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Electronic Theatre Special Report: Preview: Full Auto

Seemingly little has changed since SEGA’s showing of one of its heavily westernised early Xbox360 hopes at E3 2005, we’re still presented with two vehicles, to race through Electronic Theatre Image one track and with only AI opponents to kick on the way. However, under the hood at least, this isn’t entirely the truth.

One of the major bug-bears of the E3 2005 Preview, the handling, has been reworked to the nth degree and now the cars slip and slide sideways with ease. Objectives in this updated Preview Code simply consist of attaining a pre-set amount of Wreck Points whilst qualifying in a set position and, in reality, although obtaining the Wreck Points maybe be all-too often disconcertingly easy, qualification often poses much of a challenge. Wreck Points are earnt simply by wrecking things, surprisingly. Course objects and traffic provide a small amount of points, but your race opponents are where the real bounty is – with 5,000 bonus points for an elimination, or 15,000 for eliminating your rival.

The title’s time-rewind feature is as endearing as it’s attempts for immense detail in an very Arcade-esque game. A press of the RB Button will drain your Electronic Theatre Image Unwreck Meter, whilst turning the screen into a yellow/black tinted angled view of the last few seconds in reverse, much like the Sands Of Time rewind feature seen in Prince Of Persia: The Sands Of Time. A nice a touch as it, the feature is often deemed unmistakeably important by the game, when the result of either your own or an opponent’s destruction results in little more than a BurnOut-esque crash-penalty; instead of being removed from the race each player simply suffers a delay similar to that of being hit by a Blue Shell in Mario KartDS.

The visuals are slick and polished with a great deal of detail and incredible draw-distances. Full Auto holds its head-high with the promise of becoming one of the best looking Xbox360 games available, with the only issues being a fair amount of frame-rate stuttering Electronic Theatre Image and occasionally poor flame and liquid effects, but hopefully Pseudo Interactive will see their way to rectifying these issues before final release.

Features such as two-player Spilt-Screen and XboxLIVE! competitions have been promised, but the real-meat will be in whether the developers deem it wise to include a two-player Co-Operative Mode, in which one player drives whist the other acts as the gunner, both mounted in the same vehicle. Due for release in the UK in February, 2006, with only the average Project Gotham Racing 3, the incredibly samey Ridge Racer 6 and dismal Need For Speed: Most Wanted available on the Xbox360, Full Auto currently has little competition for the Racing Game crown, even though it’s quite an abstract challenger.

 

 

Kev J.

10/01/06

 

Return to the Articles Archive 2006 here.

 

 Each of these articles has been written either independently of Electronic Theatre or by an external viewer. The opinions discussed in these articles in no way reflects the opinions of Electronic Theatre.

If you wish to inquire about pricing of any titles for these formats not listed on this site, drop me a line at kjoyce@electronictheatre.co.ukTop

 
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