GameSpy's Allen Rausch has posted his initial impressions on the retail release of Auto Assault. It is not intended as a full review but a look at the first few days' worth of gameplay.
Here are some excerpts from the article:
Being conventional in structure doesn't mean boring, however. As I built up my Mutant Archon, I found myself really enjoying the questing process. The backstory of the world and the specific lore given out during quests is interesting and well written. Some of the quests are a lot of fun as well, especially the ones that take advantage of the fact that the player is in a car rather than on foot. One in particular that I enjoyed is a quest to run through a timed rally course filled with environmental hazards, made possible by the Havok physics engine. My favorite so far, however, was a "king-of-the-mountain" multiplayer rally quest. The player takes the quest and then waits for three other players to get it. Once they do, no matter where they are in the zone, all the players with the quest get a one-minute warning to get to a designated location. After that, the race to the top of the mountain begins no matter where the players are. First one to the top gets some cool prizes.
Also fairly conventional is the class system. Players can choose one of four classes at the start of the game. While they have different names depending on whether the player has chosen to play as a Human, Mutant, or Biomek, they roughly break down into tank/warrior, support/healer, stealth, and pet class/buffer/debuffer. Describing the classes in those general roles, however, doesn't mean that all the classes play identically. Not only does each race get its own set of special powers, players can actually choose from their own class's powers or take some from other classes as they level up, making every player a unique fighter, regardless of the class they choose at the beginning of the game.
