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I am in love with this game, and it's been a long time since I've stayed up from 6AM to 6AM just to see what happens next in a title. I think the only thing left to say is that Getting Up deserves respect. This game could have been a stereotypical abomination, a real joke created by individuals that just wanted to cash in. Instead, it does justice to Urban Hip-Hop Culture, the art of Graffiti, and most importantly, the risk legends of the art form took to legitimize it and have their work seen. The game is about the art, and the story goes deeper than Trane getting up. Trane's journey is almost a microcosm of the evolution of graffiti; his adventures parallel its development.
Getting Up is a reference to getting your name up on the wall, not necessarily climbing up to huge heights to do so. But in Marc Ecko's new graffiti-laced action game, Getting Up: Contents Under Pressure, you'll have plenty of chances to do both. As a mixture of third-person fighting, Prince of Persia-like acrobatics, and frequent stops to get your name up on various surfaces around the near-future city of New Radius, there's a good deal of variety to the action in the game. But Getting Up has more to offer than just exciting gameplay. The story, dialogue, soundtrack, and look of the game all contribute a great deal to the flavor and authenticity of the package. The end result is an interesting and often-exciting adventure that should be appealing to most action-game fans, but will probably hold extra appeal if you're at all interested in graffiti and the culture surrounding it.
Overall, Marc Ecko’s Getting Up is a greatly entertaining game with a lot of style. The atmosphere draws you in and keeps you immersed throughout the adventure. The storyline starts slowly, but develops into an interesting tale of conspiracy and corruption. The game offers a great deal of unique challenges due to its underlying graffiti theme. The voice-acting is nicely handled and the characters fit well into the setting. The movies that unravel key parts of the storyline are very artistic. If you are looking for an original game that tries to do something outside of the regular genre boundaries, consider giving Getting Up a try. It might be a great opportunity to connect with your rebellious side. Since the game leaves plenty of loose ends for a sequel, here’s hoping we’ll meet Trane again for more death-defying stunts and graffiti.
As we begin the move from this generation of gaming to the next, the same questions seem to be popping up time and time again. Where are the new game ideas? Why so many sequels? Where is the originality? All valid, but it seems as though the next original game isn’t blasting its way onto the Xbox 360, but is finding its way onto the original Xbox (as well as PS2). The culprit in question? Marc Ecko’s Getting Up: Contents Under Pressure. Developed by The Collective, and published by Atari, this urban themed game was created alongside renowned fashion designer Marc Ecko, and has actually been cooking in his noggin for roughly seven years now. The premise was set up to shed some light on the world of spray painting, or tagging as the kids call it, and bring this medium to the limelight. Told as an underdog story, has this tittle managed to create something original, and yet manage to be fun?
So ganz der erhoffte Überflieger ist Getting Up nicht geworden. Ob es möglicherweise kreativen Differenzen zwischen The Collective und Marc Ecko zuzuschreiben ist, bleibt offen. Fest steht aber, dass sich der Genremix nur als leicht überdurchschnittlich präsentieren kann. Spielerisch mit Elementen aus Tomb Raider und The Warriors durchaus ansprechend, sorgen die abwechslungsreichen Missionen immer wieder für gute, aber eben nicht herausragende Unterhaltung. Außerdem bekommt man so ganz nebenbei gehörig Respekt für die Gefahren, die echte Graffiti-Legenden auf sich genommen haben, um „nach oben“ zu kommen. Doch das bei einem Spiel, das sich so sehr mit individueller Kunst auseinander setzt, keine Möglichkeit besteht, eigene Graffitis zu entwerfen, ist bedauerlich. Noch bedauerlicher ist allerdings die insgesamt schwache deutsche Sprachausgabe.
Overall, Marc Ecko's Getting Up is a fairly enjoyable game, and should keep your interest up for a while. Getting Up has its shortcomings, most noticeably not giving enough creative control, and some awkward camera angles. Push those gripes aside and Marc Ecko's Getting Up is a valiant effort in bringing graffiti culture to the gaming community.
Graffiti speaks volumes. Apparently, a lot of lawmakers would agree with this statement and outlaw it like they only can. But they fail to see the point of graffiti in the first place. Sometimes it's a way of expression for people, and sometimes it shows off the diverse talents of someone who doesn't know how to let loose otherwise. Video games seldom celebrate this art form, although Sega's already given them a nod with their unique Jet Set Radio games for the Dreamcast and Xbox. But apparently Marc Ecko has something to say, and his game speaks a loud volume all its own.
Our only qualm with the graffiti system is the fact that it's not all that challenging. You don't have to stay within the lines or trace a particular design (a la Rockstar's The Warriors), so you'll get the hang of it very quickly. Thankfully, you'll be introduced to a variety of alternative methods as the game progresses, from wheat-pasting to using a standard paint roller. This keeps the tagging aspect of the game from getting stale, as does the fact that the designs themselves look damn good. You can unlock new tags as you make your way through the game, including some created by the real-life graffiti masters that serve as Trane's mentors. FUTURA, Seen, and T-Kid all make appearances, and you can collect some of their works in your Black Book. If you're a fan of underground street art, this is the game for you.
As much as I'd like to laud this as a must-play, it just doesn't live up to it's promise. If we are to truly see video games progress, unique and innovative games like this need to start delivering gameplay as polished as less-novel (but immaculately crafted) games like Call of Duty 2 (which succeeds despite the glut of WWII games on the market). As it stands, Getting Up is a game I like more for its potential than its execution, and that's a shame.
Marc Ecko's Getting Up is een erg aangename game om spelen en scoort op alle punten ruim voldoende. Het is verfrissend om een keertje de spuitbus te hanteren in plaats van een heel arsenaal aan schietijzers. De sfeer in het graffitiwereldje en het overlevingsinstinct wordt uitstekend weergegeven. Het ietwat brute vechtsysteem maakt het straatgevoel compleet. Wie door de graffiticultuur geïntegreerd wordt, of nog maar een beetje de drang voelt om zich artistiek te uiten, kan zich in deze game risicoloos uitleven.
The story revolves around a young urban phenom named Trane. He lives in the oppressive city of New Radius and is ambitious about becoming a star graf artist, but there are a ton of obstacles to contend with. Rival crews and fascist-like police officers called the Civil Conduct Keepers (CCK) are very much interested in destroying young Trane. But he's not going to let any of that get him down. Trane seems used to being disliked. In fact, almost everyone he meets wants to kick his ass, probably because he crosses out others' pieces he sees on the wall. In the real graffiti world, that's enough to get almost anyone beat-up.
In Getting Up: Contents Under Pressure, players assume the role of ‘Thane’ a young street-wise graffiti artist living in the city of New Radius, which is home to Mayor Sung’s big brother, nanny-state style of governing. Sickened by the upsurge in local tyranny and exploitation, Thane brings his own brand of war to the streets in a bid to rise beyond the ranks of rival graffiti gangs to become the All City King, uncover a massive governmental conspiracy, and bring down the nefarious Mayor. Imagine it if you will: What if graffiti could change the world?
Progressing through the Marc Ecko becomes more of a chore than an achievement. I had trouble just staying interested during my time that I was playing through. Because of this, I doubt I would pick it up again. Marc Ecko's Getting Up could have been so much more, but we are left wondering what could have been if the game would have been in production another few months.
Ein feindlicher Sprayer bringt es in Getting Up während einer Zwischensequenz auf den Punkt: „Dieses Game ist wohl nichts für dich!“ Damit hat er leider völlig Recht. Mit Graffitis habe ich nichts am Hut und diesen Sprachstil der Charaktere möchte ich auch nicht in einem Spiel ständig hören. Fans der Graffitikunst werden am technisch ordentlichen Game vielleicht ihre Freude finden, ich bleibe lieber beim bessere The Warriors. Dort ist das Sprayen in Form einer Geschicklichkeitseinlage zudem deutlich eingängiger gelöst.
Thrills could have been garnered from the platforming and hand-to-hand combat, but unresponsive controls, problematic camerawork, and general repetition plague both of these aspects. In a cruel twist of irony, a game about graffiti art delivers an experience that is as boring as watching paint dry.
The fighting is slow, sloppy, and strangely difficult, but once the decks are cleared, you climb around and paint. You enjoy this part, because pretty pictures are all Getting Up has to offer.
Si on peut croire en Marc Ecko's Getting Up quand on se lance dans le titre, c'est pour mieux désenchanter lorsqu'on réalise qu'on a tout vu au bout de quelques minutes. Extrêmement répétitif dans la structure de ses missions (cogner, grimper, graffer), il l'est tout autant dans ses actions qui deviennent de tristes formalités, bien loin finalement de l'esprit original qui devrait habiter le jeu.
Marc Ecko had a dream -- the dream of a fun video game. That dream soon ultimately turned into a nightmare with Marc Ecko's Getting Up: Contents Under Pressure, a graffiti-based action game from Atari and developer The Collective. Subject to numerous lengthy delays, Getting Up is finally here, but it's nothing to hold your breath over. One might think a last minute three-month pushback would result in extra development polish time. But, in fact, it's quite the contrary. Frequent glitches and game engine freak-outs contribute to an overall less-than-mediocre graffiti/fighting/platforming hybrid.