When The Getaway launched in 2002, Sony made a big deal out of its extreme realism. Developer Team Soho's depiction of London, it claimed, was accurate 'down to the cracks in the pavement', and it did away with all the familiar trappings of a video game.
Instead of an old-fashioned health bar, gangster protagonist Mark Hammond would slow down and limp when he was close to death—and leaning against a wall would gradually restore his strength.
On the road, blinking indicator lights on your car told you when to take a turn, not a flashing arrow or a GPS line on a minimap.
This was ultimately all a gimmick designed to make a pretty basic third-person shooter seem more interesting than it actually was, but it was an effective one.Read more on thegamer.com