Theft Autos, but Mark's "I'll do more than an injury, I'll f---ing kill you!" is the first time I've heard a game character cuss like they mean it.

Of course, that's only a minor aspect of the dialogue's quality, never mind how large it looms in the curiously limited world of videogames. In the larger sense, it's well-written and well-performed. Mark is the appropriate hero for the setting, blending feeling with the ruthlessness he's forced to revive. Charlie has the potential to chew the scenery a bit much, but he dials down the evil when necessary, and he has a touch of the pride that showed through in Bob Hoskins' anti-hero from The Long Good Friday. Frank Carter is a mix of obsession and the no-nonsense edge portrayed by his fellow Flying Squad cops from The Sweeney (a reference most Americans will probably miss), and the other supporting lead, a hitter named Yasmin, serves as the sort of devil on Mark's other shoulder. She's a little like the call girl Cathy Tyson played in Mona Lisa, if she were to move out of the vice clubs and into a role as the gang boss' hatchetman. Her exterior is hard as a rock, but there's some sense of decency left that leads her to eventually take Mark's side.

"Tell me all you know!"

At this point, The Getaway consists of some very impressive pieces. Gluing them all together is what needs to be done over the rest of this year. If Team Soho can deliver as promised, tightening up the 3D engine. the camera system, and some of the collision detection problems in the cutscenes, this will be a genre-breaker for the holiday season. And if you can't get the hang of driving down the "wrong" side of the road, well, that's your own lookout.

Perfect Stu
05-22-2002, 12:43 PM
http://ps2media.ign.com/ps2/image/getaway_e3_1.jpg
http://ps2media.ign.com/ps2/image/getaway_e3_8.jpg
http://ps2media.ign.com/ps2/image/getaway_e3_9.jpg
http://ps2media.ign.com/ps2/image/getaway_e3_12.jpg
http://ps2media.ign.com/ps2/image/getaway_e3_11.jpg
http://ps2media.ign.com/ps2/image/getaway_e3_3.jpg

http://mediaviewer.ign.com/ignMediaPage.jsp?channel_id=70&object_id=14483&adtag=network%3Dign%26site%3Dps2viewer%26pagetype%3Darticle&page_title=E3+2002%3A+The+Getaway

Click on Trailers 1, 2 and 3. And Enjoy. :D

Joeiss
05-22-2002, 03:24 PM
WOAH! This game looks and sounds great! Although it is almost identicle to GTA3, I like the slight addons. Such as being able to hide behind things, being able to take people hostage, or using them as a body shield. Oh man. I cannot wait for this game... Although I will have to have the volume on low, so my mom doesn't hear all the swearing! :D

J3]IMaster
05-23-2002, 06:23 PM
wow... it's looking mighty impressive!... hopefully by the description of it and the scale, I should be able to see my old flat, and the Strand Palace Hotel where I used to spend a lot of time... my aunt was head housekeeper there (In the centre of London :))

Joeiss
05-24-2002, 06:19 PM
IGN just posted an interview with the game's developer. Here it is :

IGN: To begin with, we were wondering what the current team has worked on before. We kind of lose track of the Sony Europe teams since Psygnosis was absorbed.

Brendan MacNamara: Well, I'm from Psygnosis, and so is Chun, who's the game designer. I worked on Kingsley, which is a kind of kids' title, and then I came here and did the This Is Football series, which is World Tour Soccer in America. Chun, he worked on Lander for Psygnosis. William, who's the lead coder, worked on Rapid Racer, Sam did Porsche Challenge. Gavin, who's the head of animation, he's been here about 15 years, he's worked on everything since Alfred the Chicken on the NES and SNES, through to this. We've been around a while.

IGN: Has everyone involved been working on The Getaway since it was a PlayStation project?

MacNamara: No, there were about eight people working on the PlayStation project, which you saw, kinda rough and cranky version. We've built the team up slowly, but for the last two years there's been anywhere between 40 and 50 people added. It's been stable at 55 for over a year.

IGN: About when did you come up with the idea to make it more than just a driving game -- when did it make the jump to PS2 and become this big cinematic adventure game?

MacNamara: Well, we had three working levels on the PS one game. We all liked it, and we thought it was fun, but then we saw Driver, and we thought that was a great game. So then we got the PS2 dev kit and we just did a real simple experiment, we said "Let's build Piccadilly Square," which you've probably been in. We stuck that up, we saw it and it was just amazing. We did it lots of wrong ways which we'd never be able to do now in the Getaway engine, but it just looked incredible and we thought, okay, we'd like to do that.

So we thought, well, if we're going to go for it and have this big environment, and if it's just going to be tracks, why can't we make it free-roaming? Once it became free-roaming, it all snowballed, because we all had these game design ideas, we also had the idea that if the building is going to look fantastic, then the people have to look fantastic. One thing led to another -- we started scanning people so they'd look good, then they fit in the environment, but they were sort of good-looking trees. They looked great, but they didn't do anything. So then we had to take it to the next step, how are we going to get performances into those characters? How are we going to make them look real, get the animation system working?

I think all of this is a logical extension of what's possible on PS2. We've been lucky, we've kind of had the grace of the company to keep pushing the envelope of what's possible on PS2. We could have, a long time ago, just rushed it out as sort of an early PS2 title, but it probably would have sunk without a trace. It never would never have lived up to the kind of potential people will see now, I think.

IGN: Was it, from very early on, intended to be a blend of both driving and third-person action, or did one follow the other?

MacNamara: We always had driving, because from Porsche and before that we knew how to do driving. It's the first kind of big character game we've done here, although we've done a football game and so we have a lot of experience in doing animation and characters. So we didn't have a problem with doing that, but what we did have to think long and hard about is how the mechanics would work. When we set out with the original design, we wanted to make it as widely available as possible, so people who liked an action movie might potentially buy The Getaway, instead of just a hardcore gamer's game. We tried to make the controls as easy to use as possible, and that's really difficult because it's the art of compromise. You want to have this move, but you want to be able to do something else.

Like, we don't have people rotate on the spot like most games, we have them walk around, which gives you all sorts of problems figuring out where the character's going to be, but once again we were going back to this idea that we wanted to push what was possible, we wanted people to notice those differences. We don't have ramps, we have people walking up and down stairs. We don't have health states where you just see health bars, you actually see the effect on the characters. They're big design decisions, because they actually have a big impact on the time it takes to make the game, and how the gameplay's going to hang together. So that's been evolutionary, in terms of the time it's taken to do.

IGN: You said that you started with the game design and built a story around that, instead of taking a story and building missions around that. Did that make it more or less difficult?

MacNamara: Having not done it the other way around, I'm not sure. I do a lot of other writing anyway, but I don't think it would have been possible. If you went for a straight narrative, when you didn't know what idea or what game events you wanted to do, and what was possible in terms of game mechanics, then most stories would feel like it was kind of bolted on.

We have a mission where you're chasing after a prison van and you have to ram that van off the road and get Charlie's nephew out of it and drive him away. The reason that came up as a mission idea was, the guys wanted to do this kind of pursuit, run a van off the road, and get it to work. It's a difficult mission to do, because you don't know where it's going to happen, what street it's going to happen on, it's wherever the player catches up to the van and so you have all sorts of continuity problems. But then story-wise you'd have those kinds of continuity problems as well. But it seemed more plausible if you had narrowed down what the mission ideas were, then you could hang those story events together. And then you could make plot turns based on those, especially how they want the finale to come together.

Joeiss
05-24-2002, 06:24 PM
IGN: So the concept of the second character, the Frank Carter character, was added later on?

MacNamara: He was always in, but the way the two timelines would come together was added after we'd finished Mark. We knew at what points we wanted the story to dovetail and we knew at what points we wanted it to come apart -- there are sort of time slips between Mark doing something and then jumping to Frank at a later point in the story, and then there are points where we wanted it to come together.

IGN: Besides being built around the mission concepts that you came up, is there anything else that you think influenced the story -- books, or movies?

MacNamara: Well, loads of movies and books as well, but the original kind of movies that we looked at for feel more than anything was Get Carter, you know, with Michael Caine. And then Mona Lisa, and obviously the Lock, Stock series. A lot of London gangster movies, there was a kind of rush on them for a while. Face, that was another good one, Robert Carlisle and Ray Winston. We wanted to get that kind of characterization.

IGN: When I first saw it, a long while back, Charlie's character reminded me of Michael Caine in Mona Lisa...

MacNamara: Yeah, very much so. And at the end, there's a scene in which it's very much like the end of Mona Lisa, where Charlie's in a situation at the end, and Bob Hoskins, he doesn't say anything, but you see about 20 emotions go over his face because he's no longer in control of the situation. It's a great piece of acting. There's moments from all those that we lifted. And there's especially that way that Michael Caine snaps at people in that movie, where he's charming and then goes and snaps at him.

IGN: And Bob Hoskins, too, in The Long Good Friday.

MacNamara: Yeah, everybody watches that one downstairs.

IGN: Talking about acting more, how much of your research into technology was devoted to trying to get more realistic and specific physical acting into scenes?

MacNamara: More of Gavin's time than anyone else's. Once we'd gone down into the scanning room, we knew we had these amazing-looking characters, even in-game. Then Gavin spent a lot of time -- we looked at different types of optical systems. We did about four weeks worth of tests on an optical system, just for character and bodies. We sent out a brief to every kind of motion capture company in the world saying this is what we want to do: we want to do five characters at once, in a scene, and they can freely interact with each other, can you do it? And just about everybody said yes, and we did tests and it wasn't true.

Then we did facial tests, so instead of having the big balls you have in optical capture you have all these tiny little balls, and we tried to get that to work in a system that would work for us. We looked at a blend shade system. We looked at a bone-driven system. And we went with the one we've got here. Meanwhile, with the magnetic system we found out that we could use props, and potentially we could use gloves, so we had some gloves flown in from South Africa, had them adapted to work with that system. Then we got Filmbox to write us a system that would work with five at once, which had never been done before. It was pretty hairy and down to the wire, people flying out from Canada the night before we were trying to shoot. It was a six-week shoot inside a big magnetic field.

IGN: So who exactly makes the system?

MacNamara: Ascension made the motion stage, the magnetic system that we use. It's a 14-foot square, so it's about as big as this room [not very big] -- we have to make the action take place here. So if there's another scene, if it's bigger, we have to break it into parts and then physically translate it together. There's some nice things about it, you can actually put this stage into your scene in the game and actually see a take in real time, you can say I like this performance or I don't like it. But logistically it's very crazy. We asked them if we could get bigger magnets and a bigger area, so we could get big industrial magnets that they use at a car yard, a wrecking yard. They said no, though.

IGN: You mentioned the importance of gloves in the motion capture, is that so you can get finger animations?

MacNamara: Yeah, so when you see that cutscene where Eyebrows is talking to Harry in the back of the car he puts his fingers on the steering wheel and his fingers wrap around it. And when people pick up cigars and stuff. A lot of people's expressions are with their hands.

IGN: As for car modeling, all the cars are licensed?

MacNamara: Yeah, we've approached all of the manufacturers for cars in the game. The only one who's actually said no is Skoda, a European manufacturer. They said they just didn't want to be in a game where people could break the speed limit. I don't know which games you can't break the speed limit in, but everyone else we've approached so far has been okay. We've told them that they roll over and get damaged and all that kind of stuff. We've approached them on the basis that it's like a film and they're cars that are there in London when you drive around. It's not about one particular car, and it's not a racing game per se, either.

IGN: Do you know how many makes total you have, manufacturers?

MacNamara: Off my head, at least 30. Like with Ford we've got the Ford Capri, a Ford Transit van, a Ford Fiesta, the Focus as well. General Motors has got a few different ones there.

IGN: So you've got lots of specifically British cars.

MacNamara: Yeah, well, whatever you could find out on the street. There'll be Peugeots, there'll be Citroens, there's a few Japanese cars as well. The only straight-out American car we have is a Chrysler Voyager. Oh, and a Cherokee.

IGN: What have you thought about people's possible reactions to making such a specifically British game? Did it ever worry you that you're making something that might be unfamiliar to an international audience?

MacNamara: Yeah, we did kind of worry about it, but you know, in America, they make movies about any subject under the sun. It's outside the window for us, so it's easy. When we originally showed people shots of it two years ago, what we thought was possible, people just automatically got a buzz out of it. I think it's because we were trying to do something a little bit different, we were trying to do something a little bit more realistic, we were trying to blend different types of genres. Everybody knew we were going for it, they seem to buy into that we were able to go for it. And they knew it was set in London -- I'm from Australia, you know, but it's one of the world's big cities. Everybody's either been here or wanted to come here, so it's not necessarily a bad thing.