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Dedicated to creating a story and environment that is a true representation of graffiti culture, fashion pioneer Marc Ecko has enlisted 50 of the world's most elite graffiti artists to lend their best artwork and personal experiences to the game and consult with The Collective to give Getting Up: Contents Under Pressure the authentic look and feel of a real urban environment. The game creates its own genre of gameplay, combining combat, action, adventure and stealth. It uses a thrilling graffiti-driven framework to tell its story of self-expression and the fight for creative freedom. A thug, an outcast, a rebel...the lead character, Trane, is all of these in Getting Up: Contents Under Pressure. He sets out to earn his street cred by getting his graffiti tag up throughout the politically oppressive city of New Radius but as events unfold, Trane becomes the unlikely leader of an urban revolution. The story's "Get In, Get Up and Get Out" gameplay mechanic offers gamers a unique arsenal of swift stealth and street fighting abilities to GET IN restricted areas of New Radius and battle through the city's rough streets; the dexterity and agility to scale any object in order to GET UP and place graffiti tags, spreading the message of rebellion; and the ingenuity to evade, escape and GET OUT. [Atari]
All critic scores are converted to a 100-point scale. If a critic does not indicate a score, we assign a score based on the general impression given by the text of the review. Learn more... 90
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82
Team Xbox
The story is engaging, the action is more than varied for this genre, and the gameplay does offer up something both solid and new. It may not hold up to repeated finishes, but at 20 levels, and at least 15 hours of gameplay, the experience is worth the price of admission for gamers looking for this type of fix.
82
Pelit (Finland)
A solid piece of action, but lacks the necessary ambition to be truly terrific. More inspired puzzles and a more engaging fighting mode would have been nice. [Mar 2006]
82
80
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Official Xbox Magazine
The perfect way to approach it is to shelf your hardcore gamer pride, download a walkthrough to get your through the annoying bits, and just wade into its rampant creativity with both eyes wide open. [Apr 2006, p.77]
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Game Chronicles
76
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73
Game Informer
As it stands, Getting Up is a game I like more for its potential than its execution, and that's a shame [Apr 2006, p.114]
73
70
70
1UP
The janky camera makes combat tough during crucial moments and makes things increasingly difficult when you're racing against the clock to lay down an aerosol tag. It makes you wonder if the game would have been better off in first-person view, but on the other hand, you would lose the immersion of being Trane.
70
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70
Gamer's Hell
Clearing a derelict building of rival graffiti artists through seemingly relentless hand-to-hand battles and then spraying amusing taunts over their interrupted ‘work’ is strangely appealing, and to simply ‘get in’, ‘get up’, ‘get out’, and get away with it is always a perversely winning combination.
70
Game Over Online
70
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Play Magazine
It has its moments but it's a bit buggy and surprisingly flat in the paint department. [Apr 2006, p.63]
60
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50
Electronic Gaming Monthly
A bargain-bin throwaway dressed up like a million bucks. [Apr 2006, p.93]
50
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Edge Magazine
The possibility of this all coming together in a more flexible and engaging manner is still a welcome one. But, for a game based on a culture of reputation, craftsmanship and leaving a mark, Getting Up is one that’ll pass by largely unnoticed. [Mar 2006, p.86]
Dj B. gave it a10: Jimmy M. gave it a9: Larry T. gave it a10: Jay C. gave it a9: Margie J. gave it a10: Frank gave it a10: |
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