Auto Modellista Review
Review - Tom relives his fantasies of Saturday morning Speed Racer cartoons
Version tested: PlayStation 2
Auto Modellista is an awkward game to review. The novelty graphics are definitely the game's best feature, and the chances are that the main thing you know about the game is that it basks and roars beneath an elegant cel-shaded veneer; that speed lines are drawn in front of you as you race through tunnels, neon cityscapes and leafy autumn hairpin magnets; that the cars have been modelled as well as they need to be, on the cream of Japanese motorsport, but without inheriting every single unnecessary line, nook and cranny; and that in-keeping with Capcom's recent pledge to treat hardcore gamers with a bit more respect, it boasts both 60Hz and widescreen options.
What you won't know until you play it is that Auto Modellista is split into several main sections; Arcade, Garage Life (career), Replay Theatre and VJ mode, that it doesn't play as well as it looks, that it's limited throughout and that it's far, far too easy. But let's not get carried away just yet.
Life in the fast lane
The VJ mode can occupy hours of your time. You know, if you like that sort of thing.
The Arcade aspect is split into single race, time trial and head-to-head modes, and it shares its collection of cars and tracks with Garage Life, which is where you unlock more of them. It's all pretty self-explanatory, apart from the VJ mode, which allows you to tinker with the way your races replay, like inverting colours, adding pans, zooms, camera changes and special visual effects, and even changing the soundtrack (complete with one of those wonderfully comic sound test modes to try everything out).
Garage Life mode is where you're expected to spend most of your time. Auto Modellista's creators may not have worked on a driving game before (which is more than evident elsewhere), but they certainly know about wrenches, sockets, sprockets, cogs, wheels and other bits of car [I'm not sure those were all 'bits of car' actually, Mr. So-called Autophile -Ed]. Unlike Gran Turismo though, you're not expected to work your way up the ranks, and can plump for any car from a handful of Japanese manufacturers including Nissan, Toyota, Suzuki, Subaru and Mazda. It's a bit disappointing to see a complete absence of European and American cars, but presumably Capcom didn't want to splash too much cash on its first racing title. Expect to see a more varied selection in the inevitable (hopefully improved) sequel.
Once you've chosen your car (Subaru Impreza WRX sounds good to us) then you can set about tuning it, altering suspension, balance, weight reduction and other values (or leaving it up to the CPU) and - once you've amassed some cash - buying new parts. You can also create your own number plate, deck out your car in curious colour schemes, or even develop your own. The game's producer Yoshihiro Sudo went for a pink outer shell with a grey bonnet and a big Auto Modellista logo at this year's ECTS demonstration, revealing that he actually drives a car very much like it in real life. So, if you're a boy racer with a souped up VW Golf circa 1980, which looks like Chitty Chitty Bang Bang laced with LSD, then Auto Modellista is probably the game for you. You can even put posters up in your own personal garage, which is nice.
Connoisseurs of finer automobiles may find the initial absence of classy offerings a bit off-putting, but if you can put up with driving a modern gas guzzler then you'll be rewarded after a time with access to some truly lovely old concept cars and speedsters, our favourite being the Nissan Fairlady 240Z.
Locked in a Cel
Shiny!
Know though you may that Auto Modellista looks good, it isn't until you trundle out onto the circuit for a single race that the full impact of the game's cel-shaded visuals makes its presence known. The cars look fantastic, aping real life designs without relying on too much superficial detail to get the point across. The bodywork gleams with the sort of multi-tone cel-shading that, oddly, Zelda has been so warmly praised for in the specialist press.
Tracks are less consistent though - in many cases, your immediate surroundings are cel-shaded, but buildings, bridges, trees, barriers and scenery beyond the racetrack look decidedly drab. The problem is that when a building stops looking like a cartoon, you pay more attention to the blandness of the texturing (since most cels are just blocks of colour), and the overall effect seems poorer.
Another problem is in collisions. Cars turn almost sideways at even the slightest brush, and in the complete absence of appreciable damage (either visually or in gameplay terms), it leaves the cars looking like Day-Glo toys being flung together.
There are some nice effects to take your mind off it though. The weather and time of day varies, and Capcom has paid a lot of attention to the little details, like the sight of little splashes of water kicking up from the tyres in the rain and lights flitting through the raindrops, the leaves which float up from the track in your wake, the way the cars dip through tunnels before the camera catches up (which embodies the pit-of-your-stomach feeling peculiarly well) and the way speed lines emanate, sparks fly as cars collide and things like wheelspin are represented on-screen - it's all remarkably well done.
Some people will draw too much attention to the little inadequacies - even those for which the PS2 must shoulder the blame, like the overly jagged look - but on the whole Auto Modellista is very successful in its attempts to bring cel-shading to racing, and Capcom is bound to improve upon it with the sequel.
Track failings
Advertising... we're not sure if it's for real stuff, or not
So, given our stance in the opening folly, and the decidedly upbeat tone since, you may be gradually wising up to where Auto Modellista falls down. And fall down it does.
We would have been happy for Auto Modellista to look a bit pants for all its cel-shading PR, if only it had played like Ridge Racer. If there was only one car and one track, and it played like Gran Turismo, we would have encouraged people to rent or steal it. But given the shape of the handling, AI and challenge, it's very difficult to remain positive.
The main problem is in the braking and steering. Acceleration is easy, and manoeuvring through traffic at low speeds is also pretty simple, but this is an arcade racer, and as such there's a desire and expectation for players to paste the accelerator down and expect to weave through hairpins as if they were slip roads on a motorway. Sadly, it takes really heavy, speed-shattering braking to make it through turns, and the handbrake behaviour is just plain odd. Furthermore, turning is awkward at best with the brakes clamped down, so the whole process of driving cars in Auto Modellista is quite arduous and counter-intuitive.
In order to balance this, the game is actually overly easy, too. Track design varies from endless straights to tight clusters of hairpins, but no matter how badly you drive, you can almost always ease through to first place simply by driving very fast. With only nine tracks (although you can race them forwards, backwards, mirrored etc), you'll quickly tire of the environments, too, and unlock everything the game has to offer.
Tyring
Auto Modellista would be an excellent game if all we did was look at the pretty pictures and fiddle with car design, but Capcom has singularly failed to keep the driving end up for us, and it hurts the game. And in the absence of the previously promised multiplayer, we're left with very little to recommend. It has been suggested that a multiplayer disc may be released once PS2 has gone online in Europe, but frankly we'd rather wait for Capcom to learn from its mistakes and produce something truly memorable with the sequel. Hiring some Ridge Racer fanatics to help with the design wouldn't hurt, either.
4 / 10
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Comments (33) Latest comment 7 years ago
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Peej
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"Hiring some Ridge Racer fanatics to help with the design wouldn’t hurt, either." - Cripes. It must be bad in the handling dept, the last incarnation of RR left a lot to be desired.
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Read the (jap) review of this in Edge. They thought the handling sucked.
Eurogamer thinks the handling sucked.
As to the Cel Shading, Moto GP on Xbox uses the technique as a 'bonus' mode.
Maybe Capcom should have concentrated on substance over style.
I will not be getting this...
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Well they used to be a lot less prone to taking bribes and sucking up to all and sundry. Since that horrible little prat Sam took over as editor, they've gone down the pan big time...still, as we all know, there's only one reason to buy the mag and that's for the demo CD (and half the time that's raddled with absolute stinkers!)
Peej
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Official Sony release or sony-endorsed - 9 or 10 out of ten
suck up company release - 8 or 9 out of ten
Footy game - instant 10 out of 10 no matter how crap it is.
And the captions they put to their screenshot photos are like something out of a very early issue of Loaded or some other such cak. Like you said, pity you can't just buy the disc separately!
Peej
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OUCH !
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According to them the handling in AM 'has charcater'. WTF, also "the real bonus is how much fun it is to play". Genius!
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Anyway, I was looking forward to this but the reviews are all bad. I'll wait for Sega's impending Initial D racer or the forthcoming Genki follow up to Shutokou Battle/Tokyo Extreme racer games.
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So what's that new Paragon magaine like, Games(TM) or Gamers, whatever it's called? I haven't seen it in any of the newsagents I've checked in.
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I like it, it's a decent size (180 pages), printed on good paper, tons of colour, the reviews and articles well written and the retro section is excellent. Retro brought back memories of one of my all time favourite Spectrum games "Contact Sam Cruise" and I completely agree with them a modern update would be good.
It's been described as an Edge clone, it does resemble it however it does have a sense of humour, the dig at Peter Molyneux on page 16 is rather good...
One concern is that it appears to be bi-monthly which is a bit odd perhaps they're just testing the water before it goes monthly.
I think it's worth 4 quid and look forward to the next issue, even if it doesn't come out until 23/01/03...
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There's a 'sketch' mode in Moto GP: URT, but unfortunately it reduces visibility a hell of a lot.
There's also that game I can't remember by the guy who did Vib Ribbon which seems to emulate ink brushed onto paper. That's still in development though, and unlikely to be translated from the Japanese. Looks fantastic though.
The rather easy to re-created Don Hertzfeld "boiling" style sketchy rendering seems strangely ignored also.
You mean like Rhubard & Custard style animation? I personally love the 2d in 3d style as used by Capcom in the Rival Schools games. Project Justice looks fantastic. That's something entirely original, not an attempt to look exactly like a cartoon.
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It's strange, but the cel-shading in Auto Modellista was one of my favourite aspects, and generally speaking I still quite enjoy seeing the technique employed...
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There was this PS2 game which had dreamlike sequences in pencil. It really added something to the overall feeling of the game, though I didn't like it too much. (Forgot its name. Was about a girl looking to rescue her sisters, and you had to kill baddies by stretching parts of their bodies);
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Nitpicker...
OK I'd have to add an extra scale in for "Games that they've spent months hyping to bits, then when they get a review copy it doesn't quite make the grade" - Auto Modellista fits quite snugly into that one.
TBH there are only three things that would make me buy a game 1) Seeing the thing in action on a demo pod in a store 2) Playing a demo of the thing or 3) An overwhelming weight of public opinion that it's really going to be worth it. I wouldn't trust ANY of the mags out there to make a decent impartial judgement on any game because they aren't the poor sods going out and forking out 40 quid for the games...!
Peej
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lol! Oh lordy yes there were...
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Tom!? You sure about the WS or should it be changed on the review page?
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There are some screenshots of some of the Moto GP modes available here, although it doesn't show sketch mode. The realistic shots start on page 3, for comparison.
I'll be damned if I can remember the name of that new game by Masaya Matsuura though.
There are plenty of screenshots out there if you google image search for 'project justice' or 'rival schools 2'. But unfortunately I haven't seen any that really show off the textures, which is where the artistry lies.
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Peej
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