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  • Full Auto 2: Battlelines Hands-on

    Via IGN

    It seems most articles on the Full Auto series starts with this simple fact: gamers love speed and destruction. And that's because it's entirely true. No gamer can resist the allure of exotic cars and obscene firepower. Real or not, it's just one of those things. So that's why games like Full Auto seem like real no-brainers in the games industry. Still, even games with massive appeal can still screw up a little.

    Look at what happened with the original Full Auto. It was decent fun, but it lagged in a few areas that would have made it a better game. The second game, Full Auto 2: Battlines, addressed most of these issues and easily topped its predecessor because of it. That's why it's a very good reason the first Full Auto game to appear on the PSP is based off Battlelines, and not the original 360 version. Having said that, Battlelines on PSP differs from the PS3 version in various ways. To show IGN exactly how, Sega dropped by the offices with an early build of the game. Being unfinished, it did seem a little rough, though it clearly has enormous potential as a portable product.


    Most of this potential comes from the fact Battlelines on PSP has its heart in the right place, namely fast-paced demolition. That part hasn't changed a bit. Players still jump inside exotic cars and destroy everything from roadside mailboxes to skyscrapers, and everything in between. Only it's a little different on the PSP than it is on PS3. That is to say, environments still crumble the same way only now it's far easier to do. The PSP has a smaller screen after all, and it's harder to launch missiles or a hail of gunfire at narrow support structures without a little help. As such, whenever players race past something that's massively destructible, like a bridge, railway or building, the targeting reticule changes color. Players can then lock on to these sources and take them down. This system seems to work well and it really makes sense. There's no point in having collapsible buildings when it's too hard to collapse them.

    When it comes to car selection, players will score 15 different models, nine of which are new to the PSP. Each car has a selection of unique skins, decals and colors. There are well over 100 of each type to choose from, though this number hasn't been finalized. Customizable items are still rewards for beating missions, though the garage menu has changed considerably. And just like a majority of the cars, the skins and decals are new. The only thing cooler than scoring a tricked-out ride is decking it out with crazy weapons. Battlelines on PSP has 18 weapons to choose from, 10 of which are completely new, including the Mortar, M16, M60, Aircraft Gun and Heat-Seeking missiles. That's not a shabby list by any stretch. Plus, it's possible to place weapons on the sides of vehicles now, not just the front and back. Now that's just crazy talk.


    As far as game modes go, players still get a choice between a single-player campaign and a number of quick skirmish modes. The single-player mode has some 50 events to compete in, each of which has multiple paths, objectives and destructible areas. Players can expect no less than three new districts, which translates to six all-new tracks. Also, the arena matches from the PS3 version of Battlelines make a return, which should make just about everyone happy.

    Then there's collection of multiplayer modes. There are ad-hoc versions of the arena deathmatches, as well as some all-new modes like Head-On and Down & Back. Unfortunately, the builds Sega brought were too early to experiment with any of the multiplayer modes, but it all sounds groovy regardless. Add to all of this a set of licensed songs by Stone Sour, Sum 41 and We Are Scientists, and it's one nice lil' package.

    Check back often for more on Full Auto 2: Battlines on PSP.

    Screens Via Comments
    This article was originally published in forum thread: Full Auto 2: Battlelines Hands-on started by wraggster View original post
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