Full Auto 2: Battlelines Review

Running on fumes.

Version tested: PlayStation 3

Cars going extremely fast and stuff blowing up. How could they go wrong? No matter how much we sing the praises of artistic, emotive masterpieces like ICO or Okami, nobody can deny that the very foundation on which videogames are built consists of giant boulders like Cars Going Extremely Fast and Stuff Blowing Up. Combine the two, and surely entertainment just happens?

Admittedly, it didn't happen last time. The first Full Auto was an Xbox 360 exclusive, and the series' defection to the PS3 probably won't provoke a flood of tears and fevered breast-beating among 360 owners. It was a good, if somewhat obvious, idea - combine the mechanics of Burnout with the time-rewinding of Prince of Persia, and top it all off by giving the cars guns to increase the carnage.

Unfortunately, the whole turned out to be somewhat less than the sum of its parts. The driving handled poorly and compared badly to Burnout, the time-rewinding made everything vastly too easy and stripped the game of any challenge, the guns were utterly unsatisfying and fiddly to control, and ultimately didn't add anything to the game. Combined with crap framerates - albeit rather pretty graphics - the end result was a game whose good ideas were drowned in a sea of weak design.

Full Auto 2 shifts platform, and unlike plenty of other games which will accompany the PS3 down the aisle in Europe, it is at least a sequel to the Xbox 360 original, rather than a port. Unfortunately, while the game has been tweaked, enhanced and remodelled in some respects, the developer seems to have spent the past year poking and prodding all the wrong parts.

Petrolhead

'Full Auto 2: Battlelines' Screenshot 1

Very nice, but we suggest you take that off the front before going in for your next MOT.

For those unaware of the Xbox 360 title, the bulk of what you need to know about Full Auto is summarised above. You participate in a series of races against other cars with guns strapped to them, burning rubber through the city streets as you fling bullets, smoke clouds and what have you at your opponents. The hook, as it were, is that when you crash into a wall (quite frequently), you can hammer a button to make time rewind, which drags you out of the wall, back onto the road, and lets you correct your error this time around.

This mechanic remains intact in Full Auto 2, although this time around your ability to rewind is somewhat restricted by the fact that your time manipulation abilities share a bar with your boost power. In theory, this should introduce a tricky balancing act to the game; in practice, it does make things somewhat tougher, but discourages you from using the boost more than anything else. Full Auto 2 recycles much of its level design from the first game, but increases the speed of the action significantly. Even for the most competent player, anything other than extremely judicious use of the boost is going to send you flying into an obstacle at full tilt.

The effect of the increased speed is not, as the designers might have hoped, to make things more exciting and challenging. Rather, it makes everything more frustrating - because despite its obsession with aping Burnout, Full Auto was never really designed properly for high speeds. Burnout's clever level design funnels vehicles at a fast pace through its tracks, giving a wonderfully reckless edge to the sensation of speed. Full Auto, on the other hand, fills its levels with unnecessary outcrops, alcoves and obstacles. It knocks you from first to last place, from over 100 miles per hour to a standstill, on a whim, and demands a level of caution which is totally at odds with the presentation of the game. Increasing the speed just makes the frustration mount up, not the challenge.

'Full Auto 2: Battlelines' Screenshot 2

Crashes are nothing if not spectacular - although if you're the one crashing, you'll be too busy gritting your teeth to care.

Tragically - and frankly, astonishingly - the speed is about the only thing which has changed about how your car handles. Your vehicle still moves like a helium balloon, with handling which would be more suited to a toy hovercraft than for a heavily armoured war machine. Tiny jumps send you floating through the air, and sliding around corners never feels controlled or precise. We're drawn inexorably back to the Burnout comparison; Burnout's physics model is far from realistic, but it's fun, and everything feels weighty and right. By comparison, Full Auto 2 feels as if you were racing a car made out of balsawood. On the moon.

Clarkson's Revenge

Still - guns, eh? Guns strapped to cars, that's got to be good? Actually, it is. Although the weapons you start out with - a crappy machine gun and a smoke screen - are rather weak, you're soon gifted with more meaty alternatives like an oversized shotgun, landmines and so on. Each vehicle can be equipped with a gun that aims forward, and another weapon to take care of enemies behind you, and you select your weapon load-out before each of the events in the game.

'Full Auto 2: Battlelines' Screenshot 3

If I put a Richard Hammond joke in here, does that make me a bad person? Will I go to hell?

By and large, they work extremely well - they're satisfying to fire and cause a fair amount of damage. Unfortunately, the addition of an aiming mechanism for the weapons just makes things fiddly; the game allows you to aim your front weapon to some extent with the right stick, but to do so, you need to take your thumb off the vital face buttons on that side of the pad. It's not a good solution, and the game would be more enjoyable with some degree of auto-aim or lock-on rather than a manual aiming control; perhaps less skilled, but definitely more fun. As it is, you'll find yourself ignoring the ability to aim, for the most part, and just trying to get up close and fire instead.

Or, alternatively, not bothering. While the weapons are one of the stronger points of the game, they suffer innately from the problem that they don't actually do you much good in the races which form the bulk of Full Auto 2's events. Enemies you take down will respawn and catch up with remarkable speed, and the game is absolutely shameless in its use of rubber-banding - ensuring that you're always surrounded by enemies, and never far out in front. The explosions and crashes are extremely satisfying when you're on the death-dealing end of them, certainly, but you find yourself longing for Burnout's more interesting mechanic of nudging enemies into obstacles - or at least, for the use of weapons to actually be a bit more meaningful.

'Full Auto 2: Battlelines' Screenshot 4

The ability to raise merry havoc in the various city environments you race through can be satisfying. And strangely pretty.

Where the weapons come into their own a bit more is in Full Auto 2's new mode, which is Destruction Derby style arena combat. This is actually a lot more promising than the original racing mode of the game, not least because all those niggling comparisons with the likes of Burnout disappear. It helps that these levels are genuinely new, so our unkind tendancy to think of the game as Full Auto 1.5 can be laid to rest for a while. In essence, these sections chuck you into a big (and usually multi-layered) arena, throw in a bunch of bots, and set you off to take down opponents until the mission objectives are sated.

It's here that the developers have seemingly made a serious effort to make sure nobody ever accuses Full Auto of being too easy again. The enemy AI is brutal and relentless - but normally in a good way, with plenty of variety in tactics and genuine cunning on display. Strategies range from ramming you into a wall and perforating you with a shotgun, to weaving around deliberately avoiding your forward-firing weapons, leading you into a nail-biting dogfight style situation. Our major problem with this mode was that sometimes the odds are stacked against you a bit too much; it works as open deathmatch, but when enemies start ganging up on you, it's all too easy to end up trapped and running out of health. When this happens it doesn't feel like your fault - it feels like the game was unfair. Unfair isn't fun, but thankfully, for the most part the arena modes in Full Auto 2 are fun.

Gimp My Ride

So what else is new? Full Auto 2's developers also spent some of that time which could have been spent fixing the vehicle handling on a bunch of other features - ranging from the welcome to the meaningless. At the "welcome" end of the spectrum are the various power-ups you can pick up as you bimble around the various levels, with the "Full Repair" token being a sight which inspires sighs of relief in many of the more challenging (or frustrating, depending on how kind we're being) levels.

Further down the line towards "meaningless", we have the new storyline mode which takes centre stage in the game. This is an utterly absurd tale which sees you being tasked by a city police Artificial Intelligence to take on the bandits roaming the city in their armed vehicles causing mayhem. Needless to say, the best way to combat this is to get yourself an armed vehicle and roam around causing mayhem. Still, I guess if it was set in Britain they'd probably just raise the taxes on petrol, make a vague statement about the vital role fathers must play in the raising of purveyors of automotive carnage, and hope for the best - which wouldn't make for a terribly interesting game, we confess.

Back in the realms of "welcome", we find significant improvements to the frame-rate in Full Auto 2. Much as we'd love to inspire you all to write 800 comments of outraged fury at our partisan stance on the console war, we should probably note that an extra 12 months in development over the 360 version has probably done wonders for the engine, not the Awesome Power of Sony's Behemoth - but regardless of the reason, Full Auto 2 is definitely a better game when the framerate doesn't collapse like a house of cards every time the sparks start flying.

'Full Auto 2: Battlelines' Screenshot 5

Yes, he should have fastened his seatbelt - if only so he'd still be in the car when it smashes into the wall and explodes.

Graphically, the game doesn't look remarkably different to its Xbox 360 predecessor - it's sharper, certainly, and shows off the console's 1080p capabilities nicely. However, with so many of the assets being recycled from the 360, it's unsurprising that the game on the whole looks familiar. The audio, too, is unremarkable - fairly generic fast-paced electronica which fits the game well, spares us the indignity of having to listen to what some music executive at a game publisher thinks is Hip and Cool, but won't have anyone rushing out to buy a soundtrack.

One area where Full Auto 2 doesn't skimp, thankfully, is the multiplayer - assuming you can actually find anyone to play against online. We had to jump through a few hoops to arrange a game, as there were hardly any running in the United States no matter when we tried. It's a shame, because the multiplayer actually works quite well, with generally good performance (even on a transatlantic match, it was playable if a bit jerky) and a few interesting modes, including some team-based arena modes which have objectives rather than straightforward deathmatch play. A glaring omission is the lack of any kind of communication with your teammates or opponents; the game doesn't support voice headsets, which takes a significant part of the fun out of playing online.

Drive Through

'Full Auto 2: Battlelines' Screenshot 6

Roof-mounted flamethrowers. A fine idea, until the missus decides she wants the sunroof open.

Full Auto 2 was an opportunity to really push the franchise forward - or rather, to give what was initially a very mediocre game a chance of becoming a genuine franchise. As it stands, this is a step sideways rather than a step forward; the fixed framerate and new arena mode are welcome additions, but the core problems with Full Auto haven't been fixed. The difficulty level has gone from being utterly pitiful to being, on occasion, insanely frustrating and unfair, which is a change but by no means an improvement. The level design, the handling and the balance of the whole game remain skewed - just as badly as they were before, if not worse, albeit in different directions this time.

The idea behind Full Auto 2 is solid. Drive Fast. Blow Things Up. If this game had been a real step forward, we'd have been interested in the prospects for the future of the series, but as it stands, Full Auto feels dead in the water. It's okay - not awful enough to slam, and not good enough to recommend. But with a year to build on its predecessor, it needed to be a lot more than "okay" - and while PS3 owners who have never played the original game on Xbox may be tempted by the promise of vehicular carnage, this is definitely a game whose promise is far greater than what it actually delivers.

5 / 10

Read the Eurogamer.net scoring policy

Comments (26) Latest comment 5 years ago

Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!

  • Dezm0nd #1 5 years ago

    Surpriiiiiise!!!!

    Despite it being mediocre, I enjoyed the first one for about 4 days.

    Or at least I think i did...
  • Scimarad #2 5 years ago

    Based on the demo I downloaded that is an extremely generous score...

    This has got to be THE most dire thing I've played on the PS3 so far. As for improving the engine from the 360 original...I really don't remember the 360 demo being as bad.
  • Xerx3s #3 5 years ago

    So they basically just slapped a 2 on the box.
  • Darren #4 5 years ago

    Well it's no surprise to me that this only got 5/10 as it wasn't much cop on the 360 either, although I will say that for the first few hours Full Auto was possibly the best game ever until the flaws show their ugly face... the sheer repetitiveness of the races, the lack of tracks and environments, the horrid, horrid slowdown everytime anything complex happened onscreen (which was often) and the nasty cheating rubberband A.I.

    Nice to see further confirmation that the framerate has been improved for the PS3 version which is one good thing I suppose. Shame they didn't completely overhaul the entire game though because from what I've seen of it this game, like Ridge Racer 7, isn't so much a new game as a remix.
  • Dizzy #5 5 years ago

    A pity online has no players... it is much better than the single player game. Sega made a shit game on 360 and just kept it shit on PS3. Pity.. missed chance.
  • Stormflood #6 5 years ago

    2 page review for a 5/10 game? Could have done it within the last para surely...
  • MadMirko #7 5 years ago

    And another mediocre PS3 title.



    Sorry, just wanted to know how that feels like. ;)
  • chrisjm #8 5 years ago

    360 version is great, well i think so. i know most people dont agree ;)
  • Overlush #9 5 years ago

    Not at all - I quite liked the first one for a while. Hardly a system seller though...
  • andromeda #10 5 years ago

  • SeesThroughAll #11 5 years ago

    "The Playsation 3 gets its first dud game."

    You weren't around when Untold Legends got reviewed, were you?
  • Caspar_Esq. #12 5 years ago

    A bit heavy on the comparisons to Burnout? I can see why, but as its not actually intended as a competitor, it would be nice to have the game reviewed more on its own merits?
  • spongebob #13 5 years ago

    The screenshots look pretty :)
  • ilmaestro #14 5 years ago

    Full Auto 2 needed a two page review? Not if you wanted me to read it, it didn't.
  • Pedrolot #15 5 years ago

  • spongebob #16 5 years ago

    Full Auto 2 needed a two page review? Not if you wanted me to read it, it didn't.

    That's actually the only thing about EG reviews I hate. They're almost always way too long. The shorter the review, the better the text in it, the better the journalist. It's an artform of it's own to make short, well-crafted, flowing, to-the-point reviews. I wish I could do that, but then again I wish I could write English to write even a bad, long review :(
  • Gurrah #17 5 years ago

    Keep the fast driving and leave the mounting of heavy weaponry onto your car to Interstate 76 - now that was a great game.
  • LOLLERS #18 5 years ago

    "..the game doesn't support voice headsets, which takes a significant part of the fun out of playing online."

    See, this is one of the areas where the PS3 is struggling to match the 360 online. If the developers don't have to support things they invariably won't, Sony need to push the online side of things through every game if they want to compete, this half-assed approach isn't good enough by a long way any more.
  • pikemon #19 5 years ago

    Car with guns concept have been with us since 1980's movies (Mad Max) and table top games (Car Wars). Why is it so difficult to make it work?

    I guess the game designers think that just slapping some flamethrowers and machine guns on a racing game engine makes it fun. WRONG!

    Take a look at ExciteTruck to see how few, well designed game elements work together to achieve stunning gameplay. There is a lesson to be learned there.

    The whole engine should have been designed from the ground up, focusing on making shooting, avoiding bullets and dropping mines fun. Super Cars II did this right on Amiga, and Mashed did it again on XBOX/PS2. After the basic gameplay works, feel free to add your RPG/tuning shop/online elements.

    I didn't read the review and I did play the x360 version demo for two minutes.
  • Foregone Reality #20 5 years ago

    Vigilante 8 was also a very good game, IMO.
  • YourMessageHere #21 5 years ago

    I think the problem with the Cars With Guns idea is that they shoehorn both car control and gun control onto the player. This means overfiddly controls OR unsatisfying autoaim. How about a semi-co-op Cars And Guns game? Player either drives OR shoots, with AI or another player in the other seat. Surely that'd work better.
  • Les #22 5 years ago

    "Sony need to push the online side of things through every game if they want to compete, this half-assed approach isn't good enough by a long way any more."

    Bullshit. The most stupid thing Sony could do is go after the typical Live user. Look at their Home plans. They're not after the hardcore gamers, that would be an uphill fight for a small demographic. Sony doesn't need to emulate Live. People that want Live get a 360.
  • LOLLERS #23 5 years ago

    I didn't mention Live, it's all about integration. Here's one of the reasons why it works for Live - If there's a problem or something that wants improving with voice or video chat, friends lists, achievements, game invites etc. Microsoft can address the problem with an update. If a game simply doesn't support those features, there's nothing that can be done to fix the problem unless the developer or publisher decides to fund a game update.

    As far as I know, the only one of those features on Live thats really optional is the video chat, everything else is fairly well integrated. In PS3 games all of that is optional (at the moment, AFAIK), so if you want to speak to your friend playing a different game while you're in your PShome, thats tough. You might not even be able to tell if they are online.

    They're not big system selling points, just sensible things that benefit everyone, not just hardcore M$ 'xbots' and it would only take a policy change by sony to make things better.

    Anyway, this is neither the time or the place for this.
  • mike_mgoblue #24 5 years ago

    Full Auto 2 is like almost all of the Playstation 3 games...it SUCKS!!!
  • crazyhorse174 #25 5 years ago

    Really surprised me when I saw they were making a sequel to Full Auto...the first one was rubbish!
  • markgreyam #26 5 years ago

    I know the general consensus is that this game blows, but I have to say that I'm really loving it, based on the fact that it really feels like a next gen update of Rollcage.

    Overly touchy driving that can have you spinning the wrong way if you're not careful, basic weapons that mean that being in front isn't necessarily in your best interests, and the ability to destroy not only the opponents but the environment as well has game taking me back years to when I first discovered Rollcage on PC. It's also complete with the 'feature' that even a minor screw up can send you from first to last. It's just all kinds of awesome.

    I can't help but think this is coincidence though because the first Full Auto was slow and clunky and tried to be a driving game and a shooting game instead of just arcade styling all the way thru. Oh and the framerate was shocking. So yeah I think that the move to Rollcage Stage (PS)3 wasn't deliberate but just lucky for people like me that still live in the past.

    If they were to chuck a sci-fi graphics patch on this game then they could have easily called this Rollcage 3. And I love it.