Online PC game publisher NCsoft moves from swords, sorcery, and superheroes to souped-up street racing with Auto Assault, a "massively multiplayer" game of vehicular combat, developed by Colorado's NetDevil. Set in a post-apocalyptic world reminiscent of Mad Max movies, Auto Assault has players taking the roles of futuristic road warriors, battling over the scraps of a crumbling civilization in their highly customizable cars, trucks, and cycles.
Players can choose to drive for one of three competing factions: the humans, the mutants, or the biomeks. Cooperative, competitive, and solo play are all supported. Compared to earlier persistent-world role-playing games, Auto Assault is designed to offer more accessible, action-oriented gameplay that doesn't rely on complicated experience systems or grueling "grinds" to reward players. Like most persistent-world PC games, Auto Assault requires an Internet connection and charges a monthly subscription fee for continued play.
~ T.J. Deci, All Game Guide
Review: Overall
In the competitive market of persistent world role-playing games, a title has to either have a standout theme or it has to build the "better mousetrap" to keep players hooked. The latter aspect is arguably the most important. A successful online RPG is measured by how addictive, how compelling the content is, as paying subscribers rationalize the added monthly expense for their newfound fix. Auto Assault earns points for its post-apocalyptic, car combat theme that is part Mad Max and part Twisted Metal. Yet underneath its swirling sands and radioactive fallout, Auto Assault sputters where it should accelerate, raising concerns about its long-term appeal.
Players begin by choosing one of three races, a class, and a vehicle. Classes in Auto Assault are strikingly similar to fantasy archetypes. The Biomek agent class, for example, resembles the traditional rogue with the ability to blind opponents and use invisibility to sneak in areas undetected. Each vehicle can also be outfitted with an array of guns, missiles, armored plating and other parts, a modern update to chain mail, bows, and swords. Experience points earned by defeating enemies and completing quests enable players to acquire new skills in combat, leadership, stealth, and other race- and class-specific areas, so the framework is identical to other online RPGs.
Even the combat isn't as dramatic a shift from more conventional fare, with the keyboard and mouse surprisingly adept at maneuvering the vehicle, firing weapons, and activating skills. While a gamepad enhances one's enjoyment, the developers have made the action fast and chaotic without becoming toochaotic, thanks to an extremely helpful lock-on targeting feature. Another bright spot is the ability to solo a strong majority of the content, with teams (referred to as convoys) completely optional for the bulk of standard and instanced missions. Solo players looking to gun things down for a few hours can do so without feeling guilty about leaving friends in the lurch or having to wait for a team.
Where Auto Assault breaks down is in the area of imagination, which is a surprise given the interesting choice in theme. Repetitiveness is the game's biggest enemy, with the bleak world built for high-speed combat and little else to entice players to explore every dusty inch. Gangs continuously harass vehicles that drive into their zones, and after a few levels worth of blowing them into squishy chunks, you're ready to give them your keys. The trite, "fetch this, collect that, kill so-and-so" quests do little to inspire repeat trips, as the action decays into a monotonous grind for items to craft new equipment. Instead of blazing a trail into new territory, Auto Assault takes a promising idea and throws it on cruise control.
~ Scott Alan Marriott, All Game Guide
Review: Enjoyment
While the combat is technically sound, it quickly becomes repetitive. The quests offer nothing new over previous games and the enemies and environments are unexciting.
~ Scott Alan Marriott, All Game Guide
Review: Graphics
The outdoor environments feature swirling sand, drifting snow, and other nice effects without negatively affecting the frame rate. The character models are generic, however.
~ Scott Alan Marriott, All Game Guide
Review: Sound
The voice acting is above average and the explosions, gunfire, and other sounds of combat are quite memorable.
~ Scott Alan Marriott, All Game Guide
Review: Replay Value
The crafting system will be appreciated by those who enjoy customizing their vehicles, and the player-versus-player combat is more interesting than the main game's tedious quests.
~ Scott Alan Marriott, All Game Guide
Review: Documentation
The in-game tooltips are extremely informative, and the website offers an all-in-one resource for up-to-date game information and features
~ Scott Alan Marriott, All Game Guide
Production Credits
Company 1: NetDevil; Game Design & Development: NetDevil; Project Lead: Scott Brown; Art Director: Peter Grundy; Design Director: Ryan Seabury; Initial Story Concept: Scott Brown, Peter Grundy, Ryan Seabury; Lead Programmer: Ben Lard; Programming: Hermann Peterscheck, Ivan Woehr, Nathan Gray, Christopher Coster, Timothy Weisser, Craig Ewert, Curtis Coalson; Additional Programming: Scott Brown, Ryan Seabury; Lead Concept Artist: Jerry Meyer; Lead Animator: Erik Beyer; Lead Texture Artist: Mike May; Lead 3D Artist: Nathan Storm; Lead Technical Artist: Brian Bearly; Lead Content Designer: Harold Hanlin, Christopher Holtorf, Adam Maxwell, S. Chrstine Brownell, Christopher Zirpoli; Lead Systems Designer: Brian Booker; Lead PVP Content Designer: Daniel Russett; QA Lead Tester: Sean Brown; Lead Level Designer: Dave Lee; Localization Lead Engineer: Curtis Coalson; 2D / 3D Artist: Philip Atencio, Sean Baranello, Cole Eggen, Annie Fodge, Darrin Klein, Robb Shoberg, Jim Stigall, William Stutte; Special F/X Artist: Brian Bearly, Christopher Bruce; Content Designer: Chris Floyd, Sharon Riggs; Senior Level Designer: Dennis Dryden; Map Designer: Kedhrin Gonzalez, Lawrence Johnston, Brian Kidd, Sean Brown; Additional Map Design: Brian Booker, Harold Hanlin, Christopher Holtorf, Daniel Russett, Adam Maxwell, Jason Spencer; Systems Designer: Matt Shaffer, Matt Puccio; Additional Systems Design: Scot Brown, Adam Maxwell, Hermann Peterscheck, Ryan Seabury; Music: Richard Dekkard; Audio Engineering: Hermann Peterscheck; Sound Design: Richard Dekkard; IT Administrator: Matt Kuenning; Web Manager: Nancy Woehr; Web Concepts: Scott Brown, Peter Grundy, Ryan Seabury, Jim Stigall, Nancy Woehr; PR, Marketing & Creative Services Support: Scott Brown, Richard Dekkard, Peter Grundy, Matt James, Ryan Seabury, Matt Shaffer, Nancy Woehr; Office Management: DeeDee Hauptmann; Legal Counsel: Scott Kannady; Production Assistant: Shawn Spradling; Intern: Josh Baker, Wylie Bertalot, Chris Brady, Joseph A. Buhrer, Josh Dean, Tony Garcia, Damian Illing; Lead Raptor Simulation: Darrin Klein; VP Auto Assault: Erik Beyer; Noobs: Aiden Blue Brayshaw, Matthew Patrick Brown, Tennyson F. B. Dryden, Benjamin Jude Floyd, Ava, Lily, Jasmine Jade Hanlin, Emma Roisin Iggo, Lilyin Nelvy Klein, Brody Linken Seabury; Company 2: NCsoft; NCsoft CEO: TJ Kim; President NCsoft North America: Robert Garriott; Founder: Richard Garriott; Executive Producer: Jeremy Gaffney; Producer: Steven Snow; Senior Marketing Manager: Richard Iggo; Associate Producer: Todd Keister; VP Marketing and Sales: Dorothy Ferguson; VP of Strategic Development: Fred Schmidt; PR Manager: Jonna Bureson; Director of Sales: Lisa Mandile; National Sales Manager: Lisa Bell; Marketing Manager: Greg Latson; Sales Operations Manager: Mandy Van Ackeren; Licensing and Third Party Co-Marketing Manager: Taree Alessi; Director International Sales: Kellee McKeever; Creative Services Manager: Hoss; Creative Services Artist: Andy Hunter, Jessi Knox; Web Manager: Chris Graf; Web & Multimedia Developer: Seth Scoville; Web Developer: Chris Savio, Michale Graves; Director of Public Relations: David Swofford; Public Relations: Janna Bureson, Mike Crouch, Opal Lertutai; CFO: Victoria Richardson; Controller: Emily Blunt; Finance: A. J. Burzen, Justin Holt, David Ramos, Jason Rotan; Operations Manager: Neal Buckmaster; General Counsel: Matthew Esber; HR Director: Linda Powers; HR Manager: Jean Orrison; HR Representative: Kristen Cotterell, Wendy Jones; Payroll Administrator: Pam Lusher; HR Representative: Becca Rhew; Facilities Manager: Jeff Hillhouse; Facilities: Michelle Caddel, Jessican Down; Audio Director: Tracy W. Bush; Senior Sound Designer: Andy Brock; Sound Designer: Jeremy Robins; Networking Operations Director: Peter Jarvis; Database Systems: Joe Phillips, Kokass Angels; Systems Engineering: Greg Barwis; Supervisor: Rick Contier; Network Operations: Chad McKinney, Russ Lavoie, Brian York; NOC/TAC Manager: Rob Cordero; NOC Supervisor: Matt Tobin; NOC: Patrick Bays, Ross Ethridge, Damon Thomas, David Thomas, TJ Walker; TAC Lead: Joel Comeaux; TAC: Sebastian Nienhuis, Greg Peterson, Juwan Lee; Systems Support Supervisor: Jeff Stamp; Systems Support: BJ Golding, Noah Lee; Network Engineering Supervisor: Rob Rice; Network Engineering: Tye Casas, Jonathan Pace, Patrick Torney; Security: Aaron Marco; Billing and Tools Manager: Erik DeBill; Billing and Tools: John Gehring-Liker, Matt Gramlich, Charlie Hills, Matthew Weigle, Brian Kim; Director of Studio Services: John Erskine; Manager of Game Support: Will Leverett; Customer Service Manager: Chris Freeman; Account Administrator: Mitch Burton, Dirk Hollis, Jimmy Prescott, Paul Roberson; Billing Support Lead: Reneé Lasswell; Senior Representative: Patrick Wagner, Amy Crews, Stephen Shultz; Billing Support: Michael Augustine, Bethany Baldwin, Travis Campbell, Robyn Chase, Matt Chernicky, Michael Chirieleison, Ben Furtado, John Garcia, Leslie Lomeli, Marissa McWaters, Rachelle Ockert, David Ruckel, John Rabon, Colby Robbins, Lance Schibi, Margaret Sheehan, Amanda Slade; Head Game Master: Daniel Betsinger; Senior Game Master: Dave Saleh; RightNow Administrator: Mike Zupan; RightNow Knowledge Coordinator: Julie Engleking; Support Quality Control: Robert Chi; Technical Support Lead: Jason Lifsey; Senior Technical Support: Josh Griffith, Tim Wilson; Technical Support: Nick Bellamy, John Bishop, Chris Allen, Trollis Crider, Steven Hurtado, Donovan Kennedy, Connon Kuhnhausen, Michael Lafond, Hayden Linder, Russell Stinnett, Bill Wilson; Director of Quality Assurance: Michael Craighead; QA Supervisor: Dan Campbell; PlayNC QA Lead: Jonathan Shelus; Hardware Compatibility Lab QA Lead: Alaric Weigle; Hardware Compatibility Lab: Martin Knapick, Jeff Moreaux, Steven Tonkin; QA Lead: Andrew Wagner; QA Senior Tester: Giles McDonald; QA Community Coordinator: Scott Green; QA Team: Heath Allyn, Jeff Daily, Bob Green, Neal Johnson, James Loy, Raven Sherman; Additional Tester: Leah Bowers, Christina Cromartie, Dane Caruthers, Lindsay Collier, Chris Doerr, Michael Dupler, Nathan Emmott, JoAnna Frazar, Deb Gates, Chris Hager, Aaron Jayjack, Tim Johnson, Dennis Liggio, Edward Knapp, Brian Knox, Devin Krieg, Raul Mondragon, Michael Olgin, Curtis O'Neal, Athena Peters, Stefan Ramirez, Cody Russell, Casey Thorp, Tosh Toida, Stefan Trefil, Cullen Wilson; Live Process Manager: Lance Stites; Publish Coordinator: Rebekah Tran, Stephenie Harris, Kyle Stewart, Ted Avery, Ricky Ahn; CTO: Chris Mayer; Lead Client Programmer: Tom Gambil; Lead Server Programmer: Calan Thurow; Assistant Producer: Quoc Tran; Graphics Programmer: Todd Hayes; Client Programmer: Allen Jackson, Brandon Rowlett, Jeffrey Sass; Server Programmer: Taylor Brown, Chris Cowden, Philip Flesher, Michael Howard; Online Community Relations Manager: Richard Weil; Online Community Coordinator: Valerie Massey; Online Content Writer and Editor: Alan Dunkin; Additional Art Contracting: Howard Lyon, Massive Black Inc., Liquid Development; Brady Games: Brent Gann, Ken Schmidt; Manual Authoring: Ross Edmond
• Windows 2000/XP • 1.6 GHz+ processor • 512 MB RAM • DVD-ROM drive • 10 GB free hard disk space • ATI Radeon 8500 or NVIDIA GeForce 4 Ti 4200 series video card • DirectX 9.0c • DirectSound compatible audio hardware • 56K Internet Connection
Recommended System Requirements: • Windows 2000/XP • 2.5 GHz+ processor • 1 GB RAM • DVD-ROM drive • 10 GB free hard disk space • ATI Radeon 8500 or NVIDIA GeForce 4 Ti 4200 series video card • DirectX 9.0c • DirectSound compatible audio hardware • Broadband Internet Connection
Players could choose to play as one of three fictional factions—Humans, Mutants, and Biomeks—as well as a class to determine the type of character they would play. The majority of the gameplay took place in a vehicle, but the player could leave the vehicle when entering towns in order to purchase items, talk to contacts, etc.
The game servers were shut down on August 31, 2007, and players were no longer billed.[1][2][3] NetDevil issued a statement shortly after the shutdown news, citing an agreement with NCsoft to buy out the IP rights was not reached.[4]
After years of widescale open war between three factions -- Humans, mutants, and the human-created Biomeks—the issues between the groups are largely pacified on the worldwide scale, but conflict between the three remain with small scale battles involving armored cars, trucks, motorcycles, semis and tanks armed with advanced weaponry. This is the fictional, futuristic world the player starts and plays the game in.
In-universe background
In 2030, alien craft drop strange terraforming pods onto Earth's surface that release killer contaminations across the world. The contaminations, if not fatal, cause mutations in some humans on Earth.
The resulting mutants are considered a plague and are herded into internment camps, however some mutants escape and form plans for revenge, causing open war. To fight this, the world's governments unite to battle them. These governments create biomechanical soldiers—immune to mutation—known as Biomeks that get mental and physical enhancements.
Facing defeat, the humans nuke the world as part of a total purge program. Elite humans are saved, but the rest of humanity is apparently destroyed. Even the biomeks were left on the surface to be obliterated by the cleansing.
The humans live underground for a period of nearly eight hundred years, continuing to advance their harnessed alien technology, developing powerful energy shielding, among other advancements. All the while, they never know that the cleansing almost totally failed. On the surface, small numbers of mutants, biomeks, as well as groups of scavengers and gangs, and even mutated forms of plant and animal life; grew and thrived on the remains of the old world.
Because of this failure, the humans who assumed the world would be clean instead still found Biomeks and mutants on the surface. Open war occurs, but it is pacified over time.
Thus, conflict between the three groups is reduced to small scale battles involving armored cars, trucks, motorcycles, semis and even tanks, armed to the teeth with advanced weaponry. This is the world the player enters and how the game starts.
The game takes place in the 23rd century, after the sterilization attempt that left the Earth in ruins. Players play as either one of a new generation of Mutants, a BioMek or one of the newly emerging Humans. Players fight in their race's area of control against Non-playable characters (or NPCs) and eventually reach Ground Zero, or GZ. There, they can either fight against NPCs or Players in two different "layers" known as instances. One "layer" is the PvP layer, in which the player can go and fight against players of opposing races. The other "layer" is controlled by the faction you belong to. It is the non-PvP layer in which usually players complete their quests from GZ in. The PvP elements of the game are not available in this layer, since only other members of your faction are there. All NPC enemies are in both layers. The game centers on 3rd person vehicular combat using state of the art weapons to combat foes.
Auto Assault takes place in two settings; towns and the outside world. The town is experienced by moving the player's customized character around, interacting with NPCs, other players, and environmental objects. Upgrades and vehicles can be bought here. When the player chooses to exit the city he/she is in, they are taken to the outside world, where they traverse the terrain in heavily armed vehicles. Combat is reminiscent of a third person shooter game, with movement, aiming and firing being done in real time with the keyboard and mouse. There are also character skills, which activate special abilities.
Auto Assault differs from other MMORPGs as it doesn't have a Death Penalty and the player can die without consequence.
Factions
The three playable factions each have distinct racial advantages and are separated into four classes unique to each faction.
Tank
Healer
Pet Master
Stealth
Human
Commando
Engineer
Lieutenant
Bounty Hunter
Mutant
Champion
Shaman
Archon
Avenger
Biomek
Terminator
Constructor
Master Mind
Agent
Humans
Descendants of modern humans are meticulous in fending off mutation. Through the use of genetic engineering and subverted alien technology, they have staved off contamination while enhancing their strength, eyesight, agility, and mental powers. They view Mutants and Biomeks as vile perverts to the pure Human race and seek to eliminate them.
Mutants
Mutants are those descended from the first people affected by the alien contamination. They see their mutation as divine intervention, and revere the change with religious zeal. They consider Humans in utter contempt for their past oppression of the Mutants and hold Biomeks to be inherently evil.
Biomeks
Biomeks are biological beings who have used technology to enhance their abilities, including cybernetic, prosthetic body parts. They hate Humans for their betrayal during the apocalyptic strike and see Mutants as dangerous religious fanatics.
References to Greek Mythology
There are many references in the Human Lore to gods and heroes of Greek myth. A partial list follows:
Due to lack of subscribers, a decision was made to terminate support for the product. This was communicated by the company on the Public Forums one month prior to shutting down. On July 2, 2007, it was officially announced that Auto Assault's servers would be shut down August 31 and that the subscribers' accounts would be 'reconciled'. Offers to continue to run servers by various parties were denied, but additional “Parting Gifts” were sent via e-mail with, "...opportunities to take a part in some of our other products, including Richard Garriott’s Tabula Rasa and City of Heroes..."