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Auto Assault : Roadhouse #1

Posted Jun 22, 2005 by Craig McGregor

The first in a series of four previews of Auto Assault written by our newest writer Laura Genender. In each one she gets a close up look at specific aspects of the game.  A snippet from the article is below:

Though I consider myself a fairly adventurous person, I’ve never been able to brave the depths of car related games, and I rarely venture outside of my medieval fantasy genre. In fact, the first time I heard of Auto Assault I barely listened to the conversation after hearing the game’s name. What interest would I have in a silly car game?

NCSoft’s Richard Iggo (Auto Assault Product Marketing Manager), Richard Weil (OCR Manager), Steven Snow (Auto Assault Producer), Todd Keister (Auto Assault Assistant Producer) and NetDevil’s Ryan Seabury (Design Director), and Brian Booker (Lead System Designer) proved me wrong first at E3 and again last Friday during the first of four teleconferences. Auto Assault is far from your average game, car related or otherwise.

First off, the back story. About present day for us the first Alien craft began to arrive, their crashes and collisions raining Contamination down on the planet. Because of this Contamination, mutations began to surface among Humankind and the populace erupted into a panic. Conspiracy theorists had a field day; governments flip-flopped their stance on the subject from vehement denial to promises of a cure and back again. Mutants became the scapegoats of society, herded up into camps and shunned from citizenship.

To read this very informative preview, click here!

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