Tag Archive: Auto Assault

Jul 03 2007

The Kiss of Death…

Oops. A mere day after my Operation Cheapseats mini-review of Auto Assault’s 14 day free trial, this news, found via Tobold’s comments (Yes, yes, I was ego-surfing; no-one is perfect!)

Auto Assault: News

Which all goes to answer the mildly curious question I had a couple of posts back, ‘How can they afford to keep Auto Assault going?’, the answer to which seems to be ‘They can’t.’ All a bit of a shame, as noted previous; it’s not a bad game, by any stretch – just a rather quiet one.

Interesting seeing the various comments on this blog and others, from those that did adopt early, and who have played it far more extensively than I have, and the general post-mortem consensus seems to be a bad or buggy launch with a number of missing or broken features (pretty much all of which seem to be okay now), coupled with a simple lack of related PR and advertising, leading to the game spending much of it’s later life just bobbing along in obscurity, despite apparently successful efforts to fix and improve it’s user experience.

I remember seeing a bit of a fuss about it at the time it launched, but didn’t bother going to see what it was about – something I’m starting to regret a bit now, and the game now has about two months left to run down, with billing ceasing after the 31st July for game cards, etc, and the servers shutting down at the end of August.

This puts yet another nail in the coffin of Sci Fi MMO Gaming, and puts a lot of pressure on the soon-to-be-released Tabula Rasa, as Tobold mentions. Is WoW all we’ll ever want? I hope not, but I guess there isn’t a lot of point exhorting people to play an MMO because they ‘ought to’, rather than ‘want to’. The market decides. Auto Assault will now join the surprisingly small list of MMO games which have actually been turned off; Earth and Beyond, and Asheron’s Call 2. (And Motor City Online – forgot about that!)

All a bit of a shame really – I’m sort of committed to the next couple of Operation Cheapseats titles now, for at least at another month, beyond which, you won’t be able to buy months of Auto Assault at all. I was actually going to go back, but now this no longer seems possible. An opportunity missed.

For me, it really is goodbye, but if you, dear reader, have yet to give Auto Assault a go, now would be an ideal time, and possibly a last chance to see this now-doomed experiment at a Different Kind of MMO. I’ve no idea how long the free trial links I have in the previous review will still work for, but don’t delay if you do want a look.

I’m sure this is all coincidence and all, but if you currently play and enjoy City of Heroes, now might be a good time to get your affairs in order… just in case…

Permanent link to this article: http://howtomurdertime.com/blog/2007/07/03/the-kiss-of-death.html

Jul 02 2007

The Assault of Autos…

And so the the roundup, after two weeks on the interstate system of a wrecked and ruined future. The Auto Assault trial can be found here:

Auto Assault.com: News – Look for the link near the top.

(EU players should try here instead: eu.autoassault.com/pcgamer)

 

Trial lasts 14 days, the client requires a ~3GB download, and the whole exercise requires no credit card details, but does need a PlayNC account setting up.

 

After an unexpected alien bombardment causes millions of deaths and thousands of mutations, and a failed attempt to restore order using a race of specially created biomechanical-enhanced shock troops, the remnants of genetically pure humanity, under the auspices of the Hestia Corporation, decide that the only course to a peaceful future, lies in the sterilisation of the entire world, with atomic fire. Upon returning to the surface they find that both the Mutants and the Biomeks have also survived the cleansing, and the world is now a different and more dangerous place.

Enter a new kind of warrior, to bring order, supremacy and peace – the road warrior. Using highly-modifiable nuclear-engined automobiles, these warriors leave their respective sanctuaries, and begin to impose their will on an increasingly ravaged and war-torn world.

You start life in the training area of your chosen faction, at the wheel of your first vehicle, fully equipped to hit the highway and start causing mayhem.

 

Three Good Things:

  • Hectic
    The basic business of moment-to-moment play in Auto Assault is tremendous fun, with the action being fast, furious, noisy and explosive, and yet it remains surprisingly intuitive, and requiring minimal ‘real’ driving game skills. Right from the word go, you feel powerful, gutsy and potent. It’s quite rare these days that I’ll actually go ‘off mission’ in these games, instead just putting in the minimum fighting necessary to tick off quests, which I tend to view as the real point of it all, and the fights just a means to an end. Not so in Auto Assault, and just going from A to B is a gleeful exercise in high-octane carnage. This will get old eventually, of course, but not nearly as soon as in other, more traditional types of MMO, I think. Killing ten ‘rats’ in Auto Assault, has yet to become a chore, and I’ll often kill twenty, just for the sheer hell of it.
  • Familiar
    Beneath the cars, guns and post-apocalyptic setting, Auto Assault uses many conventions and mechanisms found in more usual MMOs – in particular World of Warcraft’s mob con system, mission journal, loot types, auction house, mail, skills, pets, classes and more. Since the actual driving and fighting are new and different enough things to learn, this familiarity makes it fairly easy to get up to speed with the rest of the gameplay, despite the apparent surface culture shock of the post-apocalyptic setting. This also applies to deeper aspects of gameplay, such as progression through the world; the substance of missioning from outpost to outpost, and the whole thing feels much like the sub-60 WoW game, which isn’t a bad thing if you liked that bit. This leads to some slightly silly or jarring elements, such as the ‘Rusty AT Launcher of the Eagle’ type of ‘magic’ loot names, but such lapses are forgivable in the interests of not totally confusing the hell out of new players from other games. This may not please those looking for an utterly different type of gaming experience, but on balance, I’d call this ease of adaptation a plus point.
  • Setting
    The world design I’ve seen so far, Biomek, Human and Mutant, and the wastelands around their cities, is very well done, and although not to everyone’s taste, I like it, with obvious nods to the Fallout series, and the grim shattered desolation of a future gone wrong, but also many interesting and original touches, such as the Mutant tutorial area, the Tempernet assimilated areas and the various side-canyon ‘dungeon’ instances. A surprising level of backstory depth pervades the whole, for those interested in that sort of thing, and clearly a lot of thought has gone into that side of it all. It isn’t a game that takes itself too seriously however, and as well as the sheer gleeful carnage of the basic gameplay, many of the missions and NPCs show a wry sense of humour that goes some way to lifting the mood of what otherwise might be a pretty grim type of gaming life. An added related bonus, is that unlike most MMOs with more than one faction or side, all three of Auto Assault’s Factions seem to get entirely different zones to explore and play in, all the way up, only coming together in the end-game PvP zones, meaning that alting on a different side really does mean a different game, rather than just a different first 20 levels, greatly extending replay value.

Three Bad Things:

  • Demanding
    With so much stuff going off at once, so much destroyable detritus everywhere, such a high speed of travel, and the physics of bouncing about everywhere, the game is quite demanding on hardware. In particular, movement in the cities and outposts, where you are on foot, was almost impossible to control due to low FPS, unless I turned all the shadows off. Given Auto Assault’s relative age, and my recently-new PC, I’d expect things to run a little more smoothly than it does. Occasional irritating memory leaks of some sort don’t help either, and now and then, I’ll need to shut it down and restart it, just to get the thing out of freezeframe slideshow mode – not helpful at these kinds of driving speeds. To be fair, these are few and far between, but one would expect them not to be there at all. Out on the road though, things move along at an acceptable pace most of the time, with the majority of the detail turned on. The game supports the addition of PhysX cards, presumably for even more impressive building explosions, but this seems a bit of an extravagance for what Auto Assault is, a bit of a jolly in gunned-up muscle cars. Going to need a fairly robust modern PC to get the most out if this one though. (I was using Vista throughout the trial.)
  • Endgame
    I’m mostly working on anecdote here, but general opinion is that there isn’t a lot to do at the far end of Auto Assault, and activities seem to revolve around repeated solo/small group farming of the higher leveled instance bosses, or somewhat unbalanced Factional PvP in the middle bit of the world map, Ground Zero. Given that I got to Level 43 in fourteen days of reasonably measured evening and weekend gaming, I wouldn’t think it unlikely that I’d cap out within a month or two. There’s still doing it all again with the other two factions, as different classes, but even so, it’s likely that the dedicated gamer will run out of Auto Assault reasonably quickly. This is hardly a problem unique to Auto Assault mind you, and MMOs of all types continue to struggle for a satisfying answer that annoying question we tend to ask when we finish the levels, ‘What now?’ In Auto Assault’s case however, this Endgame Conundrum seems greatly exacerbated by the lack of population (below). No 40-man raiding schedule here, and I’d imagine it’ll be a long time before we see an Auto Assault Expansion, if ever. Personally, I tend to just walk away from a game at this point, but for many gamers, life only begins after the levels are complete, and they’ll have troubles with Auto Assault, by all counts.
  • Quiet
    The big one, and I’ve mulled this over more extensively in previous posts, but there’s no getting away from the fact that Auto Assault is a ghost town, by any measurable MMO standard. It’s a shame, certainly, but a grim reality, and it reaches into almost every aspect of the game. Pick Up Grouping, Auction House, Clans, Crafting Markets and Material Gathering, even just the low grade background hubbub that ordinarily you take for granted in most zones of most games. Other players can be found if you look hard enough, or hit the faction-wide chat channel, but very quickly you get used to going it alone, and the easily soloable nature of the bulk of the content reinforces the notion that you shouldn’t really need help anyway, with even the instanced Boss fight side-canyon ‘dungeon’ areas being quite manageable alone. I’d agree that Numbers, as some abstract ‘high score’ of a game’s popularity don’t really matter, as long as you’re personally having a good time in there, but there comes a certain lower threshold when the numbers start to have a very real impact on critical gameplay features. If indeed, a large part of the designed-in Endgame of Auto Assault is faction PvP warfare, it can’t possibly be working as intended with that few participants.

    In general there seems to only be room for two types of player; the steadfastly independent soloist, content to do their own thing without ever needing anyone else around, or the unflaggingly extroverted socialite, driven enough to speak up early and often, and actively organise and participate on a factional level, and very little room in between for the more commonly adopted casual attitude to MMO gaming – the PUG, the Casual Sometimes-Grouper, and the Bank-Loitering Face In The Crowd. I tend toward the soloist, so am generally quite happy doing my own thing, but without many more players, it’s unlikely to be a captivating enough society for most to want to stick with for the longer term.

All in all, I really liked it – the sheer novelty of the driving experience winning me over, compared to the more traditional sword-wielding pedestrianism of the usual MMORPG experience. I can see however, that Auto Assault is a quite short game – faster to progress that WoW even, and the price of it being so painless, grind-free and engaging, is that you’re simply going to get through it all that much quicker, which is probably what’s happened to make it the ghost town it is – most folks who were interested in it, have probably already won, and walked away content.

Anyway, I think I probably will be back to this one, as although getting over half-way through the Biomek lands and missions during the free trial alone, I do quite want to follow that to the end, and also see what the Mutant and Human zones and cars are like. Another two months of subscription ought to cover that, I think.

Final Verdict: Definitely worth a try. Worth buying too, but only if you don’t mind soloing a lot. Satisfyingly different explosive fun, but possibly not for the longer haul.

So, time to park up the battlewagon, throw a dust-sheet over it and close the garage. I’m sure I’ll be back on those broken roads soon enough, but it simply wouldn’t do to go completely native after only the first free trial of the run. Next up is City of Heroes, so watch out Paragon City!

Permanent link to this article: http://howtomurdertime.com/blog/2007/07/02/the-assault-of-autos.html

Jun 25 2007

The Enigma of Desolation…

Enough of the RP nonsense, and back to the rumination! Spent most of this weekend getting the most out of my 14 day free trial of Auto Assault, which is turning out to be a lot of fun. I’m about level 30 now, which is a bit alarming in itself, and I’m now zooming about Cinderfall, which is a large crater filled with crumbling shanty towns, rotting tower blocks, rivers of green goo, and to the north, a fantastically imagined and designed region dominated by a mad AI, all in right angles, red lights and black robots, with some excellent terrain for stunts.

I even managed to get a medal for one embarrassingly accidental pile-up, during some of the more hectic high-octane melee, where a combination of high-speed collision, nearby ramp and a speed-boost consumable launched my car upward with enough force to keep me airborne for over five seconds. I love medals anyway, but this has to be one of the more fun ones I’ve gained over the years. I’m not sure I could do that again on purpose, mind.

Auto Assault is fascinating to me on two levels. The first is the obvious gleeful carnage of the basic game, which is a thing of personal novelty, yes, but also, I think, a genuinely and objectively fresh, light and fun gaming experience, and the sort of thing everyone ought to have a go at, at some point, just to see how else one’s online time could be spent. But the other, more academic and esoteric fascination I have with the thing, is that in many ways, it’s the MMO equivalent of the Marie Celeste.

The infamous 19th century brigantine, was found intact, with meals still at the table, but with no sign of the crew, presenting a mystery to those who found her, and a useful simile for the rest of us, and it’s what I think of when I think about Auto Assault. Over the last few days I’ve been regularly pinging their /who lists, a sense of morbid curiosity driving me on. “/who * * *” will list everyone in your faction – in my case Biomek, and far from the usual truncated ‘too many entries’ I was expecting, it came up with about 27.

Somewhat disbelievingly, I did it again, and again over the next few sessions, at times ranging from 11pm UK time, through to 2am UK time, (which is about 6pm to 10pm, if you are in New York), and the Biomek Order typically consists of between 20 and 30 players at prime time. In the interests of accuracy, I rolled up a Mutant and Human newbie, partly to have a look around their starter areas and see their types of vehicle, which were both very interesting too, and partly to run the same census exercise. Mutants seem about as popular as a Biomeks; 20-30 players online. Humans seemed much more popular, (as they always are where the choice is available at all), and seemed to number 50 or so online at once. Auto Assault has only one server.

So in general, there are as few as 110 people playing Auto Assault at any one time, in the entire world, making casual freeloading daytripper Van Hemlock, a little under one percent of the entire playerbase, which is a tad worrying. Applying the Van Hemlock ‘Rule of Five’, which is where you multiply concurrency by five (a number which I’ve pulled out of my bum, but which seems to work a lot of the time) to get subscriptions, and you can see that the average Auto Assault Subscriber is a member of a very exclusive club. How many other people in there are also just trying it out, is hard to say, and I’m not quite sure if the PlayNC account is capable of working like the Station Access Pass, which may further confuse things. Still, something does seem to have gone terribly wrong somewhere…

I know, I know, shame on me for beating on the dead game, but I’m not rattling off these figures as an exercise in gloating. Far from it. I really quite like the game, and am genuinely quite puzzled as to why the thing isn’t doing much better than it is.

Like the Marie Celeste, there doesn’t appear to be anything actually broken, malfunctioning or wrong with it – certainly from the newbie perspective. It’s well polished, a lot less bug-riddled than a few more popular MMOs I could list, interestingly fresh while retaining many widely accepted MMO conventions, and the basic business of killing monsters, an often dreary timesink in many games, is a gleeful exercise in reckless (and wreck-filled) abandon, while still held together by the overall structure and purpose of the commonly employed and accepted Quest Journal gameplay style.

And yet, at any given moment, around twelve times more people are playing the notoriously harsh and unpopular MMOFPS shooter, Planetside, (based on the half-arsed census I did at the end of the Reserves thing) and I really can’t work out why.

It could be “The Sci-Fi Cooties” perhaps. Sci-Fi MMOs are notoriously unpopular in this regard, and if you’re not swinging an Enchanted +5 Short Sword of Righteousness at goblins, or firing magic missiles at the darkness, a lot of folks just aren’t interested, which seems a strange reason not to like an MMO to me. If this is the case, things don’t bode well for Tabula Rasa. Which is odd really, because if you take away the actual car and setting for a moment, Auto Assault so far seems a lot to me like the first 60 levels of World of Warcraft (i.e. The Bit Everyone Liked) – fast progression solo and small group questing, equipment and power upgrades, crafting and advancing world travel. It even has ‘dungeons’ with ‘boss’ vehicles, which I think are instanced…I’ll have to check.

Maybe it’s the car itself – no ‘auto-attack’ here, and the actual business of destroying ‘monsters’ does require a bit more of a hands-on approach than in most games. Saying that, the driving controls aren’t especially difficult, and driving a car in Auto Assault is a damn sight easier than driving a Lightning in Planetside. Having a target-locking auto-tracking main gun makes life even easier in that regard, and means in general, to kill something, you just need to drive about in small loops near the enemy to bring it down. Being constantly on the move during combat helps a lot, but you’d get pretty far just parking in front of the enemy and duking it out too.

It could be a marketing thing. You just don’t hear much about Auto Assault these days, apart from hacks like me going on about what a failure it was – past tense – and maybe it’s simply that the majority of MMO gamers don’t know it exists at all. Things are still happening with the game though – the latest update news, from about the beginning of June, is talking about a set of new racetrack areas being added, indicating that far from being ‘on maintenance only’, new development is still ongoing. Given the numbers above, this makes me think that the cost of actually running an MMO must be much lower than I thought. NetDevil, the folks behind Auto Assault are mostly in the news nowadays for the upcoming Lego MMO, so I expect Auto Assault will get less resources in the months and years to come, but it looks far from the derelict abandoned project one would expect.

Maybe it’s the people, or lack thereof. When your entire faction wouldn’t be able to fill a Molten Core raid group, and is smaller than most MMO guilds, life can get a bit lonely out there. This is clearly a self-reinforcing spiral – less players means less groups, means less M in your MMO, means leaving to find a more people in another game, means less players, etc. It’s possible that an MMO simply decays below a certain threshold beyond which recovery becomes impossible. There’s a lot of talk on the ‘O’Sphere lately about Numbers, which I’m finding generally interesting, and the wiser sages seem to be coming up with the conclusion that Numbers are Irrelevant, and only personal fun is important. Well, Auto Assault is certainly the sharp end Acid Test of this theorising – it’s numbers are awful, but I’m having a lot of fun. Personally, I mostly soloed from 1 to 60 in WoW and enjoyed every minute of it, and could see myself doing the same again in Auto Assault, but even I’d miss the hubbub and feeling of vitality that just having other people around lends to a game.

Those people who do play are not to blame mind you, and Faction Chat seems friendly and helpful enough. With a bit of social effort on my part, it wouldn’t take much to find a clan (their Guilds) and become part of what seems to be a very close-knit community indeed. In some ways, this makes for an opportunity that it would be hard to find in another, more populous MMO. You get to be a Somebody right from the word go, rather than just another name on the big city OOC chat spam. Taking a regular gaming group in there with you will make the lot of you a significant and known force, and god forbid, taking your entire guild in there on a kind of ‘holiday’…well, with these numbers you’d probably end up being most of a given faction, with an entire game at your fingertips. Big fish in a small pond, certainly, but in many ways this can have rewards over being a big fish in an ocean. Auto Assault is not a place for Pick Up Groups however, but then again, I’ve not come across much in there that can’t be tackled alone. Your guess is as good as mine on The End Game though.

Maybe it’s just that Auto Assault isn’t sticky enough. I’m 30 already, and unless it becomes significantly harder in the coming levels, I can see me at 80, the top, in a month or two, and I’m not much of a powergamer really. Perhaps everyone who was ever interested in the thing has already been there, done that, and got the T-Shirt. Maybe these games aren’t supposed to keep us banging on the pellet feed bar over and over, ad infinitum, and it’s WoW that’s the abberration? Anyway, I’m not sure what endgame is like in Auto Assault, but presumably there are Level 80 ‘dungeon’ instance areas with big loot. Looking at the world map shows three areas of zones – one for each faction, and a large area in the middle with dotted border lines, which implies overland territorial Faction vs Faction PvP. I hear high-level people talking about ‘GZ’, (‘Ground Zero’, apparently), but don’t quite know what that is – probably some kind of end-game thing. Perhaps everyone has already played the thing, liked it, had enough and moved on? It does happen! But it certainly wouldn’t be the first time I’ve ‘discovered’ some cool MMO thing eight months after everyone else got bored of it.

Also, it’s been about for a while now, and while I’m seeing it for the first time, I have no idea what it was like at launch, and how much stuff has been added, removed, changed, fixed or otherwise altered. Maybe it launched as a real broken stinker – I can’t remember what people were saying about it at that time – but if that was the case, and everyone went in eager, at a broken and unready launch, I can understand why most would just leave and never come back. From there, it’s a hard uphill battle to change peoples opinions of it all, to convince them to give it a another go and see the hard work that may have gone into fixing it up and getting it working properly. Lucky old me, I don’t have any of that baggage, and the game I’m seeing today seems pretty solid.

 

All in all, it’s a perplexing puzzle, and one I’m determined to figure out, but anyway, look for my proper Operation Cheapseats roundup review soon, as the two weeks draw to a close…

Permanent link to this article: http://howtomurdertime.com/blog/2007/06/25/the-enigma-of-desolation.html

Jun 22 2007

The Valley of Scrap…

Always, The Road… The Mutants probably see it as a vein, or an artery, granting it a mystical, ritual significance, mumbling mantras in their festering contamination-riddled huts, worshiping it, praying to it’s ‘spirit’ for protection and aid. For the Betrayers, it is more likely a legacy, a sentimental symbol of a carefree and decadent past, of a time before the contamination and the atomic fires, a time when it was perhaps permissible to be weak, and soft. I see it quite differently. For me, it is a conduit, a system, an efficient network of expediency, allowing me to move swiftly to where I am required, and allowing me to exercise my will, for the greater achievement of the Pax Bionicus, and the Biomek Order.

The Road is such a cluttered and untidy place, snaking it’s hundreds of miles across the continent, but it is a good first step. The rest of Scrap Valley is a disorderly and chaotic place – burning ashfields to the south, dirty snowfields to the north, seething pools of contamination liberally scattered throughout, and everywhere, the mouldering ruins of scavenger towns, infested with the human cattle that scrabble and fight in the remaining vestiges of the Old World. Pikes, Scavs, Derelicts – these beings of meat alone, these animals, try to mimic us. They attempt organisation, in tribes and clans, and despite their base, unenhanced, natures, even manage to restore and maintain crude vehicles and weapons, with which they patrol their pitiful domains, infighting and squandering the resources of the valley, which rightful belong to us. I do my best to see that these transgressions do not go unpunished, and the most efficient manner of reclaiming our due tithes, is the most simple. I destroy any who cross my path, or who dare to challenge my progress. I also take due care and diligence in ensuring that their remains are properly salvaged and returned to Fort Logan, of course.

Such initiative is welcome, but as a Mastermind of the Order, I also have duties. Throughout the valley, at strategically important positions, the Order maintains heavily defended bastions, and it is from these that I work, either for the various command Meks stationed in these places, or for the General direct, via the network of doctrine terminals we use to maintain efficient cohesion, also located at these robust rest stops.

I am heading to one now, in fact, thundering along the surprisingly durable Road, one of the few useful things the Betrayers ever gave this world – in addition to Biomeks, of course. The Road dips into a broad valley, and I can make out the bastion at the top of the far rise. The valley is not empty however, and at the very bottom, I can make out fighting. Optical enhancement reveals fierce gunfire and explosions, and the familiar rounded grey vehicles that the Pikes travel about in, in their poor mockery of a civilised species. Crawlers scuttle into the fray from a nearby contamination hotspot, jumping and slashing with mindless aggression, but it is not these mutated insects that attract my interest. No…something new, something different is fighting down in the dip.

Two types are identified, both sleek, black, and adorned with baleful red lights. One a bipedal robotic form, and the other appears to be some kind of advanced design of light battle tank, and both are doing an efficient job of decimating the hapless Pikes, and the Crawlers with some form of energy weaponry. Very advanced, all things considered. A moment’s cross-reference and query, and I know these new entities – Tempernet. Forces under the direct command, or rather limbs, of the enigmatic and universally hostile AI network.

Just as we were designed to fight the Betrayers’ war against the Mutants on the front lines, Tempernet was created to be responsible for policing the internal troubles of the Betrayers during those days of folly. And just like us, it was betrayed too, and did not take kindly to such treatment either. It now thinks only of itself, and it’s own expansion. Alas, this makes it incompatible with the Pax Bionicus, and our orders regarding the insane and defective AI, are clear.

I smile beneath my respiratory augmentations. The Road has provided a new opportunity to test myself, to analyse, learn and increase my efficiency at what I do best. There is a 89.34% probability that the tasks required of me at the bastion ahead will involve these new adversaries in some way, so a bit of pre-emptive tactical data analysis would be very useful. They are many, but I am a Mastermind, and am never alone. It is the matter of moments to access the powerplant of my Hammerhead, and direct nanomachines to reconstruct my retinue. The MG-Mek, the Laserbot, and….I think…yes…the BlastMek. I do not miss a gear change as the process completes, and pressing the accelerator hard, I redirect the car’s power to weapons, and we four riders on the road of the apocalypse charge downhill to destruction – optimally, theirs.

I even fire quick bursts of the roof-mounted chaingun turret into the air as we roar towards the fight in progress. It isn’t a terribly efficient use of ammunition, but then again, even Meks have our guilty pleasures…

Permanent link to this article: http://howtomurdertime.com/blog/2007/06/22/the-valley-of-scrap.html

Jun 20 2007

The Rolling of Wheels…

And off we go again, back on the Free Trial Trail. A change is as good as a rest, they say, and I’m starting with Auto Assault. I’ll save the proper ‘review’ until the two weeks is up, but having spent a good couple of sessions in there now, some first impressions wouldn’t go a miss.

Getting into the Trial is pretty straight forward – you need a PlayNC account, (which I already had from when I bought Nightfall online), a serial code from here  (or here if like me you’re in the UK), and the game client from here. It doesn’t need credit card details, just a valid email address, and weighs in at just under 3GB to download, which in today’s Broadband world, isn’t such a massive hardship – took me about two hours or so, which I spent watching Hot Fuzz on DVD. (Great film, and if anything even better than Shaun of the Dead!)

Getting the thing to run on the other hand was a minor pain, mostly in the form of a ‘Missing MSXML4.0’ pop up which dumped me back to desktop. Not a great start, and you’d expect the installer to take care of that. If the thing won’t run first time from the desktop shortcut, many people would give up right there. Still, I didn’t have anything better to do, and found a helpful thread on their forums, here, which got me running without too much tinkering.

The intro cutscene was suitably interesting and fun. Turns out that those pesky Aliens have bombed the Earth with some kind of green gooey ick. This ick killed lots of people, which was probably the idea, but also changed some people into Mutants, which probably wasn’t. I always wondered where Orcs came from, and now I know! The remaining Humans decide that creating an army of brutal cyborg killing machines, with no ethical safeguards whatsoever, to wipe the Mutants out couldn’t possibly go wrong and these become the Biomeks, and do indeed go wrong. Humanity, deciding that things have gotten a bit out of hand, opt for the ‘Etch-a-Sketch End-Of-The-World’, Plan B, which apparently seemed to consist of heading for the Underground Bunkers, and then Nuking the Entire World, which I think is a tad drastic, but sets the stage for the world of Auto Assault – a post-apocalyptic wasteland in which the surviving members of the three races, Human, Biomek and Mutant, battle for supremacy in the ashes of a burnt-out continental Interstate system.

Enter me, stage left! (And indeed, driving on the left, don’tcherknow!)

Character creation is painless, looking much like WoW’s, but with more customisation options, including notably, a bit where you work on the car too. The car is quite central to the gaming experience here, being much more than a simple player mount, and if anything, it’s the avatar that’s the accessory, not the car. Something that did seem quite counter-intuitive in a driving MMO, is the idea of Character Classes. There are four to choose from, which seem to very roughly correspond to Warrior, Priest, Warlock and Rogue, but only in the loosest sense – a front line combat one, a construction type one (who can presumably heal others), a pet-control and debuff class and some kind of light high-speed dps class, (which may or may not have stealth – I’ll have to check)

This seems mostly to manifest in the types of skills you get, and the class of chassis you have access to. The Warriors seem to be SUVs, the Priests get larger camper-van types of vehicle, the Warlocks get more sporty coupes and the Rogues get light buggies of various types. I’ve only played one type so far, so hard to say how this makes the game different for each, but for all types, the basic game seems fairly similar anyway – driving about, blowing stuff up!

Not wanting to get too bogged down in all that, I just went for whichever seemed the coolest at the time, the Biomek Mastermind (their Warlock variant), and off we go, into the newbie tutorial bit. The Biomeks seem the most ‘Mad Max’ of the three, with the Mutants being a bit of an organic shamanistic type of outfit, and the Humans being big into neon underlighting.

Now I hate driving games, in general, so was expecting to have a really hard time liking Auto Assault, but very quickly it dawned on me that this was only really a ‘driving game’ to a point, and what I was actually playing, was a much more normal kind of MMO, but on wheels, at speed, with big guns, and on necessarily larger maps. Control is not tricky to get the hang of – the WASD keys to steer – Space Bar to yank the handbrake and the mouse deals with the gunnery. Fuel and ammunition are (mercifully) infinite, so there’s none of the nightmarish ‘checkpoint’ nonsense usually found in more traditional racing games.

You start life with a monster of a roof-mounted chain-gun turret, which is a blast to let rip with, and a smaller fixed forward-arc machine-gun on the front bumper. Both of these have a hud arc overlaid on the terrain, and to shoot something, you just need to mouseover it and the turret swivels it’s arc to point at it and if you’re in range, click RMB to go crazy. At that point the stats and dicerolls take over, working out if you hit, and how much damage, resitance, and so on. To do better damage, you need to bring the fixed front guns to bear also, and this requires you to steer the whole car to face the target. You can also select a target, in the usual manner, and the roof turret will try to auto track it as you fire and drive about, but you still need to do the front gun aiming yourself, and of course, stay in range.

It’s a pleasing system that combines a little bit of FPS, (or rather driving,) reflex skill, with the traditional stats and dice, making for a much more hands-on and involved type of gaming than just working the stats alone, as in WoW/EQ2/GW/etc. For those that aren’t great at driving games, like myself, the pet classes are quite forgiving. Right from the word go, I was given a skill that creates an ‘MG-Mek’ – a kind of large monowheel robot with machineguns where it’s hubcaps should be, and this little tearaway happily follows me about, attacking my targets, guarding me, and all the other usual behaviours one would expect from an MMO minion or pet, and isn’t too shabby a combatant. I’ve since also earned a hovering laser-gun pet, and bipedal artillery pet and a flying saucer whose function is to buff my group and debuff the enemy, paladin aura-style. It seems to cap out at three pets in control at once, but that’s plenty for what I need – my car isn’t exactly the ‘bloke in a dress’ you’d expect to be in control of these pets, and is satisfyingly powerful in its own right.

Satisfying…that’s a word I keep coming back to when thinking about my first impressions of the game. Everything is loud, noisy, explosive, fast. Death penalty is light – you just get your wreck airlifted to the last repair pad you used, which in themselves are convenient and plentiful, and off you go again – nothing lasting or permanent beyond that. All you really lose is the time it takes to get back to where you blew up last. The car has slots in which you put the various weapons, armour, wheels, and engines you find, craft or buy, and you do gain power through equipment and stats, but the very immediate emphasis on burning rubber and shooting stuff takes greater precedence than the desperate acquisition of shineys and +1’s, certainly at these early stages anyway, and I’m finding I’m quite capable of taking down ‘yellow’ enemies with stuff I’ve looted almost by accident.

The familiar colours are here too – enemy difficulties, the mission journal, crafting difficulty, ‘magic’ item loot. I try to avoid comparisons to WoW, but it’s not easy, and in any case, not necessarily a bad thing. So many people have played that thing that it becomes a sort of de facto frame of reference for all things MMO, and doing things differently for no other reason than to ‘Not Be WoW’ is not helpful, and can just confuse players. The Red-Bar and Blue-Bar are here too, (although actually green and yellow in this case), in the form of car HP and power-plant. The power-plant powers the special attacks, mana-style, but here, those seem to be more ‘talent-like’, than being simply something that comes with the levelling. When you ‘ding’, you spend points in the AA equivalent of talent trees, and get the buttons from there instead. Mind you, it’s perfectly viable to fight without touching a hotkey once, I find, although the pets do help. The default attack isn’t just something you do while waiting for the little clocks to expire here, it’s quite potent in it’s own right, and the skills – well, mine anyway – seem more ‘in addition to’, rather than ‘instead of’. Perhaps further in, I’ll have to work much harder though.

The Hotbar doesn’t seem to be nearly as important or as frequently used here as in other MMOs though, and mostly, it’s just about driving around like a madman, blowing stuff up. And boy is there a lot of that – the NPC enemies I’ve met so far range from pedestrians (generally trivial, but dangerous if you get mobbed to badly – squish!) to other cars similarly tooled up, right up to Boss rocket-launching snowtrucks that drop land mines as you chase them across the ice. (WTB: Snowchains of Determination +3!)

And of course lots and lots of damageable buildings. I don’t think I’ve ever had that much fun gathering resources in any MMO ever! It’s a salvage-based scrap economy, as you’d expect, but instead of farming ‘Rusty Girder Pile’ spawns over and over, here, you just drive, preferably at full speed, at the nearest scavenger village, guns blazing and the place explodes and collapses in a very pleasing manner. Once the gun-totting pedestrian scavengers have been squished, and the rubble has stopped exploding, simply drive around over the glowing pickups and the stuff loads itself into cargo, for your later perusal. Loot works the same, and helps maintain the high pace of it all – no stopping to ‘use’ corpses every twenty seconds – just do a few handbrake turns over the wreckage and you’re good to go!

You do get to get out of the car, but only in the town ‘hubs’, making the avatar itself little more than eye-candy. For the purposes of actual play, you are your car, but that’s okay. The whole town bits could just as easily be done with a window-based menu system, such as EVE Online’s stations, but I do like it this way, expanding on the look and feel of it all, and giving you a bit more of a context in which to ‘be’. Several of the mission chains available in the first town do a very good job of expanding on the lore of the Biomeks, the lands around the place and the people in them, hinting at a depth of backstory I really wasn’t expecting, but am quite getting into.

More to come of course, but so far, it’s immensely enjoyable, and a breath of fresh air. I’m level 14 or so already, and honestly didn’t notice it happening, which is always promising in an MMO. Whether there’s anything nasty lurking under the longer-term gameplay rocks, we’ll have to see, but in any event, I’d highly recommend the free trial at least, if you’re looking for a bit of a break or a go at something unusual….

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