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Full Auto review

Decent
AT A GLANCE
  • Out of control body damage
  • Constant combustion
  • Powerful, energetic soundtrack
  • Not enough track variety
  • Lack of weapon customization
  • Poor traction on all cars

Bombing down the streets of a heavily populated urban city by the bay, unleashing a concussive hail of rockets on everything you see sure sounds like a staggeringly good time. Sadly, while the execution of this exact scenario in Full Auto seems masterful during your first few races, it quickly degenerates into boringly repetitive, mindless destruction.

We had such high hopes for Full Auto when it was announced, and the preview versions only got us more excited for the maximum quantities of vehicular manslaughter on the horizon. Imagine our dismay at the lack of variance in the track environments, the claustrophobic array of weapons available and the skid-crazy excuse for handling.

The track selection in Full Auto can be reduced to essentially two different types: mountainous and urban. Oh, there are a variety of tracks to choose from, but they are basically the same cookie-cutter chunks strung together and passed off as "unique." This issue is compounded by the constant torrent of debris and combustion effects (not to mention other racers' smoke-screens) that obscure the roadway and cover half of each race in an impenetrable shroud of chaos.

The difference deficit can also be felt when browsing the limited weapons selections. Only a handful of weapons are available, and you are bound to particular pairings of front and rear ordinance. So, if you want a shotgun, you have to take grenades as well, and the machine guns lock you into dropping mines from the rear. Worst of all, in order to launch rockets at your foes, you are required to take the pathetically ineffective smoke-screen as your secondary "weapon."

  1. Your mini-map let's you know what turns are coming up, and where your opponents are
  2. A handy armor indicator gives you an idea of where impending doom will penetrate your defenses
  3. Our boost meter was full, so we're emptying it out. Hence, the blur.
  4. The rear-view mirror provides much-needed data on who's setting up to gun you down
  5. Your unwreck meter governs the amount of time you can rewind

Taking a corner effectively requires some getting used to since your automobile functions like a squirrelly nightmare, skidding wildly with virtually no traction. This becomes even more maddening during the races through the mountain passes where your vehicle loses contact with the pavement on a regular basis, launching into the walls of the surrounding canyons and flipping end-over-end into last place.

Full Auto delivers a ton of ammunition and vast amounts of shredded scrap metal wrapped up in car-engulfing fireballs, which can totally satisfy you - for about an afternoon. The shallow, kiddie-pool of content only provides for a brief bit of splashing around when all you want is to dive right in. It's exciting for a while, but gets stale rather quickly.

More Info

Release date: Feb 21 2006 - Xbox 360 (US)
Feb 21 2006 - Xbox 360 (UK)
Available Platforms: Xbox 360
Genre: Racing
Published by: Sega
Developed by: Pseudo Interactive

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