fun, over too fast and a little flawed, but Full Auto
will put a smile on your face for awhile. XBL users
will get more bang for their buck though. by
Vaughn Smith (Click
here to read Colin's Full Auto review)
20, 2006 - Let's
face it. Full Auto has the stage all to itself. Released
last week when the only other X360 releases were a
week or so away, chances are high that people are
going to invest in Sega and Pseudo Interactive's time-twisting,
vehicular asskicker, just to have something to play.
Full Auto is a full on assault on the racing genre
of the Burnout variety and it accomplishes it's goal...which
is to temporarily make you forget that there is currently
nothing else to play for this system that you blew
$500 on last November. Surely that alone will cloud
some folks judgement as they'll only be too happy
to be pressing the power button on the 360. However,
if you look a little closer at Full Auto with a more
discerning eye, you'll see a fairly shallow game wrapped
in a blanket of onion paper depth offline. There looks
to be a lot going on, but it's smoke and mirrors mostly
- but again, it is a new game for the Xbox 360 and
that's definitely a good thing, especially if you're
not fond of EA's Fight Night series.
Auto looks great and it plays reasonably great which
is what you'll be thinking for the first hour or so,
while cursing me and my opinion for being "totally
wrong and an assclown". Trust me when I say most
gamers' enjoyment level of Full Auto should be compared
to a full tank of gas. Drive around for a few hours
and that level is going to drop considerably. Once
you've discovered all of the nooks and crannies and
have blown your way through the games' main mode,
there really isn't any reason to revisit for long
stretches, not even online as far as I'm concerned.
In fact the game plays all of its cards almost from
the start, so there isn't anything to really build
to, aside from some new weapons. The game is missing
the climax of excitement and I think that's why it's
far too easy to get bored quickly. In the world of
screenplay writing, your story should be presented
within the first ten pages (10 minutes of screentime)
so that the premise is set up and the events can now
unfold with the audience now brought up to speed and
along for the ride. You've seen movies that take too
long to get where they're going and you become bored....you've
also seen movies that smacked you over the head with
their plot too early and you figured out the ending
before you've needed to wipe your buttery popcorn
digits on a napkin. Full Auto is like that. It's "bang,
crash, boom, look at what I can do!" attitude
is simply too busy to sustain over a long period of
Interactive deserves kudos for attempting something
entirely new in the racing genre. The ability to rewind
time (called Unwreck) after you blow a curve or maneuver
is fantastic; it's a really great mechanic (you won't
find this ability when playing online for obvious
reasons). That power combined with the ability to
cause extreme environmental and vehicular damage is
Full Auto's hook, which is definitely entertaining
since it's bringing something entirely new to the
table. Unfortunately the gimmicky powers bestowed
upon you are also the games Achilles heel, because
without them the racing is rather flat and doesn't
stand on its own two wheels for too long.
that shooting things isn't fun. You're outfitted with
two weapons - one in the front and one in the rear
- and you can upgrade these weapons of mass desctruction
as you progress. You won't be able to mix and match
weapons as that would make the combat far too unbalanced,
but some of you may look at that as a missed opportunity.
I think Pseudo did the right thing by limiting the
weapon sets. Controlling the cars while you're steering
and shooting can get a little out of hand, but it's
never too overwhelming. If you do screw up, you can
always use Unwreck to do it right the next time. I
found the cars a little floaty for my liking, but
I've been playing a lot of Ridge Racer 6 lately so
that could account for it. A Sherman tank would seem
floaty after playing Ridge Racer.
the game is a dynamic tour de force of frame rate
and high res candy. Pseudo Interactive really went
to bat and cleaned up the framerate from what I've
seen in previous demo releases. There is still the
odd sputter and stutter which is jarring, but I'll
chock that up to first generation learning curve;
next year at this time I won't be so lenient. Ewwwww,
I bet they're scared now.... The environmental damage
is great and oddly cathartic. I never knew I liked
blowing stuff up as much as I do. Since you are encouraged
to decimate the landscape as much as possible in your
bid for greatness, you'll spend quite awhile wondering
just what you can destroy and what you can't. The
car models are equally as impressive but they should
be as we are talking about the most powerful console
available today. The replay cameras that display a
particularly cool event that you've executed are a
wonder to behold, but again, it's just all flashy
the single player game is seriously over in a few
hours, those who have the ability to play online will
get the most mileage out of Full Auto. The online
portion of the game is a blast and while it may not
weather the test of time like the Burnouts and Project
Gotham Racings of the gaming world, it will substantially
increase the replay value. Other offline modes such
as Arena, Rampage, Pursuit, and Tag most likely won't
hold your attention after a few days, but they're
I couldn't seem to get the Custom Soundtrack to work
properly, as the game will instantly revert back to
the preset audio once it hits a loading screen. Hopefully
Sega will release a patch shortly as I'm not particularly
fond of the tunes that ship with Full Auto. Doesn't
anyone test these things? The various sound effects
of destruction, weapons, and car engines are done
Auto is a lot of fun, but it's more style than substance
especially if you have no plans of taking it online.
I'm definitely not out of line suggesting that you
locate a rental copy and see if Full Auto does it
for you. As a racer it's competent but it runs out
of gas a little quicker than you'd expect for a full
priced Xbox 360 title ($59.99).
No pre-calculated or canned animations. Players
will never see the same wreck twice!
Unwreck feature gives players the ability to control
time, rectifying fatal errors, missed opportunities,
and bad aim.
gameplay modes include a 60-event Career Mode, Pursuit,
Arena, Tag, and Rampage. A host of mini-games add
to the collection.
Jump and Death cameras magnify key moments. One-touch
replays and customizable highlight reels amplify
the awesome presentation.
intense combat and unlimited replayability thanks
to 20+ vehicles and 10 distinct weapon types.
might be taken aback by the idea that Sega's first
game for the Xbox 360 is one developed outside
Japan. In any event, Pseudo Interactive best known
for the lukewarm racer Cel Damage is at the helm
of this next gen game described as a cross between
Burnout, Twisted Metal and waitasec? Prince of
Persia? You bet.
gist of the game seems to be racing through streets
that look they were designed for a next gen Project
Gotham, but somehow got mixed up into a terrible
Twisted Metal universe. We're talking real bad
ass weapons here. Weapons that cause all kinds
of damage to your opponents and the surrounding
area. We saw footage of one particular weapon
causing an explosion which sent a fuel tanker
careening into a bridge, which just so happened
to send the train on top of it flying in many
directions. Yeah, that was cool.
Prince of Persia aspect comes in due to your ability
to rewind time or "unwreck" as the developers
call it. If you take a dead end, don't make a
jump, miss your enemy, simply rewind time and
try again. We're not sure how this will work in
realtime on XBL, but we're hoping that this insane
power makes it into the online portion of the
the game is looking very gritty and realistic.
Tons of explosions were rocking the screen while
a multitude of cars were racing, realtime environmental
damage was happening at the same time as realtime
vehicle damage and there wasn't a flicker of slowdown.
think you'll be hearing a lot about this insane
racer as the months go by and we think it's finally
going to put Pseudo Interactive on the map.
Auto marks PSEUDO's premier contribution
to the exciting realm of next-generation gaming.
by the studio's proprietary technology and inspired
by the best action and racing games throughout
history, Full Auto delivers the most destructive
racing experience ever.
heavily-armed vehicles throttling through highly-detailed
and fully-interactive environments, Full Auto
pushes the boundaries of next-generation hardware
with a sense of speed and style all its own.
addition to its visceral thrills, Full Auto also
contains an innovative feature known as "Unwreck"
which allows gamers to turn back time so that
they might cheat death, rectify mistakes, re-attempt
stunts, and correct their aim.