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| NerdThursday, May 12th 2005. | |
DayLahsWill Never Be Another
Posts: 46,290 Join Date: Jul 2002 Location: Miami, Florida |
New Sega's Full Auto(Xbox 360) Pics It's not every day you walk into a darkened conference room about to see your first Xbox 360 game, so we tried to keep our cool when Sega recently invited us to look at Full Auto, a new car combat game in development at Toronto-based Pseudo Interactive. The easiest way to describe Full Auto is with a phrase like "Burnout meets Twisted Metal," and while it looks like there will be a lot more going on in the game than such a simplification would imply, that analogy is a good place to start. Even in its extremely early state, Full Auto was already showing off more stuff blowing up than we've seen in just about any action game in memory. And that's saying a lot. We didn't manage to get many story details for Full Auto out of Pseudo's reps. We're not even sure this game needs a storyline. The premise is simple enough: Choose a tricked-out street car, outfit your ride with an array of high-powered weaponry, and race at breakneck speed through the city streets, outrunning or blowing away your competitors and destroying as much public and private property as you can. You'll apparently be cast as a retired driver being pushed back into racing by the Shepherds, a gang that has taken hold of the city of Staunton. Pseudo is still playing with many aspects of the game's design, though we were told the game will have a cohesive career mode, as well as other modes like pursuit, arena, and tag. Eight-player online support will round out the package, presumably taking place on the Xbox 360's as-yet-unnamed online service. Pseudo reps stressed that Full Auto is a racing game first and a combat game second, though it looks like you'll get in plenty of shooting action as you speed through Staunton's five districts. Your primary objective in any race is to navigate the winding streets and cross the finish line before any of your seven competitors. How you get those competitors out of the way is up to you--you can blow them away with grenade launchers, side-mounted shotguns, and smokescreens, or maybe you'd like to bring a massive elevated train track (complete with train, natch) crashing down on top of them. The game will tally the dollar amount of your destruction as you race, and this value will be used like a score at the end of each run. As you play through the game, you'll pick up new weapons and upgrades, some of which can even be mounted on the rear of the car. Time controls have been big in game design for several years now, with everybody from Max Payne to Microsoft's own ill-fated Blinx earning his or her temporal chops. So why has it taken this long for time manipulation to work its way into racing games? Full Auto's most interesting feature is the "unwreck" ability, which will let you rewind the action every time you crash, miss a jump, or just want to replay the last few seconds of the race. You'll have only limited access to this feature, since unwreck will deplete a finite meter rapidly as you use it. From what we could see in the two demo tracks on offer, there will be plenty of secret jumps, shortcuts, and opportunities for excessive destruction, so you'll want to save your unwreck for the places you really need it. Pseudo says its aim with Full Auto's time control is to never make you restart a race again just because you messed up a turn in the first five seconds, and it looks like unwreck will go a long way toward achieving that goal. It's a safe bet that you've never seen this much raw activity in a racing game before. Every explosion is accompanied by pieces of, well, everything flying all over the place. Take out a phone booth, and you're going to see glass flying in all directions. Blow out the side of a building, and you've got debris everywhere. Cars spit sparks and belch smoke when they fly through tight turns and rub against each other. Even the aforementioned train spewed seats and other sundry objects when it ate the pavement. You'll be able to target just about any object in the environment and trash it--either by running into it or blowing it away--and watch it be reduced to its component parts, the flights of which will be fully governed by the game's encompassing physics system. This kind of destructive freedom owes to the fact that nearly every element of Full Auto's scenes is physically modeled, especially the cars you'll drive. Have you ever seen the Microsoft XNA video where a car crashes realistically into a wall? The cars in Full Auto wreck a lot like that, in that the damage they take corresponds directly to where and how hard they were hit by another car or flying object. The artists are doing a "physics pass" on each of the cars in the game to model the way their pieces are put together, so the physics system can realistically bash them, dent them, and take them apart when they're involved in wrecks of varying intensity. A brief slow-motion demonstration of this system revealed smashed-in fenders, dented side panels, and other damage. Based on this demo, we'd say it's a safe bet that none of the cars will be showroom-ready at the end of a race--the damage is extreme, to say the least. Though Staunton has been designed as a full, cohesive city, Full Auto won't be a free-roaming game--you'll play through specific levels like you would in an arcade racer. But the continuous layout of the city means the designers can place start and end points just about anywhere they want to, and furthermore, the tightly constrained courses let them make veritable Rube Goldberg machines out of the levels. One level we saw had a large gas tank positioned strategically near a tight turn. The Pseudo rep playing the demo took the game into a slow-motion, free-camera mode to show us the intricate layout of the upcoming explosion, which involved the gas tank being propelled through an 18-wheeler and setting off a number of other gas tanks that had been placed for the express purpose of blowing up real big. Pseudo says the levels will be packed with many such carefully laid traps that will let you easily level Staunton as you race through it. As an Xbox 360 game, it goes without saying that Full Auto looks better than just about any game we've seen (but you'd expect that with a new console). The cars and environments are made up of far more geometry than what you see in current-gen games, and advanced effects like real-time reflections were evident all over the place. There's just a startling amount of debris flying every which way when things are destroyed, too, which lends a frenetic quality to the action that should prove essential to sealing the combat-racing experience. The amount of environment interactivity is as impressive as the visual fidelity. For instance, we saw how telephone poles were connected by a physically modeled cabling system that caused them to pull each other over when one was blown away. We got a good look at only one area of Staunton during our demo--a grungy, dilapidated warehouse district--but the city will be split into five distinct districts in the final game, each of which will offer widely varying scenery (and hopefully equally varied opportunities for destruction). Another area, for instance, will be a neon nightlife spot that sounded not entirely unlike the Las Vegas strip, though perhaps not quite as flamboyant. Even though multiple tracks will be set in each district, the level designers have powerful tools at their disposal to make sure the tracks all look different. They'll be able to match up different building foundation types with different upper floor types, slap on a different set of textures, and make a huge number of buildings that all look different from one other. Further, the levels will make use of gameworld materials like concrete, glass, aluminum, and so on to govern the appropriate looks, behaviors, and sounds of these surfaces when they're destroyed. Our look at Full Auto came at a relatively early point in the game's development--doubly so considering that the next Xbox's hardware hadn't even been finalized at the time. According to Pseudo, we were looking at an alpha build of the game running on alpha-level Xbox 360 hardware. With presumably two hardware revisions to go and months more work left on the game, reps said we'd see a threefold leap in performance and fidelity when all is said and done. Given how busy and varied the game's massive environments already are, we're looking forward to great things on the visual front when the final game rolls around. At this early stage, the audio and music in the game were mostly placeholder, but Pseudo says that certain noted electronic artists are very interested in providing tracks for the game, which will use an adaptive system to vary the music based on the action currently taking place in the race. Pseudo stressed during our demo that Full Auto is in no way a tuning game--you won't be swapping out exhaust manifolds or throwing your car on the dyno machine just to squeeze out a few extra horsepower. Although the roughly 20 cars will have individualized handling characteristics, we were told that each one would be pick-up-and-play accessible in the tradition of the greatest arcade racers. The heavy degree of combat in the game mixed with this accessibility should make Full Auto a game that any action fan can get into, and we're looking forward to finding out how it handles (hopefully at E3). Stay tuned for more on what looks like quite a promising addition to the Xbox 360's launch lineup. |
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| NerdThursday, May 12th 2005. | |
Implegs of a newborn pony
Posts: 7,978 Join Date: Jun 2005 |
Finally, a next gen game I'm really impressed with. Nice job Sega, this should be pretty cool. ___________________
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| NerdThursday, May 12th 2005. | |
octorok and rollhas a very loud thumb
Posts: 19,509 Join Date: Oct 2002 Location: Austin, Texas |
Oh wowwy I want to see that in motion. :drool: ___________________ Quote of the Month:
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| NerdThursday, May 12th 2005. | |
Old School GamerSurvivor through Jesus
Posts: 3,517 Join Date: Nov 2004 Location: Denham Springs, LA |
Damn, I need to go back and watch the MTV presentation so I can convince myself I'm not interested in the 360. haha. Damn, this game must have been in development for a while. They actually have the gas prices at $1.79 in the background. Man, where's the RPG pictures that M$ laid the dead presidents down for? Hopefully that's shown at E3. These FPS do nothing for me. |
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| NerdThursday, May 12th 2005. | |
KuribooSuper
Posts: 12,190 Join Date: Jul 2004 Location: A Galaxy far far away.... |
It looks good. Good start Sega. ___________________ Mario's Bitch |
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| NerdThursday, May 12th 2005. | |
DayLahsWill Never Be Another
Posts: 46,290 Join Date: Jul 2002 Location: Miami, Florida |
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| NerdFriday, May 13th 2005. | |
DawsonMr. Tambourine Man
Posts: 10,533 Join Date: Mar 2003 Location: Australia |
Man, that fire looks neat. ___________________
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| NerdFriday, May 13th 2005. | |
sonicblueThundercougarfalconbird
Posts: 20,230 Join Date: May 2002 Location: South Florida |
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| NerdFriday, May 13th 2005. | |
AssmanCTU agent
Posts: 8,945 Join Date: Jun 2004 |
I can see this game selling 10,000 copies. ___________________ The secular progressive movement(liberals)are ruining this country. ![]()
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| NerdFriday, May 13th 2005. | |
zigdrat
Posts: 9,616 Join Date: Jun 2002 |
I watched Gamespots HD movies of the game.. looks pretty bad to me. I mean the racing and shooting part is alright, and the environments and exploding things look really good; but the whole rewinding time thing is stupid and really breaks the flow of a high-speed game. Every time the player rewinded time in those videos it made me feel.. bad. I dont know. You're going in a forward direction so fast, it feels wrong to go backwards. It's like removing any excitement that has built up every time you do it. Also every time the player ran into something the car just kinda instantly stopped, not what I'd call a crash at all. That also removes any built up excitement. They could learn quite a few more lessons from Burnout if you ask me. But that's something they can work on as development goes on, the rewinding time thing is a fundamental flaw in the design. |
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| NerdFriday, May 13th 2005. | |
Ragnar DanneskjöldFriend of the Friendless
Posts: 18,111 Join Date: Apr 2003 Location: Houston |
now THAT is nice ___________________ I believe that banking institutions are more dangerous to our liberties than standing armies. If the American people ever allow private banks to control the issue of their currency, first by inflation, then by deflation, the banks and corporations that will grow up around [the banks] will deprive the people of all property until their children wake-up homeless on the continent their fathers conquered. The issuing power should be taken from the banks and restored to the people, to whom it properly belongs. -Thomas Jefferson, |
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| NerdFriday, May 13th 2005. | |
gramathyNaïve Buttface
Posts: 4,218 Join Date: Dec 2002 Location: Who knows? |
DAMMIT, like EVERY other 360 game i've seen, it's TOO SHINY. WHEN will people learn that NOTHING is that shiny? If you want photorealism, add some FREAKING DIFFUSION EFFECTS TO YOUR MATERIALS. ___________________ THIS SPACE FOR RENT |
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| NerdFriday, May 13th 2005. | |
BuzzJiveMore WiiWare
Posts: 4,799 Join Date: Mar 2003 Location: Utah |
I'm just happy to see Sega trying some new things I guess. I'm surprised we're not seeing ports as their first 360 titles. Of course - this will sell like crap - but that doesn't seem to bother Sega anymore. |
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| NerdFriday, May 13th 2005. | |
RocksteadySteady Rockin' All Night
Posts: 14,141 Join Date: Aug 2003 |
Looks nice. |
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| NerdFriday, May 13th 2005. | |
octorok and rollhas a very loud thumb
Posts: 19,509 Join Date: Oct 2002 Location: Austin, Texas |
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| NerdFriday, May 13th 2005. | |
zigdrat
Posts: 9,616 Join Date: Jun 2002 |
Yeah but not that shiny. They look like they're made of stainless steel, dipped in chrome. |
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| NerdFriday, May 13th 2005. | |
Nin10doSmooth Criminal
Posts: 5,563 Join Date: Sep 2002 Location: Boogie Down Bronx |
lol. They are pretty shiny but whatever. I think the games looks pretty but I'm never impressed with racing games. It's easier to make cars look pretty than it is to make an actual game character look good. All the moving parts and details of a game character are what I wanna see before I get to excited. The 360 is intriging. ___________________ Hi. |
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| NerdFriday, May 13th 2005. | |
TrinityArthur Mitchell/Trinity
Posts: 3,241 Join Date: Jun 2004 |
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| NerdFriday, May 13th 2005. | |
zigdrat
Posts: 9,616 Join Date: Jun 2002 |
I think posts consiting of |
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| NerdFriday, May 13th 2005. | |
XaviusSabor de Soledad
Posts: 32,290 Join Date: Jul 2002 Location: NM |
You just responded to Smokey. ___________________ ![]() I was young and confused and your mom didn't want me around no more. Now pass me dem damn collard greens! |
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| NerdFriday, May 13th 2005. | |
zigdrat
Posts: 9,616 Join Date: Jun 2002 |
No I was responding to sonicblue. See:
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| NerdFriday, May 13th 2005. | |
Red YoshiWhat about us?
Posts: 2,853 Join Date: Jun 2003 Location: England, UK |
This just makes me wonder how good Burnout will look - we know Criterion are great at squeezing out great graphics. |
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| NerdFriday, May 13th 2005. | |
Firecrest_NeoflamesIt's all like ":D".
Posts: 5,828 Join Date: Jun 2004 Location: 123 Fake Street |
I love me vehicular combat games. Just more reason to invest in a 360. ___________________ |
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| NerdFriday, May 13th 2005. | |
Xiu XiuCurbstomp yr Enthusiasm
Posts: 5,298 Join Date: Oct 2004 Location: the Holy City |
NFS: TWISTED METAL. |
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