An introduction is necessary as, like Gamestyle, many of you will be wondering just who this Marc Ecko is, and why does he have a video game? Well, Marc has managed to tap into the urban market with fashion labels and publishing. Starting out as a graffiti artist, it certainly is a vast progression, but is this enough to warrant such a prestigious video game honour? The Australian government certainly does not agree, having banned the video game on the grounds it encourages criminal activity. Yet for those gamers with long memories, Sega faced the same issues with its sublime Jet Set Radio series and still managed to deliver something beyond scrawling your name on the school desk.Getting Up is more urban and gritty than Sega's cel-shaded effort. The style here isn't designing your own tags (disappointingly) or defeating levels in record time; instead it's about appreciating the legends of graffiti and rising to the top yourself. You start out as a loaner (called Trane) on the streets, trying to perfect your own style and keeping out of reach from the law and local street gangs. In this respect, Getting Up feels like The Warriors as you venture onto gangs' turf and tag your own signature. Throw into the mix local residents (all too eager to call the cops) and heavy-handed security guards, and you have a game that contains a fair amount of street violence. The city is New York in all but name (called New Radius), and its suppressive government regime lacks any foundation in the storyline. One criticism is that actual graffiti spraying itself is nothing more than wiggling the left analogue stick - colours and effects are automatically selected, thereby turning an art into a trivial pursuit.The Collective are well known to Xbox owners as the developers of Buffy The Vampire Slayer and Indiana Jones, and to a potentially wider audience with the soon to be released Da Vinci Code video game. The two former titles both followed a strict (and successful) formula. Both were authentic to the source material and each had a linear route, well camouflaged by challenges and extras. Getting Up is no different in this respect, as The Collective have done a tremendous job in replicating an urban environment and involving various graffiti legends. Gamestyle is no expert in such street matters, but can appreciate the involvement of many legends (and their designs) and the guiding hand of Marc Ecko. So what you have is a title that somehow feels right, despite the over the top violence and fascist government.The story is well worth pursuing over the increasingly difficult levels: as penned by Ecko, it perhaps has some autobiographical foundations, although its message (freedom of expression) will perhaps be lost on many. However, the cut scenes, voice acting (complete with great cast) and unfolding events are way beyond what Gamestyle would have expected from a graffiti title and push Getting Up into the realms of the action/adventure genre.The Collective have littered each level with hidden challenges, secret items and extra ways in which to earn respect points. You are able to seek out tags from other artists and add these to your black book for future reference. The combat system is fun, without ever being complicated or deep. It also dispenses with the 'handbags' nature of many releases, and allows the player to get up close to the opponent and fight dirty; which is how the streets are. Random button bashers will feel right at home, as the shallow nature of combat plays right into their fingertips and is felt in the crotch of their opponent.Another common theme, which appears in Getting Up, is the difficulties of controlling the camera during combat within enclosed environments. Often you are left kicking and punching opponents off-screen, until the camera is redeployed under the right analogue stick. It also proves temperamental when making jumps that litter most levels, especially for players willing to put their tags in extraordinary places. And it's certainly well worth the effort seeking out the best vantage points, secret challenges and hidden icons, as Getting Up is full of bonus content. These extras can be split into those that improve the game experience, and those that cater towards fans of graffiti and its roots. Visually, Getting Up does a good job without ever pushing the boundaries of what we would expect from the Playstation 2. Environments have just enough detail, interaction and life contained within to satisfy the criteria of the storyline.The Collective have done a decent job of mixing various styles to provide a varied and surprisingly entertaining experience. Even with all the various contributors and companies involved, they've managed to avoid a marketing overkill and provide a rich release, which acknowledges its roots and satisfies.