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Hands-On With Full Auto

BuddyC

Member
Also up on the Gaming-Age frontpage, with more pictures, if you're so inclined.

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Of all the Xbox 360 games at E3, Full Auto was perhaps the most promising 360 title on the show floor. The framerate was solid, the control fluid, the graphical effects impressive and, most importantly, the gameplay fun. But given developer Pseudo Interactive's history with the XNA toolset, this doesn't come as much of a shock. After all, they're the same folks behind the XNA Crash demos shown at GDC and E3 last year.

At heart, Full Auto and the Crash demos share the similar design philosophy of wanton destruction. But whereas the Crash demos were focused on two cars crashing into each other, and though the primary goal is to place first in the various races Full Auto is more focused on the destruction of not just your enemies, but the surrounding landscape, by way of the guns and missiles mounted on your car. Each car is equipped with armor that determines how much they're able to take before they explode, an on-screen alert flashing when and what section of your armor is destroyed.

The best way to describe Full Auto would be to dissect its parts, the basic gameplay formula boiling down to Burnout 3's fast-paced racing and destruction plus Twisted Metal's weapons plus Prince of Persia's time rewind system, the end result equaling awesome. The right trigger controls your acceleration, the face buttons handling your weaponry, the right analog stick used to aim missiles. Replacing the black and white buttons on the 360 controller are the left and right shoulder buttons, similar to L1/R1 on Sony's Dual Shock.

As you race, both the boost and rewind meter fill. Tapping the left shoulder button triggers boost, which is rather self-explanatory, meanwhile, the right shoulder button rewinds time. This is an extremely useful ability, fixing a botched jump or turn among the chief examples.

An important note to make is that nearly everything in Full Auto is destructible. Firing a missile into the street, I was amazed as the shockwave not only threw my opponent's car to the side, but shattered windows, brought down the neon signs hanging on a nearby building and knocked out a fire hydrant, spewing water into the air. Various parts of the landscape are combustible, so if they're hit by weapon fire, they trigger a satisfying explosion, complete with an equally destructive shockwave. The effects here are quite impressive, especially since the framerate only stuttered once during our hands-on.

Much like Burnout 3, the core gameplay of Full Auto is just plain fun. It's an extremely satisfying experience and definitely one of the best Xbox 360 games at the show.
 
Here's a clear control pic for ya:
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I wrote up a hands-on piece on this game too and liked it about as much as Buddy did. The unwreck feature is a great innovation for the racing genre. Too bad I played this before getting around to trying Burnout: Revenge, because afterwards I lost all interest in that game.
 
Sounds fun. I haven't paid any attention to this game at all, thinking it was just another racing game, but now I will.
 
Jeff-DSA said:
Personally I wasn't at all impressed. It seemed like a handful of good ideas ruined by a boatload of crappy ones.
What's crappy about it? I was a little frustrated with the game until I started using the unwreck ability liberally, and then it got way more fun. You also learn to use the destructable nature of the course as a means to make your own little shortcuts.
 
Looks fantastic, really fun and a solid 1st effort from SOA/Psuedo.

That said, praise Allah this didn't become Ridge Racer 6. :)
 
I thought it was a solid, if altogether not mind-blowing, 360 title. I would have liked the cars to drive faster, but everybody's so preoccupied with shooting stuff up that it's not really a big deal.

Did any of you guys get to ask the Pseudo people how Unwreck would work in multiplayer (if it does)? I was planning on asking but never got the chance to go back.
 
Thanks for the impressions. I was really surprised that this game is getting almost all really positive impressions. I had written it off because it does have really good graphics, but the physics engine and the destructability of the enviroments seem to make up for that. Hopefully it lives up to its promise.
 
Teddman said:
You also learn to use the destructable nature of the course as a means to make your own little shortcuts.

yup. the game was a complete blast and a total shock for me (i wasnt expecting much). one of the deveopers i spoke to said that they expect 60frames per second locked and even more effects in the final game
 
I guess they didn't have 360 controller media ready in time for the placards. That was the norm for many (all?) of the xbox 360 games on display.
 
SnowWolf said:
I thought it was a solid, if altogether not mind-blowing, 360 title. I would have liked the cars to drive faster, but everybody's so preoccupied with shooting stuff up that it's not really a big deal.

Did any of you guys get to ask the Pseudo people how Unwreck would work in multiplayer (if it does)? I was planning on asking but never got the chance to go back.

you did know about the boost, right?

and as far as i learned, on live the game is purely the same as the e3 demo, ie an arcade racer with guns. i imagine there would be a few other surprise modes as well. the dev wouldnt specify the number of players, just that they were aiming to do as many as possible
 
op_ivy said:
you did know about the boost, right?

and as far as i learned, on live the game is purely the same as the e3 demo, ie an arcade racer with guns. i imagine there would be a few other surprise modes as well. the dev wouldnt specify the number of players, just that they were aiming to do as many as possible

Yeah, the boost was helpful. I guess it felt so slow because I played Burnout so much :D

Actually, my question regarding "Unwreck" online is this: say somebody blows me up online and I "Unwreck", effectively negating the kill. Does my opponent lose the kill and see me driving backwards? How would the reversal of time work from different perspectives?
 
SnowWolf said:
Yeah, the boost was helpful. I guess it felt so slow because I played Burnout so much :D

Actually, my question regarding "Unwreck" online is this: say somebody blows me up online and I "Unwreck", effectively negating the kill. Does my opponent lose the kill and see me driving backwards? How would the reversal of time work from different perspectives?

oh, right, unwreck. must have missed that key word :P

i have no clue... it seems to me they'd have to remove it for live... that or everyone rewinds when anyone does, and that would suck.
 
Am I the only one who thinks that it looks mediocre? The trailer left me really unimpressed (I know, I know, devkits and all)
 
Funky Papa said:
Am I the only one who thinks that it looks mediocre? The trailer left me really unimpressed (I know, I know, devkits and all)

not at all. i had completely written the game off till i saw and played it in person. have you watched any gameplay vids yet? i'm sure blim's xboxyde has plenty.

by the way, several games looked dramatically better in person then the trailer would leave you to believe. call of duty 2 for example had a MUCH better framerate then the released trailer.
 
I think it needs quite a few more polygons and some pedestrians here and there, not to mention good lightning, everything looks so desert and static IMHO. Full Auto is just one of those games that just looked like a quick Xbox port with some minor upgrades, then again, there is time for some upgrades.
 
This game looks really good and runs very smooth (except when there's a really big explosion, then it stutters a bit). I can't wait to play it.
 
Funky Papa said:
I think it needs quite a few more polygons and some pedestrians here and there, not to mention good lightning, everything looks so desert and static IMHO. Full Auto is just one of those games that just looked like a quick Xbox port with some minor upgrades, then again, there is time for some upgrades.

Actually, when you start running into things, crashing through buildings, blowing up tanker trucks and veering off the set course, it gets pretty insane. The detail really is there, it's just not in your face at first.

It'll probably wind up being a decent launch title.
 
CrimsonSkies said:
One word for this game - Rental.

says the cat with the crimson skies avatar :lol


It looks like a next generation Carmageddon. This is my most wanted game for xbox 360, haters be damned.

exactly the connection i made. this game, plus a freeroaming city, plus pedestrians and all kinds of fun ways to kill them would fucking rule :D
 
I think it looks awesome and I hope it makes it for launch...Sega needs an in your face decent seller early in the 360's life.
 
Hard to tell from vids I've seen, but how detailed is the crash damage modeling on the cars? From vids, it doesn't look much more detailed than Burnout-level damage. That'd be a little disappointing given that this game is from the crew who did the XNA car crash demo. Obviously that was just a confined tech demo and didn't have all the requirements of a full game engine to deal with, but it'd be nice to see impact/crash damage modeling that's more detailed/accurate than what Burnout is doing on current gen hardware.
 
It was one of my favorite games at the show - and from what one of the reps told me, it's still very early. They could do without the rewind feature tho - it felt like it didnt belong. But otherwise, GOTY!!! :D
 
gunstarhero said:
It was one of my favorite games at the show - and from what one of the reps told me, it's still very early. They could do without the rewind feature tho - it felt like it didnt belong. But otherwise, GOTY!!! :D
:lol :lol
 
gunstarhero said:
It was one of my favorite games at the show - and from what one of the reps told me, it's still very early. They could do without the rewind feature tho - it felt like it didnt belong. But otherwise, GOTY!!! :D

ITS AWESOME!

I got to speak with one of the devs and Xbox Live is planned for at least 8 players, though they're shooting for 16. They also havent decided how to incorporate the rewind feature in online, I suggested they just axe it. Finally, it's been slated for sometime during the first 6 months of launch (theyre hoping for Day 1, but like every other 360 game, it's still running off an alpha kit).

Great game though, tight controls, very purdy and most importantly, a blast to play. This game is gonna kick ass online, maybe even more fun than midtown madness 3! Hopefully some of the areas are more free roaming and less track based.

It looks so much better in motion, because like Buddy C said, everything is destructible. Driving at high speeds with complete madness unfolding around you is a beautiful sight. I think people are gonna need to see games like this in motion to really get an idea of how great next gen is gonna be.
 
I saw them playing this on G4 during E3 and it looked awesome. I am totally excited for this title. If it makes it to launch and everything continues to be positive for the game I will probably be picking it up.
 
game is gonna kick ass online, maybe even more fun than midtown madness 3!

This is a bold statement friend, but if you're right it will propel you to heights few GAF posters could even imagine. I have seen various vids and Morgan Webb played it on G4, and I have high hopes for the game. The developer clearly stated that the version being shown was using 1/4 of the power and 60fps *locked* was a given (then he got cocky and said it would be more than 60fps so in case it ever dropped, 60 would be the minimum). Multiplayer should be fantastic... can't wait.
 
midnightguy said:
Full Auto looks like an Xbox1 game with a slight boost. pretty terrible looking.

I wouldn't say terrible, but there really isn't much that makes it look next gen. Looks like Burnout with guns, right down to the arrows that block off the areas you can't drive to.
 
Spectral Glider said:
I wouldn't say terrible, but there really isn't much that makes it look next gen. Looks like Burnout with guns, right down to the arrows that block off the areas you can't drive to.

So the lighting, the psychics, the destructable enviroments, the un-wreck and the graphics as a whole looked like it was from this generations consoles?????

Gee I wish I had the same consoles as you do. Cause mine sure don't look anywhere near this good.
 
Truelize said:
So the lighting, the psychics, the destructable enviroments, the un-wreck and the graphics as a whole looked like it was from this generations consoles?????

Gee I wish I had the same consoles as you do. Cause mine sure don't look anywhere near this good.

My thoughts exactly. Looks amazing.
 
Truelize said:
So the lighting, the psychics, the destructable enviroments, the un-wreck and the graphics as a whole looked like it was from this generations consoles?????

Gee I wish I had the same consoles as you do. Cause mine sure don't look anywhere near this good.

What was so stand out about those things? The poly counts and textures were certainly nothing amazing. And as also being a PC gamer, I've been seeing fantastic lighting for well over a year now. HL2 has the physics down too. TM:Black had nice destructible environments 4 years ago which was upped even further in War of the Monsters. The unwreck or "rewind" feature isn't new either.
 
The level of destruction along with rock solid framerate could never be accomplished on this generation's consoles. The speed with which the game zooms though stages during rewinds and beginning of course fly-bys is also very impressive.
 
Explosions are also nice from what I saw. It's certainly not a mind-blowing piece of technology, but you couldn't pull this game off on any current console.

Watching videos, I had the sense that Full Auto is already a real game, albeit a simple one, as compared to so many next-gen titles that seem like tech demos or very rough projects.
 
Hmm, I guess I should've given it a longer look. But I agree that it looks like an Xbox game ported to 360 real fast. I walked up to the booth, watched someone play for a min or two and the visuals didn't stick out + it was a Sega game so I went to the other 360 booths looking for something 'next-gen' looking.

I think this will be a real issue with the coming games. Even if your game plays great, if it doesn't look much better than an Xbox game it's not gonna sell when there are games on the shelf that are very 'next-gen' looking.
 
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