Auto Assault Features

  • mmo-graveyard.jpg

    Just in time for Halloween, we bring you The MMO Graveyard; an MMObituary listing of sorts in which we take a look at some of the top games that simply didn't stand the test of time.

    Wed, Oct 30, 2013
  • tabras_titleart

    Some games die out long before they've lived up to the potential. Many others never had much going in the first place, yet still hold a place in our hearts.

    Features, Opinions
    Wed, Nov 17, 2010
  • Auto Assault
    As we draw ever nearer to the eventual closure of NCsoft’s Tabula Rasa,
    Features, Interviews
    Sun, Dec 21, 2008
    Cody Bye
  • When the news of Tabula Rasa’s imminent demise hit the internet, the social gamers of our MMO industry
    Features, Interviews
    Thu, Dec 18, 2008
    Cody Bye
  • Who'd have thought that an MMO about cars would be a hot potato?

    Auto Assault CEO Scott Brown discusses the game's closure and indicates that the company has no plans to salvage it.

    Earlier this week, NCSoft announced that they would cease operation of Auto Assault on August 31st, 2007 and we then spoke to David Swofford about the announcement. Now, in an exclusive interview with NetDevil CEO Scott Brown we learn that the developer has no plans to purchase the game back from its publisher, which effectively spells an end to Auto Assault.

    Features, Interviews
    Fri, Jul 06, 2007
  • Closing the garage doors...

    MMORPG's Jon Wood tracks down NCSoft's David Swofford for comment on AA's cancellation:

    I think David summed it up best when he said, "What we were putting in, we weren't getting back". In the end, while they may be games to us, MMORPGs like Auto Assault are a business and a business that loses money just doesn't make any sense.

    Read the brief interview at

    Features, Interviews
    Tue, Jul 03, 2007
  • Behind The Wheel: Former Lead Designer Adam "Snipehunter" Maxwell Interview

    Features, Interviews
    Fri, Jun 22, 2007
  • Andrew "Zzyn" Wagner and Chris Sherland Talk About Update 4

    Yesterday saw an updated to the WarCry site with this Q&A that digs into the upcoming Update 4.

    WarCry: Can you talk to us a bit about the Auction system and why it is the headline feature of this update? What does it add to the game?

    Andrew Wagner: The auction system adds a much needed means for players to easily buy and sell goods to one another even when the seller may be offline. This will help players at all levels and regardless of their play style and interests. For some it will be a way to acquire needed equipment upgrades.

    Get clicking to read more.

    Features, Interviews
    Wed, Feb 21, 2007
  • Will Update 3 Change The Course of Auto Assault? interviews NetDevil Co-Project Lead Matt Shaffer to find out... What will players see in update 3? Can we get a quick rundown?

    Shaffer: We've included a number of high-level and intermediate-level mission instances, as well a couple of extremely tough bosses in Ground Zero. We've also revised the Outpost Token system, which is now oriented more towards PvP play than just capturing Outposts, and have integrated a new set of weapons and items to buy with the Tokens. We've also instituted the start of our skill system pass, which will help balance out skills across the classes quite a bit while eliminating the repetitive or little-used ones.

    Get clicking to read the rest of the interview then head over to our Auto Assault Ten Ton Hammer Community site to learn more!

    Features, Interviews
    Tue, Dec 05, 2006
  • Exploding Into the Future: An Auto Assault Q&A with Project Lead Hermann Peterscheck

    It's been sour timers for the folks behind the self-proclaimed "most destructive MMO ever" - Auto Assault. While reviewers lambasted the game (mostly for age-old niggles that can be found in any other MMORPG, including that one- I can't remember the name, honest - that has a subscriber base of over 6 million), it soon became obvious that Auto Assault's biggest problem was neither the faux physics jumping behavior in the first-person city perspective nor an arduous crafting system. Put succinctly by Hermann Peterscheck, Auto Assault Project Lead, below: "Nobody's playing because nobody's playing."

    Why the MMO market, proportedly as obsessed with destruction and "face melting" as it is, in reality, hooked on orcs and elves, didn't initially take to Auto Assault's brand of online carnage is anyone's guess. Though (fanboy pallor aside) this is one clone-spurning MMO we at Ten Ton Hammer especially wanted to see take off, the past is in the past. We're not here to put nails in coffins or eulogize NetDevil's strong continuing efforts, and Hermann was kind enough to talk to us about Auto Assault's future.

    "Peterscheck - 'What we see over and over again in reviews are comments such as "the missions are boring and repetitive" or "the game has so much potential" which are generally comments that revolve around the same problem which is, the game is not what people expect it to be. As a developer it's very easy to get defensive about this and shrug it off as people "playing the game wrong" or rationalizing "but all other mmps just have kill, collect, deliver" and so on. This attitude may make you feel better but it doesn't change the fact that customers are complaining about it, and if they are complaining they are right. What we did is take a lot of time and conversation both internally, with customers, and with our publisher to decode what this means. One of things I think is a big issue is that we are a car game but do not emphasize enough the fact that you are in a car. Where are the races? Where are the crazy jump and stunt tracks?'"

    Get clicking and head over to Auto Assault Ten Ton Hammer to read the rest of this interview!

    Features, Interviews
    Wed, Aug 16, 2006
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