Friday, March 24, 2006

Review: Full Auto

(X360; $59.99; Rated T for Violence; segalabs.com)

(Three and a half stars)

After the initial rush of release titles, the catalog of new games for the Xbox 360 has been as sparse as the supply of 360 units in stores. “Full Auto” was released to quench our thirsts for new experiences. But instead of being a frosty mug of ale on a hot, summer day, it’s more room temperature- still satisfying, but not quite as good as it could be.

“Full Auto” combines the mad-dash racing of “Burnout,” the bullet-ridden carnage of “Twisted Metal,” with the time-control of “Prince of Persia.” Surely the combination of these three stellar franchises would produce a game so action-packed, so competitive, that it would revolutionize gaming as we know it.

Not Quite.

What “Full Auto” has going for it, are fully destructible environments. Nearly every building, structure, vehicle, or sign can be blown up, obliterated, or fashioned into a makeshift roadblock for opponents. Not only does it behoove racers to use their forward and rear weapons to take out enemies, but causing rampant destruction also adds points which help determine whether racers get the gold, silver, or bronze. It’s not always about finishing first, sometimes it’s about being the last man standing.

Literally.

With as much action going on in the game, there is very little slow-down, but there are portions of each track that feel graphically tighter than others. From a graphics standpoint, “Full Auto” still doesn’t feel like a next-generation title. Closer, but not quite there.

Players get to pick from good selection of cars, and then drop heavy firearms on the front and back of their racers in order to blow up anything or anyone in race to 1st, but the game stumbles with uninspired racetracks, and restrictive weapon combinations. There just isn’t enough variety here to keep players interested throughout the single-player experience. Because all the vehicle types and weapons are instantly available in multiplayer, there’s not much incentive, beyond unlocking 360 “Achievements,” to spend time in the solo campaign.

Although online racing is one of the most rewarding aspects of the game, the “Unwreck” feature- the ability to rewind time in order to avoid certain collision- is unavailable in multiplayer. This means players have to be more cautious racers online in a game built around the risky motorist, again holding back the ultimate fun that could be had if the time-manipulation was creatively handled for multiple players.

The game is wonderfully fun, but the fun wears thin after a short while. Tweaks, tightening, and time could make a “Full Auto” follow-up the must-have title that “Full Auto” should have been.

Still- do experience this game- if only as a rental.

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