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Review: Full Auto - 360

Can I unwreck my un-fun?

Wednesday, March 1, 2006

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Good: Unwreck idea, lots of cool aerial shots

Bad: Control, framerate, graphics, sound, uninspired track and mode design

Neither: A system seller nor a replacement for Burnout

Xbox 360 owners have been clamoring for something new for weeks. So far we really haven’t seen anything breathtaking or new enough to keep us from playing old standbys on old consoles. Sega hoped to remedy that with its Twisted Metal/Burnout hybrid Full Auto.

Sounds awesome. So what’s the problem? Well, although there are elements of the previously mentioned franchises, Full Auto doesn’t do any of them well. In fact, after a good hour, it barely provides enough fresh gameplay to warrant the continued turning on of the big green ring.

Full Auto’s raison d'etre is the amount of highly destructible objects in each track. Couple that with the promise of badass guns and weaponry to further your destruction and you do have a potential formula for fun-ish mayhem. Too bad none of the guns feel powerful. Too bad none of the tracks are compelling. Too bad none of the bonuses are interesting.

Too bad the basic controls feel loose and wonky.

Actually, the most unforgivable sin in a high stake, speed-freak racing title is slowdown. Okay, I’m not talking about a clip or bump or even glitch here and there. I am talking about constant, set-your-clock-to-it slowdown that not only cripples the race, but doesn’t even make you want to return.

But there are good ideas. The “unwreck” feature allows you to back up in time in case you’ve made a mistake or hit the inexplicable non-destructible environment (which looks exactly like another environment that was previously destructible.) It has its fun uses, too. When trying to fill up your total wreck score, you have to be pretty judicious with your car’s status when you’re getting banged up. Hit the final gas truck at the wrong angle and you’re toast. But unwreck allows you to back up and try again so that you can still get some points for a slightly less-glorious wreck.

I’m a big fan of catching air in vehicles and Full Auto doesn’t disappoint in this aspect with its several one-touch cameras that show action from many great angles. These moments are where Burnout’s save and share option is sorely needed.

There gaggle of standard modes including circuits, Point-to-Point races, Down and Back (self exlanatory), Rampage and Lap Knockout are also playable on Xbox Live and split screen. None of the modes offer anything new. In fact, split screen modes are an exercise in frustration since the framerate problem almost renders the game completely fun-less.

Full Auto has 20 “different” cars to eventually use and eight “distinct” weapons – but the quantity far outweighs the depth of play. New cars boil down to having a different skin and slightly different attributes. If it’s bigger, it can take more damage; if it’s smaller, it can’t, etc.

The graphics are merely passable for a next-gen offering. There are tons of particles and objects flying around all the time, but the building and car models are just okay. The sound is equally as neutral, but you can add a handful of audio glitches to the score.

In every respect, Full Auto fails to be more compelling than the franchises it borrows from. The unwreck feature is a great idea built on less-than-pleasing grounds. You won’t get any more than an hour or two of entertainment out of the title before you’re back to your racer of choice. Rent only if you are just DYING to see what the unwreck feature is all about.

Graphics: C-

Sound: C-

First Play: B-

Last Play: D-

Gameplay: D

Overall: 67% D


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