xbox 360 quick hits, Part 2: Full Auto
![[Where road rage is exacted with a chain gun.] [Where road rage is exacted with a chain gun.]](http://toase.net/gfx/fullauto-01.jpg)
At its best, Full Auto is a tease. For a game that calls itself "the world's most destructible racing game", I guess it's pretty accurate. You can destroy lots of things in this game. Buildings, street-side cafés, fences - well, as long as it's accessible from the race track. You aren't offered much flexibility to drift off of it. And if you were to compare it to Rock N' Roll Racing as I noted in Part 1, it might be a more accurate representation of the style of gameplay that is being offered.
However, while we were playing I couldn't help but reminisce about Carmageddon 2, which was a lot more open in its design. I'd even call it ahead of its time. Free form "races" with multiple conditions for winning (like killing a certain number of pedestrians, or destroying all of your opponents), and all of it doused with a thick red coating of ultra violence. As long as you could suspend your disbelief when you ran over the pedestrians with cubic heads. Full Auto doesn't allow you to simply go after your adversaries and destroy them, because you're in a race. Unless the objectives at the beginning of a mission stated otherwise, crossing the finish line was the only necessary goal to complete.
To be fair, you can do a lot of damage to the environment in Full Auto, but it has no real effect on the way you drive. You can plow through three fuel tankers causing massive explosions and keep going as if nothing happened. This apparent lack of repercussions is even stranger in the face of the detailed damage modelling of the vehicles.
I found that my car was exploding without any real warning beyond the damage indicator on the bottom of the screen, which I rarely checked due to the fast-paced nature of the action. My vehicle may have looked like a scrap heap on wheels, but it didn't drive any differently. It didn't cause me to rethink my strategy to conserve energy or shields - I simply kept driving until I was ultimately destroyed by gunfire, colliding with another car, or simply diving headlong off of the top level of a parking garage.
Though all this can be avoided: the "Unwreck" feature is a Prince of Persia-styled reversing of time to make a jump, avoid a rollover, or even being targeted by an adversary's machine gun. I wondered if a feature like this was even necessary. Is the ultimate point of Full Auto total destruction or winning a race? Carmageddon had an auto-repair feature you could use while driving (depending on how much money you had available). It was equally unrealistic, but was at least suited to the overall theme.
What bothered me was the lack of originality and variation in the weapons available to upgrade vehicles. They're often made up of one forward weapon and one rear, and categorized into "packages" like Assault and Melee. Individual components of the sets can't be interchanged. What's worse, like the other cars in the game, the weapon sets must be unlocked.
The available game modes are pretty straightforward, and actually kind of dull after the initial novelty of driving clear through a brick building with a hot rod wears off. The most glaring omission was the lack of a free for all or arena mode included in the likes of Carmageddon or Twisted Metal. In a game that's bent on providing wholesale destruction, why is it so focused on racing? Perhaps I was simply attributing features to the game it was never intended to have.
Nevertheless, there was something about Full Auto that just felt rushed, as if Pseudo Interactive started with a sound concept that got stripped down to meet the "arcade racing" requirement for the 360's library. I'd call it "Semi-Auto", but that's too obvious. It isn't a bad game. Just an unremarkable one.
