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Review - Full Auto 158

If you look down the line, into the future of Xbox 360 titles, you see some pretty complicated games coming our way. The likes of Elder Scrolls IV and Mistwalker Studios' Lost Odyssey and Blue Dragon are designed to change gamer perceptions of Microsoft's console. Out of the gate, though, Xbox 360 titles have fallen back on the themes that made the original Xbox so popular: sports, FPS games, and racing. The Xbox already has two popular racing franchises to its name. The exclusive Forza Motorsports is a powerful sim, while the multiplatform Burnout series finds its shiniest home on the Xbox. Full Auto, by developer Pseudo Interactive, tries very hard to interest the 360 owner with a brand new way to race. Strapping weapons to cars can only lead to good things, right? Unfortunately this modern title, in the vein of SJ Games classic Car Wars, fails to do much more than explode prettily in the interested gamer's face. Read on for my impressions of this disappointing title.
  • Title: Full Auto
  • Developer: Pseudo Interactive
  • Publisher: Sega
  • System:360
There shouldn't be much here that can go wrong, right? The concept, at least, seems like a sure thing. Fully destructible environments, impressive weaponry strapped to interesting vehicle designs, racing through the streets trying to gank your opponents. There's even a new use for a design element we've seen elsewhere: the application of the Prince of Persia time-rewind to the racing genre. On paper, and in E3 previews from last year, the game looks like a sure thing. Not a testament to the storytelling power of gaming, to be sure, but a solid action game that will distract folks from playing Halo 2 on their four hundred dollar console.

Things start off well. The game's tutorial makes it clear from the get-go that your aim is speed, to an extent, but the real way to impress the title is by blowing stuff up. The game walks you through the various components of racing the Full Auto way. You have your boost bar, refilled by doing slides and jumps. You have your unwreck bar, which is refilled by blowing stuff up. Weapons can be mounted front and back, giving you a number of options when you're out on a course. There are several gameplay types, including basic racing, time trials, wreck point targets to hit, and qualifiers to run. There are also 'underdog' races to run, where you're outclassed by every other NPC and still have to make it to the finish line in one piece.

All of these elements somehow combine to make the most shallow and uninteresting game I've yet played on the 360. The first time you play you find dark satisfaction when a car explodes, hit by one of your hood-mounted missiles. The first time you make a mistake use unwreck, you smile in appreciation. By your third or fourth race you're settled in, driving your opponents into trucks and laying open building facades with machine guns. You're playing by rote already. You keep opening up new matches, hoping there will be new elements revealed by different race types, but you're disappointed. Within the first half hour of play, you've seen every trick this game has up its sleeve. At least it looks nice.

As a 360 game it would be hard for Full Auto to look bad, and it doesn't. Graphically, the game is solid. The textures are nice, the autos are bright and move well, and the user interface is well thought out. Even here, I don't feel entirely satisfied. With a few exceptions, the backdrop you'll be racing in is very bland. The game that Full Auto begs comparison to is Burnout, and the intricate and highly themed tracks of that game make the dingy street corridors here look quite sad. There's a jump-cam effect that gives you a cinematic view of any aerial maneuvers you perform, but when the camera returns to a first-person perspective there is a jarring sense of discontinuity; Even if your car hit the pavement in the other camera mode, you're still in the air when control is returned to you.

Most frustrating, though, is the stuttering that persists throughout the game. In heavy traffic, you can pull the trigger in rapid succession and rack up an impressive number of kills. Vehicles respond in a realistic fashion, explosions bloom, shrapnel flies, all while you speed along the track ... the system is placed under a heavy load not just occasionally but frequently in this title. Knowing that, the pausing that takes place when in a heavy combat situation is intolerable. At times there is a disquieting 'driving through butter' sensation as the action slides to a crawl. This slowdown doesn't take place during every crash or explosion, but it happens often enough to be a distraction from the only thing this game has going for it.

The most frustrating aspect of this title is the purity of the experience. The game may only do one thing, but it does that one thing fairly well. I really want to like this game. I could see myself occasionally popping into Full Auto for an online match with someone on my friends list, or trying for a new wreck point max to blow off some steam. The key is that, in this vision, the game is a $20 download from Xbox Live. The depth of this game is very similar to what I've seen from some of the better Live Arcade titles, and the simple gameplay bears a resemblance to those downloadable morsels as well. The price Sega is asking for this game is a slap in the face to anyone browsing the recent release wrack. My vision is false, and in reality this is a $60 title you have to physically drive to a store to buy. I recommend against that. If you're in the mood to blow stuff up while driving, rent this one instead. It's just not worth the money for the variety or consistency I've seen here.

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Review - Full Auto

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  • by AusG4 ( 651867 ) on Monday February 27, 2006 @03:29PM (#14810853) Homepage Journal
    "Until I can go down to my chain store and buy a console for MSRP or less, I could give crap less. As far I am concerned the Xbox 360 so far is a failure."

    So you don't own one and have made up your mind? Very grown-up of you. MS has sold 600,000 of them and it's a 'failure'.
    Well, I actually own one - bought it from Best Buy a month ago - it's very cool. Hardly a 'failure'.

    Wait a couple weeks - MS says they're going to flood the market. 'Supply issues will be gone', so sayeth Mr. Moore.

    Then, when you've tried it, if you still think it's a failure, maybe people will care what you think.
  • My $0.02 (Score:4, Insightful)

    by AusG4 ( 651867 ) on Monday February 27, 2006 @03:33PM (#14810888) Homepage Journal
    The really cool thing about the 360 is that you can go Live Marketplace, download the demo to this game, and try it out. If you like it, buy it. If not, don't... makes reviews less necessary when everyone can review the game themselves. I tried the demo, didn't like it that much - is fun for a few minutes but nothing I could really get into - so I didn't buy the game. Conversely, I tried the Fight Night 3 demo and never expected to like it but had a total blast - so I'm going to buy the game.

    The 'shooting at other cars' part of this game isn't as fun as the 'crashing into stuff' part. That said, Burnout is a better 'crashing into stuff' racer... Project Gotham 3 is a better 'sim car' racer, and Ridge Racer or NFS are better 'drift' racers. With an uber-tuned-up version of Burnout due on the 360 next month, just wait for that.
  • by Phanatic1a ( 413374 ) on Monday February 27, 2006 @03:35PM (#14810905)
    You know, I read stuff like this, and it occurs to me that I just Don't Get It:

    Vehicles respond in a realistic fashion, explosions bloom, shrapnel flies, all while you speed along the track ... the system is placed under a heavy load not just occasionally but frequently in this title. Knowing that, the pausing that takes place when in a heavy combat situation is intolerable. At times there is a disquieting 'driving through butter' sensation as the action slides to a crawl. This slowdown doesn't take place during every crash or explosion, but it happens often enough to be a distraction from the only thing this game has going for it.


    Snuh? WTF? Why would you go through all the expense of designing, manufacturing, and marketing a console system, for the advantages of a known, discrete, and predictable hardware set, making an API to market to developers, all so that you can release games that the hardware can't keep up with? Sure, I know that on my PC, I can't run Battlefield 2 at 1600x1200 resolution with all the eye candy turned up to max with 4x antialiasing and expect to achieve a playable framerate. But some other people *can*; maybe those people want to spend extra money for dual Geforce 7800s in SLI mode. Maybe they've got their own liquid nitrogen cooling rig for their 7.2 kW power supply. There are people who can do that sort of thing, and moreover, want to do that sort of thing, so when PC games push the limits of current hardware, at least there's a market for it.

    But with Xbox 360 or PS3, nobody can do that. You can't sell a new video card to 360 owners by telling them it will let them run games better. You can't sell games to 360 owners by telling them their 360 can't quite run it fast enough.

    So why do such games get released? I for one know that if I'd just spent all that money on a new console, only to find that it chunks like a fudge factory on offically-licensed software, I would not be happy at all.
  • by Horatio_Hellpop ( 926706 ) on Monday February 27, 2006 @05:25PM (#14811738)
    Colin Mcrae Rally 2005.

    On a decent PC, nothing comes close. Most beautiful and challenging racing sim. Ever.

    After playing it, I can't imagine why anyone would want to engage any other sim ... especially a NASCAR one.

    NASCAR drivers see 1 turn 1000 times. Rally drivers see 1000 turns 1 time.

Stellar rays prove fibbing never pays. Embezzlement is another matter.

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