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Full Auto Preview
Game: Full Auto System: Xbox 360
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By Christian Van Meurs on May 23rd, 2005

Pseudo Interactive’s Full Auto for the Xbox 360 is shaping up to be a must-buy for the console’s launch window. The best way to describe the game is to take the fast action of Burnout, add guns from Twisted Metal and then throw in some time-rewinding action ala Prince of Persia. And the end result is an extremely fun title that’s sure to put smiles of the faces of early Xbox 360 adopters.

Players will race in a variety of urban courses as they battle for first place firing machine guns and rockets causing maximum damage. Everything in the entire game is destructible, and I mean EVERYTHING. Storefronts will collapse, windows will shatter, and that rocket you just launched that wildly missed will fly off into the background hitting the side of an innocent building showering glass, dust and debris out onto the streets below. And the amount of destruction on-screen at any one time will make your head spin.

The racing itself is accomplished as you would expect from most console racers. Right trigger is used to accelerate, and left to brake. Pressing the left shoulder button (not the trigger) activates the boost while pressing the right shoulder button performs the task of rewinding time. Referred to as "unwreck time", this feature will allow you to rewind back to the seconds preceding that jump you may have missed or corner you may have clipped, so that you can try again without having to restart the race. An awesome feature that I can imagine we’ll start to see in more and more games of this type from now on. Pressing the ’A’ button will fire off your machine guns, with ’B’ assigned to rockets - both of which are infinitely rechargeable when you run out but take precious seconds to reload. Advanced players will be able to aim the rocket crosshairs with the right analog stick, and pressing in will fire. This feature is invaluable for leading your target but requires practice to learn. The developers like to call the control scheme intuitive, however I found myself constantly pressing the left shoulder button to brake, which would instead fire off a boost. I’m thinking boost should be set to the right shoulder (a little more intuitive perhaps?) but anything could change by the time the game’s released.

Even in it’s infancy stage of development, Full Auto is very playable and moves along at nearly 30fps, even on the Xbox 360’s alpha-stage development kits rumored to be running at approximately 30% capacity of the final hardware. The developers assure us that the final game will not only be locked at a solid 60fps, but perhaps even higher than 60 so that when and if the frame-rate dips, it’s still well above that magic threshold.

Being that this game runs at a native 720p resolution, the videos we were able to capture simply cannot do Full Auto the graphical justice it deserves. However to get a glimpse of what all the fuss is about, click the link below for our videos, graciously hosted by our friends over at www.xboxyde.com.

CLICK HERE TO DOWNLOAD VIDEO 1
CLICK HERE TO DOWNLOAD VIDEO 2
CLICK HERE TO DOWNLOAD VIDEO 3

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