Full Auto Preview

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Full Auto is Pseudo Interactive’s vehicular combat racing game for the Xbox 360. It’ll be released by SEGA early in 2006 and after being one of the only playable Xbox 360 titles at this year’s E3 it’s high on many people’s most wanted list. We spoke to Cord Smith, Producer at Pseudo Interactive, to get a better idea about the explosive game.

In this second part of our interview we talk about the Unwreck feature, Xbox Live, Physics and next-gen development. Part one can be read here.

Pro-G: How does the Unwreck feature work? Isn’t it cheating?

CS: You earn incremental seconds of ‘Unwreck’ by blasting opponents and tearing up the environment. So long as you have energy stored in your ‘Unwreck’ meter, you can use the ability at any time, literally turning time backwards to correct botched turns, bad aim, missed shortcuts, or even death. We’ve never perceived the feature as ‘cheating’ since players are always in control of their fate. There’s plenty of gameplay within the concept since gamers may sometimes end up making a bad situation even worse through the use of ‘Unwreck,’ but we’re certain they’ll always have fun using it. We’d like to believe that the feature has unlimited potential since we often use it to demonstrate the explosive (and deadly) results of ‘what not to do’ within the game. Gamers can attempt crazy stunts without fear, and simply ‘Unwreck’ back to safety once they’ve enjoyed the awesome spectacle of fiery failure.

Pro-G: How are you making use of Xbox Live?

CS: We view multiplayer as a huge component within Full Auto‘s core appeal. At the moment, the Live experience contains all the major off-line combat-racing modes as well as an exclusive mode designed specifically for Xbox Live. We’ll be rolling out details on the Live experience in the coming months. My only word of advice for those of you on Live is rest up; you won’t be getting much sleep once you submit to the Full Auto addiction.

Pro-G: With all the destruction going on in the game there must be a lot of work going into getting the physics right. Is this Havok, Ageia or entirely your own creation?

CS: We’ve been refining our technology for more than 8 years, crafting a powerful proprietary game engine that is entirely our own. David Wu, PSEUDO’s President and Director of Technology, is recognized as a leading mind in the field of simulated physics. His innovative work provides us with the tools we need to actualize our most ambitious dreams of virtual destruction.

Pro-G: What’s it like developing for unfinished hardware?

Explosions are all part of the fun

CS: There have been many challenges, but fortune favors the prepared. Having sustained an agile code base while aiming high with regards to innovation, we’ve been able to quickly and consistently integrate updated system software as well as make a clean transition from Alpha to Beta hardware. Obviously there are growing pains when you’re forced to craft short-term fixes or make-shift systems while awaiting functionality that is known to be included in future OS and hardware updates, but we pride ourselves on crafting unique gaming experiences based on cutting-edge technology so we’re probably the last developer you’ll hear complaining about the trials of next-gen development.

Pro-G: What has been the biggest challenge during development?

CS: Balancing the requisite R&D with the ambitious goals of our four departments (art, code, audio, and design) has been a real challenge given our limited development time. Everything from our innovative adaptive soundtrack to our real-time car deformation has had to be concepted, built, tested, and refined for maximum quality. Crafting art assets that allow for multiple levels of destruction is a real challenge as well, as is honing the gameplay parameters for a hybridization of racing and combat unlike any game before it. Now attempt all of these things with a team that essentially doubled in size over the short span of a few months and you can see why we pride ourselves on identifying challenges and tackling them head-on.

Pro-G: Would Full Auto have been possible on current-gen systems?

CS: Given how far we’ve taken each and every element, I’d say you’d get about 30% of the true Full Auto experience if you tried to port it backwards onto current-gen systems. The sheer amount of physicalized objects in the level would have to be drastically reduced while features like Unwreck, One-Touch Replay, and our procedural presentation cameras would likely be cut altogether. Obviously every area of the game would need to be re-scoped since next-gen hardware supports graphical, audio, and procedural capabilities that have allowed us to push new limits within the interactive medium.

Pro-G: You came away from E3 with many awards. This has propelled the game into the spotlight, so is there more pressure on you now to deliver the game the public are expecting?

Cars won’t look this good for long

CS: Our entire team was blown away by the amount of attention Full Auto received at E3 this year. We couldn’t have been happier with how the game was received by the public, and although expectations from the press have certainly put the pressure on to deliver a high-quality product, we’ve been genuinely motivated by the continuous enthusiasm. Since we see Full Auto as a long-term franchise, we found the feedback at E3 to be extremely valuable. We hope to continue evolving Full Auto into a racing game that anyone can pick up and play but no one will want to put down.

Pro-G: Has the game changed much since E3?

CS: We’ve added a slew of content since E3: More tracks; more cars; more weapons; and more polish. We’ve been fortunate to have some extremely talented designers working on the game. Because of their vision and our art staff’s prowess, we’ve been able to streamline the process from concept to execution, meaning very few wasted cycles and a game that – at its core – truly reflects the experience we set out to make.

Pro-G: Why should people pick up Full Auto on its release early next year?

CS: Because it’s racing like you’ve never experienced it before; because even after a year of developing the game, we’re still having a blast playing it; because nothing screams ‘NEXT-GEN’ like “the most destructive racing game ever!” Because driving fast and blowing sh*t up is – and always will be – cool.

Thanks to Cord for his time. Full Auto is set to arrive early in 2006 for the Xbox 360. Expect more on the game nearer its release.

About the Author

Full Auto

  • Platform(s): Xbox 360
  • Genre(s): Action, Racing, Shooter
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