Marc Ecko's Getting Up: Contents Under Pressure review

Vandalize for justice

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You'll also need to contend with rival crews, belligerent workers and the stormtrooper-like CCK police, all of whom are itching for a kung-fu throwdown. There are three ways to deal with these threats: Avoid them, sneak up and knock them out, or run right up and kick their asses. Sometimes these fights get silly (like when you try to run from the CCK and they start chucking an unlimited supply of riot batons at you), but delivering beatdowns is a lot of fun as Trane takes on multiple opponents with punches, kicks and whatever heavy objects are lying about. You can lock on to a single opponent or just flail wildly at a group, and the slow-motion "power moves" make it feel like you're really doing some damage.

The best part is grappling, though, as it lets you do things like hurl opponents face-first through windows and watch them fall in slow motion. Mastering these moves also comes in handy for Beatdown mode, which lets two players duke it out as unlockable characters.

Action aside, Getting Up is certainly unique. Six real-life graffiti artists lend their voices and faces to the storyline, lending the game just enough street cred to offset all the product placement (like the Ecko energy drinks and hidden "iPod songs" scattered throughout every level). The overall package is slick, though, with stellar actors and an eclectic soundtrack that blends hip-hop with rock and punk.

More info

GenreAction
DescriptionThis probably won't do for graffiti what the Tony Hawk games did for skateboarding, but it does make it look like a lot of fun.
Platform"PS2","Xbox","PC"
US censor rating"Mature","Mature","Mature"
UK censor rating"16+","16+","16+"
Release date1 January 1970 (US), 1 January 1970 (UK)
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Mikel Reparaz
After graduating from college in 2000 with a BA in journalism, I worked for five years as a copy editor, page designer and videogame-review columnist at a couple of mid-sized newspapers you've never heard of. My column eventually got me a freelancing gig with GMR magazine, which folded a few months later. I was hired on full-time by GamesRadar in late 2005, and have since been paid actual money to write silly articles about lovable blobs.
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