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    Full Auto

            The second part of SEGA’s Xbox360 Launch portfolio, Full Auto was first previewed at E3 2005, where it received praise but was ultimately recognised as being flawed. Nine months have passed since then, and a lot has happened to Electronic Theatre Image what is one of the fastest moving industries in the world. Residing between the technology and entertainment industries and seemingly being pulled both ways by different firms, UK videogaming has seen three console launches and three film adaptations in the time Full Auto has taken to reach completion. While that may not appear at first to have much of a direct impact, Full Auto is the pinnacle of Hollywood dramatisation. Fast cars, fast trucks and heavy ballistics, big explosions, big stunts and big crashes; everything a Hollywood Blockbuster wishes it had the budget to do.

            Full Auto is charismatic release from a team comfortable with it’s produce. Cel Damage on the GameCube was a remarkable achievement for a debut title from the studio, and it’s slightly more discouraged sequel was of equal merit, even if many publishers wouldn’t agree. Moving on from their Crash Demo previewed at E3 and GDC in 2004, Pseudo Interactive decided it was a wise idea to create an entire game around the Crash Demo’s philosophy; mayhem.

            The title plays through as most traditional Racers; the Career Mode plays through a Tutorial and Classes with each featuring a set amount of Trials. Each of these Trials will have a specific requirement for each Bronze, Silver and Gold Medals - or rather Survivor, Semi-Auto and Full Auto - ranging from completion in a certain position with a specified amount of Wreck Points, to wrecking Electronic Theatre Image a pre-set number of civilian vehicles, to eliminating set cars. With the Career Mode generally revolving around the idea of winning, the game also features Arcade Races Mode which isn’t concerned with losers, Multi-Player and the obvious XboxLIVE! feature. The obvious twist in this mix is the weaponry. Yes, you have guns. Guns to shoot things with - anything. Wreck Points are acquired by, surprisingly, wrecking stuff. Almost anything and everything on the screen at any time can be blown away, if hit hard enough, with the right weapon.

The courses are numerous and can be varied with different routes. The race options too are plentiful, including Point-To-Point, Circuit, Laps and Down-And-Back to name a few. Through Arcade Races or Multi-player you may select any of the above which you have unlocked while in Career Mode, as well as any vehicles you may have unlocked. To further the distance from reality, two additional features greatly alter Full Auto from the generic Racing titles usually offered; something that Xbox360 releases Project Gotham Racing 3, Need For Speed: Most Wanted and Ridge Racer 6 have been sorely lacking. The Turbo Boost Meter is filed by sliding and performing stunts, whilst the Unwreck Meter refills by simply wrecking stuff.Electronic Theatre Image Between the two features, with the cityscape and desert backdrops and series of unlicensed cars, the title feels very much like the pinnacle of the series that is clearly it’s influence; BurnOut 2: Point Of Impact.

At first, the infamous Unwreck Meter feels like an unwieldy tool, designated fit for entry into the final product simply to facilitate a marketers reverie, but through constant use and progression within the titles Career Mode the feature becomes more akin to that of Prince Of Persia: Sands Of Time allowing to retake a single mistake which, once competent at the title, you may recognise an instant before it hits, consuming less and less of you Meter. Surprisingly – but certainly not to the disgrace of the title - the combat portion of the game seems almost secondary in nature to the racing. Whilst never presenting itself as such, the combat element sits behind the racing in both terms of qualification through Career Mode, the variety available and the sheer adrenaline rush – but the weaponry association means that the difference is only noticeable almost subconsciously, as opposed to Vigilante8’s more vehement expression of vehicular combat.

The Multi-Player presentation, as stated above, takes it’s cue from the Arcade Races Mode, allowing you to play with anything you’ve unlocked. However, for those of you expecting some clever explanation as to just how that Unwreck feature works in Multi-Player, sadly, there isn’t one.Electronic Theatre Image Developing  the feature into the Multi-Player aspect would’ve taken ingenuity and a fair deal of skilful programming, so, instead the developers have taken the predictable route, and removed the feature. It would be hard to blame the developers for doing so considering such early arrival in the Xbox360’s life, however it would be so much easier to commend them had they seen fit to let the fire burn, rather than extinguish the flame. The XboxLIVE! functionality is almost flawless; it’s quick and easy to play and the LIVE! Rank System works will. A few minor bugs upon exiting to Menu Screens, and occasionally there may be too few matches on offer, but these flaws can easily be ignored when compared to the finished product.

The title looks superb and handles at a fantastic pace. The Real-Time Lighting effects are astonishing as is the attention to detail and the frankly ridiculous amount things that can happen on-screen at any one time, which is all the more reason why its more disappointing whyElectronic Theatre Image the Frame-Rate grinds to a halt when seemingly little is happening on-screen. The beauty of the title is realised, much as with it’s SEGA brother-release, Condemned, by simply limiting the field of view – as detailed as it is, there will always be buildings, rocks or some other such horizon-infringement. The Texture Mapping is spot-on, with no errors, bugging or Polygon Pop-up visible whatsoever.

The sound featured in the title is used to great effect.  The music will dim into the background on use of the Turbo Boost or Unwreck features whilst remaining constantly up-tempo, and will raise the volume at moments of chaos with Rivals and other racers. Obviously influenced by its Arcade theme, the title furthers this by allowing the gunfire and destruction to remain loud, very loud.

Full Auto is the first title released to actually feel like an Xbox360 game. Having obviously been built-up from scratch for the system, it reflects on the positive nature of the titles origins and of that of it’s chosen format more forcefully than any release so far, even that of Dead Or Alive 4. It’s easy to consider Full Auto as shallow; and it clearly is – but this only reinforces the Hollywood appeal of the title. Inevitably, Full Auto glorifies the Xbox360’s early days as carnage and a visual spectacle. While it may be flawed, it’s inarguably fun.Electronic Theatre ImageElectronic Theatre Image

 

 

Kev J.                                                                                                                                           Reviews Score Table Interpretation.

12/02/06

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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 enquire 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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