the GetAway
Mark Hammond is an ex-gangster who wants to forget his past and live honestly with his wife and little son. Everything goes horribly wrong when London's most vicious criminal, the organized crime boss Charlie Jolson, decides that he needs Mark's services and obtains them in a twisted and cruel way: Mark's wife is murdered, he is framed for this murder, and his child gets kidnapped.
Jolson makes it clear: unless Mark does what he orders him to do, the boy dies. Using the helpless man in his plan to bring down other criminal organizations of the city, Jolson sends Mark on suicidal missions during which Mark has three terrible choices: walk away and lose his son, get killed in a battle against overwhelming odds, or single-handedly help Jolson to get rid of his adversaries.
Once the player completes Mark Hammond's story, a new scenario opens, in which the player controls Frank Carter, a vigilante cop who won't stop until he brings Charlie Jolson to justice. Frank's scenario is parallel to Mark's, shedding more light on events that remain somewhat unexplained during Mark's scenario.
The Getaway is a hybrid of driving and third-person shooter gameplay, similar in concept to Grand Theft Auto III. London has been digitally recreated for this game, and the player can explore it freely on foot or driving a vehicle. Unlike GTA III, missions follow each other linearly, dictated by the plot. The game is more story-driven and does not have any free-roaming activities. Many of the driving sequences also have a time limit, restricting free exploration.
Each mission usually consists of a driving section, which requires the player to drive to a certain destination (sometimes chasing another vehicle or being chased by enemies), and a third-person shooter section, often with an additional driving section afterwards. Police or rival gangs will frequently pursue the protagonist. The player can hijack any car or bus from the streets, or move on foot.
Third-person shooter sequences are longer and more prominently featured that the corresponding sections of GTA III. The protagonist can perform a variety of moves: sneak, crouch, roll to the sides, etc. A few missions are completely stealth-oriented, and are failed if the player character is discovered by enemies. It is possible to use the butt of the gun as a melee weapon, and also take hostages to prevent the police from shooting at the player character.
The game's distinguishing visual feature is a total absence of visible interface and text feedback. Rather than consulting a map, the player follows the car's blinking lights to arrive at the right destination. Damage taken by the protagonist is indicated by the character bending over, walking slower, and having blood on his clothes. Health is recovered by resting (leaning against a wall); there are no health kits scattered around. The protagonist can carry only two small or one larger weapon at once.
Jolson makes it clear: unless Mark does what he orders him to do, the boy dies. Using the helpless man in his plan to bring down other criminal organizations of the city, Jolson sends Mark on suicidal missions during which Mark has three terrible choices: walk away and lose his son, get killed in a battle against overwhelming odds, or single-handedly help Jolson to get rid of his adversaries.
Once the player completes Mark Hammond's story, a new scenario opens, in which the player controls Frank Carter, a vigilante cop who won't stop until he brings Charlie Jolson to justice. Frank's scenario is parallel to Mark's, shedding more light on events that remain somewhat unexplained during Mark's scenario.
The Getaway is a hybrid of driving and third-person shooter gameplay, similar in concept to Grand Theft Auto III. London has been digitally recreated for this game, and the player can explore it freely on foot or driving a vehicle. Unlike GTA III, missions follow each other linearly, dictated by the plot. The game is more story-driven and does not have any free-roaming activities. Many of the driving sequences also have a time limit, restricting free exploration.
Each mission usually consists of a driving section, which requires the player to drive to a certain destination (sometimes chasing another vehicle or being chased by enemies), and a third-person shooter section, often with an additional driving section afterwards. Police or rival gangs will frequently pursue the protagonist. The player can hijack any car or bus from the streets, or move on foot.
Third-person shooter sequences are longer and more prominently featured that the corresponding sections of GTA III. The protagonist can perform a variety of moves: sneak, crouch, roll to the sides, etc. A few missions are completely stealth-oriented, and are failed if the player character is discovered by enemies. It is possible to use the butt of the gun as a melee weapon, and also take hostages to prevent the police from shooting at the player character.
The game's distinguishing visual feature is a total absence of visible interface and text feedback. Rather than consulting a map, the player follows the car's blinking lights to arrive at the right destination. Damage taken by the protagonist is indicated by the character bending over, walking slower, and having blood on his clothes. Health is recovered by resting (leaning against a wall); there are no health kits scattered around. The protagonist can carry only two small or one larger weapon at once.
the GetAway : Black Monday
It's going to be a day to remember for Sgt Mitchell. His first shift back on the MET's Organised Crime Squad begins with a dawn raid on a council estate that turns nasty. The next 48 hours will put him against the suspicions of his team mates, a new ruthless wave of crime and the most powerful man in London.
Meanwhile on the other side of the city, amateur boxer Eddie O'Conner is in severe trouble. The bank job went horribly wrong, his small-time crew has been wiped out and his only ally in this whole mess is Sam, a teenage thief more comfortable with nicking laptops than gang violence. Eddie knows he's way out of his depth, now his friends are dead and somebody is going to pay...
The game is split into sections. Once you complete Sgt Mitchell's part, you get to play as Eddie. You play the same story, but view it from two different angles. Some events that look vague when played from Mitchell's side get explained when controlling Eddie. Some portions of the game are played as Sam, providing yet another piece of the puzzle.
The gameplay is divided into driving and shooting/sneaking parts. Usually you receive a mission, drive to a certain destination, and then shoot (or sometimes sneak) your way to the goal. London has been digitally recreated for this game, and you can drive through it freely. As Eddie, you'll have to avoid police and rival gangs chasing you. You can hijack cars and even buses. You can also leave a car at any time and run through London on foot. For the shooting parts, there is a variety of moves you can perform: sneaking, hiding, crouching, rolling to the sides, etc. You can knock your enemies down by using your gun's butt as a melee weapon or take pedestrians hostage to prevent the policemen from killing you. Eddie also has unarmed boxing moves to help you fight your way out of trouble, and Sam has the ability to get out of trouble by climbing out of the way, or sneaking under objects to hide.
Meanwhile on the other side of the city, amateur boxer Eddie O'Conner is in severe trouble. The bank job went horribly wrong, his small-time crew has been wiped out and his only ally in this whole mess is Sam, a teenage thief more comfortable with nicking laptops than gang violence. Eddie knows he's way out of his depth, now his friends are dead and somebody is going to pay...
The game is split into sections. Once you complete Sgt Mitchell's part, you get to play as Eddie. You play the same story, but view it from two different angles. Some events that look vague when played from Mitchell's side get explained when controlling Eddie. Some portions of the game are played as Sam, providing yet another piece of the puzzle.
The gameplay is divided into driving and shooting/sneaking parts. Usually you receive a mission, drive to a certain destination, and then shoot (or sometimes sneak) your way to the goal. London has been digitally recreated for this game, and you can drive through it freely. As Eddie, you'll have to avoid police and rival gangs chasing you. You can hijack cars and even buses. You can also leave a car at any time and run through London on foot. For the shooting parts, there is a variety of moves you can perform: sneaking, hiding, crouching, rolling to the sides, etc. You can knock your enemies down by using your gun's butt as a melee weapon or take pedestrians hostage to prevent the policemen from killing you. Eddie also has unarmed boxing moves to help you fight your way out of trouble, and Sam has the ability to get out of trouble by climbing out of the way, or sneaking under objects to hide.
Ghostbusters
Based on the 1984 film of the same name, the Ghostbusters are the ones to call to "bust" any ghost hauntings. They do this through the use of nuclear-accelerated "proton packs" and "ghost traps", whereby the ghosts can be captured and transferred to a secure storage facility at their Headquarters. However New York City has suddenly become a very haunted place, and the number of ghosts has suddenly and dramatically increased. The Ghostbusters must reduce the paranormal psychokinetic energy, the "PK level" in the city, which represents ghost power, before the Temple of Zuul awakens and resurrects an evil goddess called Gozer.
Ghostbusters is an action game that features an overhead-view and a side-view. From Ghostbusters HQ, the player must monitor a map of midtown Manhattan for "ghost alarms", as well as for casual, roaming spirits, and plot a route to the alarmed area. Once the route is plotted, the player then controls the purchased Ghostmobile as it drives through traffic. Here, the player is able to capture casual ghosts on the way if they are en route. When the haunted location is reached, the game switches to a side-view. Two of the Ghostbusters will take position, activate their proton beams, and toss a trap to the ground. The player must then use the two Ghostbusters to attempt to lead the ghost(s) over the placed trap. Once activated, the trap springs to capture any ghosts directly above it. A successful capture will earn the player money, which can then be used to purchase new Ghostbusters vehicles and new modifications for it. An unsuccessful capture will see the ghost fly away (after nastily sliming one of the Ghostbusters).
As the game progresses, the PK energy in the city increases. The Ghostbusters must keep it under critical levels by being constantly successful at busting ghosts. Eventually the Temple of Zuul will activate, and if the PK levels are still manageable, the Ghostbusters can venture there for a final showdown with Gozer.
Ghostbusters is an action game that features an overhead-view and a side-view. From Ghostbusters HQ, the player must monitor a map of midtown Manhattan for "ghost alarms", as well as for casual, roaming spirits, and plot a route to the alarmed area. Once the route is plotted, the player then controls the purchased Ghostmobile as it drives through traffic. Here, the player is able to capture casual ghosts on the way if they are en route. When the haunted location is reached, the game switches to a side-view. Two of the Ghostbusters will take position, activate their proton beams, and toss a trap to the ground. The player must then use the two Ghostbusters to attempt to lead the ghost(s) over the placed trap. Once activated, the trap springs to capture any ghosts directly above it. A successful capture will earn the player money, which can then be used to purchase new Ghostbusters vehicles and new modifications for it. An unsuccessful capture will see the ghost fly away (after nastily sliming one of the Ghostbusters).
As the game progresses, the PK energy in the city increases. The Ghostbusters must keep it under critical levels by being constantly successful at busting ghosts. Eventually the Temple of Zuul will activate, and if the PK levels are still manageable, the Ghostbusters can venture there for a final showdown with Gozer.
Ghostbusters II
It's been five years since the Ghostbusters roasted the 30 story marshmallow menacing downtown Manhattan. The Ghostbusters sent a huge bill to the city and the city sent back an even bigger bill for damages. Both declared bankruptcy and the now retired Ghostbusters have since moved on. Unknown to the former Ghostbusters, a river of slime has been amassing underneath the city, feeding on all the negative energy of the denizens of New York. Meanwhile a new occupant of the Museum of Art, a 300 year old painting of Vigo the Carpathian and its immortal soul, has arrived and is waiting to get out, eager to use the approaching slime as its medium of escape.
The game starts with the Ghostbusters in trial, with escaped ghosts wrecking havoc in the courtroom. A battle ensues and the player must attempt to vaporize the flying ghost in a sidescrolling environment while dodging ectoplasm thrown by the ghost. Victory or defeat in this battle as well as future battles with ghosts, will be summarized by a newspaper editorial at the end of the battle.
After the courtroom battle, the main game starts in the office of the Ghostbusters. Here the player choose various activities, such as: attempt to gain money by answering distress calls to hunt down ghosts, collect slime from the sewers, test slime (if successfully collected from the sewers), and check the duty rooster.
The game starts with the Ghostbusters in trial, with escaped ghosts wrecking havoc in the courtroom. A battle ensues and the player must attempt to vaporize the flying ghost in a sidescrolling environment while dodging ectoplasm thrown by the ghost. Victory or defeat in this battle as well as future battles with ghosts, will be summarized by a newspaper editorial at the end of the battle.
After the courtroom battle, the main game starts in the office of the Ghostbusters. Here the player choose various activities, such as: attempt to gain money by answering distress calls to hunt down ghosts, collect slime from the sewers, test slime (if successfully collected from the sewers), and check the duty rooster.
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