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Full Auto 2: Battlelines

Vehicular manslaughter or Burnout poseur?

Battlelines quickly becomes a game of very little substance laid over a frenzied montage of carnage under a screaming guitar bed. Explosions? Sure. But barreling through a telephone pole and a storefront fruit stand result in the same piffle of polygonal shrapnel. Physics are also thrown to the wind, and head on collisions will result in sending you under cars. Coupled with a loose steering mechanic, it won't be long before the random destruction becomes yawn inducing. And the potential in laying waste to objects in the enviroment is lost, as it turns into more of an obstacle for you than your opponent. Sad, since these are what comprise a majority of your goals, more than anything resembling an actual race.

Full Auto 2's desperation to be "hip" is also its main hindrance. Objectives and stats are never clear, because the game prefers to speak in "Xtreme" symbols rather than simply tell you what's going on. The HUD sucks and the load times when scrolling through the car selection are so frustrating you’ll quickly realize it’s easier to pick the first one that appears, because it won't matter anyway. Even the pittance of dangerously "now" licensed music grows tiresome. Oh, and we’re officially calling for a moratorium on Wolfmother. We lvoe the band, but that's enough. You're welcome.

 
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The Knowledge

Full Auto 2: Battlelines

Genre: Racing
Expected release date: Winter 2007
Published by: Sega
Developed by: Deep Fried Entertainment, Sega
Multiplayer Modes:
Offline
4 player VS
2 player CO-OP
5 SO-SO
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