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Full Auto Information

December 14, 2005 by David

Full AutoFull Auto is basically a racing game, but with weapons too. It was supposed to come out around the launch day of the Xbox 360, but it was pushed back to early next year. Gamespot has some details on the game and its progress.

GameSpot: How is development of the game going?

Cord Smith: We’ve already submitted what we feel will be one of the 360’s most popular demo downloads, the full game’s gone through precert, and we’re looking to submit the final code for the full cert process well before the Christmas break. At this point, we’re in the typical crunch of doing everything we can to both finish and add as much quality as possible. By that I mean 12- to 18-hour workdays, coders and designers forgoing sleep entirely, miracles occurring on a daily basis, and a small number of unexpected setbacks forcing us to create the most elegant and time-effective solutions possible. When I say the game is 99 percent there, I couldn’t be more serious. We can truly see the light, and I’m happy to report that the fun factor, graphics, multiplayer, and overall look and feel have come a very long way since E3.

GS: Why did you decide to delay it?

CS: I suppose there were lots of great reasons to push the ship date a bit, but the most compelling for us was more time to increase the overall quality of the game. We’ve honed multiplayer, beefed up the original career mode by nearly 40 events, finely tuned every car for independent handling, optimized each of our tracks for performance, and buffed every small element we could find in an effort to ensure that Full Auto’s debut is one the industry won’t soon forget. As for the business side, ramping up for a February release with a full-court press of marketing and PR efforts (including the recently launched segalabs.com) behooves Sega and Pseudo.

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