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Full Auto

Full Auto is a developed by Pseudo Interactive and published by for the Xbox 360 console, released in on February 14, 2006. It blends high-speed with explosive combat mechanics, where players control customizable armed vehicles navigating destructible urban environments while engaging opponents with weapons like machine guns, cannons, and missiles. A defining feature is the "Unwreck" system, which allows players to rewind time to undo crashes or errors, enhancing accessibility and enabling the creation of highlight reels from intense action sequences. The game's core gameplay revolves around a career mode comprising over 80 events across various objectives, such as winning races, destroying specific targets, or surviving pursuits, alongside arena battles, tag modes, and rampage challenges. Players select from more than 20 vehicles divided into four classes (A, B, C, S) that vary in speed, durability, and handling, with options for real-time upgrades and weapon loadouts to adapt to different race types. Environmental destruction is central, powered by advanced collision physics that deform vehicles and demolish buildings in real time, ensuring no two races play out identically. Multiplayer supports up to four players in split-screen and eight via Xbox Live, though online modes disable the Unwreck feature for competitive balance. Full Auto emphasizes persistent action without scripted events, using next-generation graphics for dynamic animations and AI-driven opponents. It received mixed upon launch, with for its innovative Unwreck mechanic and satisfying destruction but criticism for repetitive level design and uneven difficulty. awarded it a 6/10 score, noting its potential despite flaws in weapon variety and race structure. A sequel, Full Auto 2: Battlelines, followed in December 2006 for and later for , expanding on the formula with new modes and environments.

Gameplay

Core Mechanics

Full Auto is an arcade-style that integrates high-speed with intense mechanics, allowing players to navigate urban tracks while simultaneously firing weapons at opponents and environmental obstacles. Players control vehicles in races where the primary objective is to reach the finish line first, but plays a crucial role in eliminating rivals and clearing paths, blending traditional racing elements like and drifting with tactical to disrupt enemy progress. The game's environments are fully destructible, featuring physics-based destruction that causes buildings, barriers, vehicles, and objects to break apart realistically upon impact from collisions or weapons fire. For instance, gas stations explode in chain reactions, storefronts shatter into , and larger structures when struck by rockets, enhancing the chaos of races and providing strategic opportunities to hinder opponents or create shortcuts. This system uses advanced physics simulation to ensure debris scatters dynamically, contributing to the immersive destruction without compromising performance. A standout feature is Unwreck mode, a time-rewind activated via a dedicated meter that players fill by destroying surroundings or rival during races. When triggered by holding the right shoulder button, Unwreck reverses time for a few seconds to undo mistakes such as crashes, missed turns, or poor shots, restoring both the player's and the to their pre-rewind state and allowing a second attempt at the action. This limited rewind, available in certain race modes, promotes aggressive play by reducing the penalty for errors while preventing overuse through the depletable meter. Vehicle controls emphasize arcade handling, with standard inputs for to build speed, braking to slow down or navigate tight corners, and powersliding to execute sharp drifts around bends while maintaining momentum. can also initiate a sequence on their as a last-resort tactic to damage nearby enemies, sacrificing their own position but potentially altering the race dynamics in multiplayer scenarios. Weapons mounted on vehicles operate under an unlimited system, enabling continuous firing without reloading, but overuse triggers an overheat that imposes a cooldown period to prevent . This timed recharge balances combat intensity, forcing to manage firing rates strategically during races to avoid temporary weapon lockouts while engaging multiple foes.

Vehicles

In Full Auto, vehicles are categorized into four classes—A, B, C, and S—each defined by trade-offs in speed, handling, , and armor to suit different playstyles in . Class A vehicles prioritize speed and , featuring that achieve high velocities but suffer from low and minimal armor, making them prone to quick destruction under fire. Class B vehicles provide balanced performance, with moderate speed, reliable handling, and sufficient for versatile use across various race types. Class C vehicles emphasize toughness, boasting heavy builds with superior armor and high at the cost of slower and top speeds, allowing them to withstand prolonged engagements. The exclusive S class consists of a single vehicle, the , which excels in all attributes—offering maximum speed, precise handling, and exceptional —for players seeking a dominant option once unlocked. Representative examples include souped-up hot rods in Class A for rapid pursuits, tuner cars in Class B for all-around maneuverability, and rugged SUVs or trucks in Class C for frontline brawling, with the armored as the pinnacle S-class powerhouse resembling a fortified . Vehicle stats focus on three core metrics: speed for and top , handling for cornering , and durability (encompassing armor) for damage resistance, where higher speed often correlates with reduced handling and fragility. These attributes influence tactical decisions, such as using Class A cars for flanking or Class C for direct confrontations. Customization allows players to enhance vehicles using wreck points earned from destroying opponents and completing races, which serve as in-game to unlock and components in the . Upgrades armor for increased , engines for boosted speed and acceleration, tires for improved handling and , and mounts for better armament integration, progressively improving base stats without altering designations. For instance, reinforcing armor on a Class B tuner can extend its survivability in intense multiplayer skirmishes. In multiplayer, vehicle selection impacts , as determines the restriction for the session, limiting all participants to within that to ensure balanced competition; unrestricted games permit any of the 21 available . This setup encourages strategic choices by to match player preferences and skill levels. Vehicle handling ties into core mechanics like powersliding, enabling sharper turns at high speeds, while weapon mounts remain compatible across classes for flexible loadouts.

Weapons

In Full Auto, players equip vehicles with a selection of permanently mounted weapons divided into primary (front-facing) and secondary (often rear-facing) categories, enabling during races. Primary weapons, such as machine guns and shotguns, provide rapid-fire options suited for close-range engagements, delivering consistent damage to nearby opponents while contributing to environmental destruction for scoring Wreck Points. Machine guns, in particular, excel in sustained fire against pursuing vehicles but risk overheating after prolonged use, imposing a temporary cooldown that forces strategic pauses in . Secondary weapons complement primaries with high-impact or defensive capabilities, including rockets and missiles for long-range strikes, as well as specials like grenades, mines, and smokescreens. Rockets and homing missiles deliver explosive area-of-effect damage, capable of affecting multiple enemies in proximity and shattering destructible track elements to create hazards. Grenades and mines deploy rearward to disrupt trailing rivals through blasts or lingering threats, while smokescreens obscure visibility to evade pursuers effectively. Primary weapons feature unlimited ammunition for continuous engagement, whereas secondaries operate on limited uses or recharge cooldowns of several seconds, encouraging judicious deployment to maintain defensive coverage. Weapons activate only after a short initial delay at the race's start, ensuring balanced positioning before combat ensues. Tactically, players select preset loadouts—like machine guns paired with homing missiles or shotguns with mines—tailored to race dynamics, prioritizing offensive firepower for aggressive plays or rear defenses against chasers. Customization allows upgrades to efficiency through pre-race adjustments, where boosting or fire rate for one armament reduces performance in its counterpart, fostering trade-offs based on playstyle. These enhancements, unlocked progressively in career mode, amplify strategic depth by enabling vehicles to mount optimized arsenals compatible with various types.

Game Modes

The single-player campaign in Full Auto consists of a Career Mode comprising over 80 events structured as a series of races and challenges across various urban tracks, where players compete against opponents to earn medals based on performance criteria such as finishing position and accumulated wreck points from destruction. These events include lap-based circuits, point-to-point races, eliminations where the last-place is removed each , objectives focused on destroying specific vehicles, and down-and-back races requiring a turnaround at a distant point. Progression through the campaign introduces increasingly difficult behaviors, scaling from basic easy opponents to aggressive, evasive drivers in later events, with boss-like final races featuring tougher, heavily armed adversaries in high-stakes showdowns. Multiplayer modes support up to eight players online via Live or two players in split-screen offline, encompassing deathmatch-style arena battles for direct , ranked lap-based races emphasizing speed and positioning, and co-op scenarios where human players team against AI-controlled enemies in shared objectives like survival or elimination. Additional variants include Pursuit for chasing and tagging opponents, Tag for temporary "it" mechanics with weapon restrictions, and for cooperative or competitive destruction tallies, all drawing from unlocked content for vehicle and weapon selection to customize loadouts before matches. An mode allows solo or multiplayer play on individual events with adjustable laps, difficulty, and AI fill-ins for incomplete lobbies, promoting replayability through medal challenges. The game features 18 tracks set in diverse urban environments, such as bustling city streets, elevated highways, industrial shipyards, and rugged ravines, each incorporating destructible elements like barriers and buildings to alter paths dynamically. Objectives vary by mode, including standard lap for position-based wins, time trials for personal bests on isolated circuits, and combat- formats that reward both speed and offensive takedowns. The Unwreck , available in select single-player races, enables time rewinds to recover from crashes or errors, enhancing accessibility without altering multiplayer balance. The progression system ties victories in or events to rewards like medals including , Semi-Auto, and Full Auto, which grant in-game cash equivalents for purchasing vehicle customizations, including over 20 cars across classes with differing handling, durability, and speed, as well as paint jobs, skins, and weapon upgrades such as machine guns, rockets, and mines. Difficulty escalates naturally through aggression and event complexity, unlocking advanced series like Gang Wars or Spy Trap that blend racing with tactical combat. At launch, online features integrated Xbox Live for matchmaking, ranked leaderboards tracking wins and wreck points, and friend invites, but online features via Xbox Live ceased with the discontinuation of online services in July 2024.

Development

Conception

The development of Full Auto originated at Pseudo Interactive, a Toronto-based studio, where it was initially conceived as a PC title focused on vehicular combat racing. The project later shifted to Xbox 360 exclusivity to leverage the console's launch capabilities and hardware for enhanced physics and destruction effects. Key designers John Harley and Miles Holmes led the early vision, drawing inspirations from vehicular combat games such as Twisted Metal and arcade racers like Burnout, with the goal of blending high-octane destruction and racing elements. They aimed to introduce rewind mechanics—later formalized as the "Unwreck" feature—to make chaotic gameplay more accessible and forgiving for casual players, allowing them to recover from crashes without frustration. This "unwreckable" chaos was intended to emphasize fun over precision, appealing to a broader audience beyond hardcore racing enthusiasts. Early prototypes, developed using Pseudo Interactive's proprietary tools, centered on a robust to enable fully destructible urban environments, where vehicles could smash through buildings and debris in real-time. These tests, beginning around August 2004, validated the core concept of seamless integration between driving, combat, and environmental interaction. Pseudo Interactive partnered with for publishing, capitalizing on the company's established expertise in action-oriented titles to bring the game to market effectively.

Production

Development of Full Auto began with a titled Unwreck in August 2004, transitioning to full in late October 2004 at Pseudo Interactive's studio, with completion in late 2005 to meet the early 2006 launch window as an Xbox 360 title. The team utilized early Xbox 360 development kits to leverage the console's hardware capabilities from the outset. The project was handled by a team of approximately 50 developers at the studio, encompassing roles in art, programming, and audio production. Led by Cord Smith and with physics contributions from studio David , the group focused on creating a vehicular combat experience that prioritized fundamentals alongside explosive destruction mechanics. Key technical challenges included implementing a custom to enable environmental destruction, supporting over 10,000 interactive objects per level such as , buildings, and vehicles. The team aimed for a consistent per second on hardware, requiring optimizations for massive particle effects like smoke, fire, and explosions, as well as threaded rendering across the console's three cores to maintain performance during chaotic multiplayer sessions. Balancing the Unwreck time-rewind feature proved particularly demanding, as it needed to integrate seamlessly with and without introducing exploits, while ensuring synchronized and collisions in multiplayer modes. For audio, sound designer Michelle Frey and audio programmer Andrew Clark crafted immersive effects including engine roars, collision impacts, and weapon fire, complemented by an adaptive soundtrack featuring , , and tracks composed by John Roome, Rom Di Prisco, and others. The music dynamically shifted based on race performance, intensifying during tense moments and uplifting during leads, all mixed in . Visually, the game emphasized urban destruction with dynamic lighting and reflections on vehicles to enhance the spectacle of crashes and explosions across city-based levels like industrial districts. Procedural destruction systems allowed for varied, replayable interactions, supported by features like One-Touch Replay to capture the last 12 seconds of action from multiple camera angles. Beta testing involved internal playtests to refine the against exploits and polish multiplayer stability, culminating in a release and full certification submission by late 2005. These efforts addressed synchronization issues and performance hiccups observed in early builds, ensuring a stable launch experience.

Release

Launch Dates and Platforms

Full Auto was released as an Xbox 360 exclusive, with no contemporary ports to other platforms during its initial run. The game launched in on February 10, 2006, followed by on February 14, 2006, and on March 2, 2006. A Japanese release occurred later on September 28, 2006. The title was also made available digitally through Microsoft's Xbox Games on Demand service in May 2011, allowing purchases via the . However, the digital version was delisted from the service between September 4, 2011, and January 15, 2012. The itself closed on July 29, 2024, ending all digital purchases for the platform. Physical retail copies of the game, published by , typically included a featuring guides to vehicles and gameplay mechanics. While minor regional variations existed in packaging and ratings—such as an M rating in Australia for mature content—the core game content remained consistent across markets with no significant alterations for violence or other elements.

Marketing and Promotion

The marketing campaign for Full Auto emphasized the game's unique blend of high-speed racing and vehicular combat, aiming to generate buzz among Xbox 360 launch titles. The game debuted publicly at the Electronic Entertainment Expo (E3) in May 2005, where Sega showcased a trailer highlighting the extensive environmental destruction and the innovative Unwreck feature, which allowed players to rewind time after crashes for seamless gameplay recovery. This reveal positioned Full Auto as a standout next-generation experience, focusing on chaotic, physics-driven mayhem to differentiate it from traditional racers. To build further anticipation, released a playable demo on the Xbox Live Marketplace on January 25, 2006, featuring select tracks and weapons to let early adopters test the core mechanics. Promotion extended to print advertising in gaming magazines such as , which included demo discs and previews, alongside online banners and video trailers distributed through sites like . Hands-on demos were available at major events, including E3 2005. The campaign's , "Full Auto gives 'gun it' a whole new meaning," underscored the integration of weaponry into racing, appealing to fans of action-oriented driving games. Overall, Sega's strategy targeted core gamers through digital and event-based outreach, leveraging the 's launch momentum without major broadcast advertising.

Reception

Critical Reviews

Full Auto received mixed or average reviews upon release, earning a Metacritic aggregate score of 70/100 based on 63 critic reviews. Critics generally viewed it as a solid but unremarkable launch title for the in the genre, appreciating its arcade-style thrills while faulting its lack of depth and innovation. Positive feedback centered on the game's engaging arcade combat, the innovative Unwreck mechanic that reverses time after crashes to enable spectacular comebacks, and the visceral satisfaction of destructible environments filled with explosions and debris. IGN praised these elements for delivering "fun as long as you can appreciate it as an arcade-style combat-racing game," awarding it 7.1 out of 10 despite its simplicity. Similarly, Eurogamer highlighted the rewind feature's appeal in creating "wonderful" chaotic moments, though it scored the game 6 out of 10 overall. Edge magazine echoed this sentiment, giving it 6 out of 10 and noting the "chaotic, testosterone-filled mess of car wrecks" as a highlight. Criticisms focused on repetitive track designs that diminished replayability, shallow multiplayer modes hampered by clunky interfaces, and inconsistent AI that led to frustrating encounters. described the maps as insufficiently varied and the framerate as prone to drops during intense destruction, resulting in a 6.5 out of 10 score. The Sydney Morning Herald was more harsh, rating it 2.5 out of 5 for its failure to innovate beyond basic vehicular mayhem. Overall, reviewers saw Full Auto as enjoyable in brief sessions but not revolutionary compared to genre staples, with some noting its multiplayer as a weak point.

Commercial Performance

Full Auto achieved modest commercial success upon its release as an Xbox 360 launch title, shipping approximately 150,000 units globally by June 2006. This figure represented underperformance relative to expectations for a Sega-published exclusive during the console's early lifecycle, particularly amid competition from high-profile contemporaries like Gears of War, which surpassed 2 million units sold worldwide by December 2006. Initial sales were strongest in North America, aligning with the Xbox 360's dominant market position there, though performance tapered off in subsequent months due in part to mixed critical reception. The game's longevity has been constrained by its digital delisting; the Xbox 360 Games on Demand version was removed from the marketplace between September 4, 2011, and January 15, 2012, limiting modern access to digital purchases. Physical copies, however, remain widely available through secondary markets such as and , sustaining a niche collector base. Full Auto received no major industry awards, reflecting its mixed reception among critics and modest sales.

Sequel

Overview

Full Auto 2: Battlelines is a racing developed as the sequel to the 2006 Xbox 360 title Full Auto. It was developed by Pseudo Interactive for the version and by Deep Fried Entertainment for the version, with serving as the publisher for both. Released initially on in on December 7, 2006, the game later launched on on March 20, 2007, marking a shift from the original's Xbox 360 exclusivity to Sony platforms. The core premise expands on , placing players in high-speed races through fully destructible urban environments where destruction can alter track layouts and provide strategic advantages. It retains key mechanics from , such as the Unwreck that allows time rewinding to undo crashes or damage using a shared with boost, while introducing new multiplayer modes and customizations. The edition incorporates controls adapted for handheld play, utilizing shoulder buttons for acceleration, braking, and firing to suit the portable form factor. Content expansions differ by platform. The PS3 version includes 25 selectable vehicles across various classes, each customizable with armor, weapons, and vinyls, alongside 20 tracks set in the fictional Meridian City. The PSP version features 15 vehicles (9 exclusive to the platform) and 15 tracks set in Staunton City. The PS3 version introduces a story mode providing narrative context absent in the predecessor, following an AI entity named guiding the city through escalating conflicts via vehicular battles against the Ascendants. The PSP version has a separate story involving MSO tournaments to defeat leader . These additions emphasize tactical destruction and progression, with objectives like timed completions or enemy eliminations in single-player campaigns.

Key Differences

Full Auto 2: Battlelines introduces several enhancements to the core formula of its predecessor, notably through the addition of new modes that expand beyond traditional races. The sequel features arena-based missions inspired by Destruction Derby-style combat, where players engage in free-for-all or team-based battles across multi-layered environments with destructible elements that alter the battlefield dynamics. These modes support split-screen co-op for up to two players, allowing collaborative play in the career against rival opponents, a feature absent in the original's single-player focus. Additionally, the PSP version includes ad-hoc wireless multiplayer for up to four players in head-to-head races and arena deathmatches, optimizing for portable play without cross-platform . The arsenal receives significant expansion, with 18 total weapons available, including 10 new additions tailored for the PSP port such as EMP devices that slow enemy vehicles and side-mounted options beyond the original's front and rear placements. Upgrades for individual weapons, like evolving machine guns into chainguns or rockets into homing missiles, provide progression depth, though the points-based system from the first game has been removed in favor of mission unlocks. This shift emphasizes strategic loadout selection before events, contrasting the original's more uniform armament approach while maintaining infinite ammo to preserve fast-paced action. Representative examples include the front-mounted laser for continuous damage (with overheating mechanics) and rear grenades for area denial, enhancing tactical variety without introducing finite resource management. Graphically, the PS3 version leverages the for more advanced destruction physics, where from demolished structures can block paths and influence outcomes, building on the predecessor's destructible environments but with greater environmental interactivity. In contrast, the PSP adaptation prioritizes optimization for the handheld's and analog nub. Vehicle handling also diverges, with distinct physics for each of the 15 cars (including 9 PSP-exclusive models), addressing criticisms of the original's uniform feel by varying acceleration, weight, and responsiveness. Narratively, the PS3 version integrates a lightweight story framework centered on AI-guided conflicts in Meridian City, while the PSP version focuses on tournament battles across themed locales like American , Asian circuits, and European environments, where players progress through a 50+ event career mode by defeating bosses to unlock vehicles and areas. This progression contrasts the original's mode-based structure without deep , providing contextual motivation for battles while keeping the focus on arcade-style combat.

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