Full Auto

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Chibisteven
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Full Auto

Post by Chibisteven » Sun Jan 01, 2006 9:14 pm

This game is available for the XBOX 360, Feb 14 2006. This game from the looks of it sounds instersting enough. I'm suprised no one has posted about this here.

Here's some links:
http://www.sega.com/games/game_temp.php?game=fullauto
http://www.sega.com/gamesite/fullauto/base.html

Here's an interview:
Step into the Destruction Zone that is Full Auto with Cord Smith, producer of Full Auto

1. What sets Full Auto apart from other racing games?
Thanks to next-generation technology, Full Auto is the first driving game to successfully hybridize white-knuckle racing and pulse-pounding combat within a fully interactive and destructible world. But in addition to having the power to tear the world apart, players also have the power to put it back together again. With Full Auto, we've implemented a unique feature called "Unwreck" that allows players to turn back time in an effort to cheat death, rectify their aim, re-attempt stunts, and correct botched turns or missed shortcuts.

2. What were the biggest advantages in developing for Xbox 360?
Most developers would say graphic processing power because they think next-gen only pertains to graphics. At PSEUDO, we challenge ourselves to use every component to its maximum potential. In addition to next-generation graphics running silky smooth at 720p, the Xbox 360 gives us the power to create fully adaptive sound & music, dynamic reactive AI archetypes, hundreds of real-time physicalized objects, and enough advanced post-effect routines to create the most intense action scenes you've ever played.

3. Let's talk about destruction
If you can see it, you can destroy it. It's that simple. Other games let you knock construction cones down on the street; we let you blow up gas stations. In fact, we let you dismantle L-trains, cripple City Hall, send opponents crashing through corner stores, and even gut luxury hotels. And that's just the tip of the iceberg. PSEUDO's advanced technology allows us to realistically deform and destroy everything in the environment-and you won't believe what that means for our cars! Hoods fly, doors snap, windows shatter, bumpers drag, air dams detach, and if you look closely enough you'll even see the spare tire sliding around in the trunk.

4. Is there a story to this game?
We like to call it "story-lite." We're an arcade racer, first and foremost, so we don't dabble in a lot of pretense. That said, we do provide you with motivation for the 60 career events you'll experience as you compete for your life under the thumb of a shadowy organization. More on this later.

5. What inspired the designs of the 20 cars? What about their design makes them "next gen"?
We've had the pleasure of working with a real-life car designer to refine all twenty of our initial concepts, each of which was built to draw on a particular theme, archetype, or driving fantasy. Besides the stunningly intricate concept designs, our talented 3D artists have exploited the power of Xbox 360 to deliver in-game car models that feature levels of detail unseen in current-gen racing games. Clever use of normal-maps and other recent technologies allow us to retain details as small as keyholes. But it's not all about looks; the way these cars tear apart is completely procedurally-driven, meaning you'll never see the same crash twice-each and every bend, crumple and dent is processed in real-time based upon velocity, mass, and angle of force.

6. Why did you choose not to use licensed vehicles?
It only takes one screenshot featuring a crash of any kind from Full Auto for this answer to seem obvious but I don't think there's an automaker in the world who would allow us to show their cars being mangled like the ones in our game. Keeping the cars fictional not only allows for unlimited destruction but it also affords us the freedom to add a sense of unique style and flare that licensed vehicles often lack. We're creating the ultimate driving fantasy, not the ultimate driving sim, and we take the freedom needed to deliver that fantasy very seriously.

7. The physics in this game are awesome! How do the cars handle in relation to the physics?
Everything within the world of Full Auto behaves according to the same physics principles and is computed using the same physics engine. This may seem the norm, but in actuality, many of today's games utilize separate systems within their game to control the movement of various objects. This can lead to strange behavior or an inconsistent feel within the game. Since Full Auto's physics engine is responsible not only for the behavior and tuning of the cars but also for each and every object, gamers will experience a totally seamless interactive world where everything behaves as it should-whether you're watching hatchbacks launch off car carriers like fiery metal pinatas or cars crashing down on cracked pavement from a four story jump.

8. Racing games are notorious for hard-thumping music. What can we expect to hear with regards to Full Auto's soundtrack?
We've been working with an extremely talented musician to produce exclusive tracks that perfectly match the unique blend of racing and combat within Full Auto. I'm not at liberty to expose all the details just yet, but for those of you who expect to shut off the in-game music and play your stereos while driving, there'll be no need to do such a thing when experiencing Full Auto's perfect audio mix.

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