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PlayStation 2 Auto Modellista Developer: Capcom | Publisher: Capcom
Rating: C+EveryoneYoshi
Type: Racing Players: 1 - 8
Difficulty: Intermediate Released: 03-25-03

Long known for their fighting, action, and horror games, Capcom surprised more than a few people when it announced the development of a racer for the PlayStation 2. Even more shocking was that Capcom would be making the game cel-shaded and playable online. All of that added up to make the game very highly anticipated - anticipated, that was, until the Japanese release. Upon shipping the game in Japan, the publisher was met with harsh criticism. The control was too loose, the frame rate dropped when several cars were on-screen, etc. After several more months in development and many tweaks made to account for the problems in the Japanese release, Auto Modellista has been unleashed on American soil.

The updated gameplay is a middle point between the arcade-style power slides of Ridge Racer and the tries-to-be-too-realistic style of Gran Turismo. Steering is still very touchy, although it is admittedly much improved over that of its Japanese predecessor. What sends AM more in Gran Turismo's direction is the effect car bodies and other parts have on the action. For instance, power sliding with a rear-engine car feels much different than doing the same with a front or mid-engine car. In addition, tires, shocks, exhaust systems, engine tuning, and more can be changed with both new parts and settings to further customize the way a car handles. These upgrades, as well as posters, trophies, and shelves for the player's garage, are opened up during the single player Garage Life mode. That all sounds very good at a theoretical level. At a practical level, however, it is not nearly as useful as it may seem.

There are three major types of courses in Auto Modellista: city, mountain, and circuit. These make up the fifty or so races that must be completed during the seven levels of single-player racing. City courses are just bad. They require absolutely no skill, and their outcomes are completely determined by horsepower. While that may be hard to believe, here is the reason: actually trying to successfully navigate corners is detrimental to winning. That's right: it is better to slam head-on into the corner and bounce out the other side than it is to try to power-slide around the corner in most cases. That is a critical gameplay flaw for a veteran arcade racer. Thankfully, the other two types of courses are much, much better. Mountain courses can be raced uphill or downhill, and this option makes a difference in the way the track is played. Uphill races provide much easier cornering, due to the lack of inertia. On the other hand, only careful and masterful drivers will come away victorious on the downhill. The circuits are also very challenging. Since most of the tracks are wide open, there are no walls to slam into to help the intense cornering. This is where the men are separated from the boys, especially online.

AM's network play is the first to use Sega's new Sega Network Application Package (SNAP) and supports up to eight racers simultaneously. Unfortunately, online racing is marred by the same flaws as the single-player mode. City tracks will be won by players who choose to race in a Skyline, period. Unless one is fortunate enough to avoid this car when he enters a race, one will be battling for second. That particular car accelerates too well and has too high a top speed to not have to account for the corners. The good news is that real arcade racers will quickly find that the mountain and circuit tracks are where the competition blooms. If one has the discipline to stick to these superior locales, the online experience can be quite fun, and skill will actually prove to be the key to finishing first.

Throughout a player's driving in the world of Auto Modellista, he will be greeted by excellent cel-shaded visuals. It is truly like playing an upgraded version of the Speed Racer cartoon. Even the sense of speed is successfully translated to the look, thanks in part to white lines that Capcom has seen fit add. These basically represent wind whistling past the cars as they move along the track, but the effect is very good. Scenery along the side of the road, such as trees, signs, and stands, is also done well and gives a good idea of the location of each course. It has been said that these items lack detail when being viewed by someone who is not actually racing. That does not make a bit of difference. Video game racing is not a spectator sport.

The sounds of AM are of the same caliber as the graphics. Engines rev, tires screech, and good racing music pumps, as players scream around the tracks. In fact, different engines actually have different sound effects, which is a very welcome touch. Smaller engines will have more high-pitched and quiet purrs, while the 600-horsepower-and-up variety will roar like lions in pursuit of their prey. This complete package really adds to the experience, which is very important in the racing genre.

While the single-player is rather short, the online play offers limitless racing to the player who is both skillful enough and smart enough to stick to the mountain and circuit courses. Capcom took many risks with its development of Auto Modellista, not the least of which is an almost complete overhaul for the American release. Thankfully, most of these choices turned out very, very well. If not for the cardinal sin of ramming corners being a successful strategy, Auto Modellista may have made it into the elite company of Daytona USA, Ridge Racer Type 4, and Need for Speed: Hot Pursuit 2. As it is, it still represents a worthy step forward for online racing, as well as the cel-shading fad.

· · · Yoshi


Auto Modellista

Auto Modellista

Auto Modellista

Auto Modellista

Auto Modellista

Auto Modellista

Rating: C+Yoshi
Graphics: 9 Sound: 8
Gameplay: 7 Replay: 7
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