The Getaway

Published 2023-06-12
Video games during the first years of the 2000s were heavily influenced by gangster and organized crime based stories. When Grand Theft Auto 3 hit in 2001, these types of games and stories were given even more attention and fleshed out with more details. Enter The Getaway in 2002 in Europe and 2003 in the US. Developed by Team Soho, it was a game that had originally been planned to release with the initial release of the PS2 and was heavily compared (mostly less favorably) to another gangster based game, Mafia, which had also released the same year on PC. It was said to be one of the first games that was described as not only a game, but a cinematic experience and for its time, it had some of the most realistic looking cutscenes gamers had seen. As such, that was the area where the game usually garnered the most praise. Players and critics also noted it for its ambitious story with influences from British gangster films such as Snatch and Get Carter , but also complained about its bugs, lack of feedback information (no health bars or ammo counters), and spotty enemy AI. So why am I doing an LP of it? Well first because I think that a lot of people who played this game gave up on it too early. Second, because despite its flaws, it was a bold attempt to try and make something that had never been done before in the gaming world and it’s still an interesting game to go through at least for its story. Original Archived Let's Play available at the Let's Play Archive