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A mediocre action-adventure with an excellent sense of style. If you love hip-hop and spray-paint, you should be playing this game, otherwise, this game is best left on the shelf.
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Game InformerAs 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]
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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.
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I appreciate what this game is trying to do. Unfortunately, it can’t quite get the fundamental controls to work well enough. If fighting is in the game, it has to function as well as everything else. The same goes for platforming.
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It's a surprisingly entertaining, well-designed game that stays interesting from start to finish, and if nothing else it'll give you a whole new perspective on those rat bastards who keep tagging your house.
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Getting Up is a solid game, but not spectacular in any way outside of the tagging interface. It also does a lot of things well, but features a disturbing amount of product placement that takes you right out of the adventure while also needing some fine-tuning with its controls and camera.
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I had an enjoyable time when all was said and done, but the length and general quality of the experience left me wanting more--perhaps the polish only a sequel can deliver.
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While all of Getting Up's diverse elements are to varying degrees lacking, the game ultimately comes together as a moderately entertaining experience.
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Game play is like "Jet Grind Radio," minus the roller skates. Worse still, the game's camera wheels around like Flava Flav after quaffing too much Dom P.
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Aside from the aerosol adept and the just plain curious, Getting Up holds little appeal.
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While this is certainly a playable game, and sometimes even fun and challenging, it crucially fails to immerse players in the world of street art and culture. Instead, it simply appropriates the superficial aspects to make yet another passable action title.
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You can't fault the presentation and all important street vibe, but you can fault the feeble level design, fudged controls and lousy camera.
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Official U.S. Playstation MagazineUltimately, Getting Up's most serious problem is that it's so damn serious. There's none of the anarchic joy found in "Jet Set Radio." [Apr 2006, p.83]
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Play MagazineIt has its moments but it's a bit buggy and surprisingly flat in the paint department. [Apr 2006, p.63]
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Hopefully, if a sequel is made, we’ll get more Prince of Persia and less Grand Theft Auto, or at least an amalgamation of the two that isn't so mind-numbingly dull.
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Ever try tagging a moving subway train while dodging obstacles overhead and on the side, all while searching in vain for the designated spot? Not easy.
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It drapes itself in branding, of which Marc Ecko's rhinoceros is but a single offender; exactly what am I rebelling against here?
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There's so much failed potential here that it makes me sick. Sure, Ecko and The Collective may have a stiffy for 1984, but there's really nothing wrong with that. It's the forced stealth and the hideous combat that killed the game, not the atmosphere.
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Frequent glitches and game engine freak-outs contribute to an overall less-than-mediocre graffiti/fighting/platforming hybrid.
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Electronic Gaming MonthlyA bargain-bin throwaway dressed up like a million bucks. [Apr 2006, p.93]
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If you like biting your controller and being frustrated at a game that freezes after you've failed to save it for 8 missions, it's for you.
Awards & Rankings
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79
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54
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#54 Most Discussed PS2 Game of 2006
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User score distribution:
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Positive: 27 out of 41
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Mixed: 6 out of 41
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Negative: 8 out of 41
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Aug 22, 2023
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Dec 22, 2020
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Jan 30, 2013