New ideas in racing games don't happen too often. So, when Capcom showed off Auto Modellista almost two years ago, the gaming world stood up and took notice. It had a very distinct look, and people hoped it would take the genre to a whole different level. The hype turned out to be just that -- hype -- and the PS2 version received very mixed reviews. Nearly one year after that game's release, Capcom is bringing a slightly modified Auto Modellista to Xbox -- where the competition is tougher and the fans are more demanding.
If Gran Turismo is the brainy kid who gets good grades in school, Auto Modellista would be the cool kid who gets all the girls. This game has style for miles. Cel-shading has been used in every genre known to man, but it really seems to fit in a racing game. The addition of some cool speed effects and flat but colorful backgrounds give it a very anime-esque feel. I dig it.
Sticking with the school kid theme, Auto Modellista fails a few classes -- mainly, Control 101. Driving, which is obviously the focal point of a racing game, is very tough to do accurately and effectively here. I often felt like I was driving intoxicated, unable to continue on a straight path. You spend a lot of time fighting with the car, rather than being intuitively connected to it. Even drift fans will find frustration. Time and patience will overcome some of the controller issues (except for doing the downhill courses in a Viper, perhaps), but that's a steep demand when games like Project Gotham Racing 2 and Pro Race Driver will give you the natural feel in your very first lap.
Making matters worse is the fact that switching into reverse (which you need to do when you inevitably bash into a wall) requires shifting, even with automatic transmission. Why not just have it be activated when you hold the brake button, like almost every other racer? That's just bad design.
The gameplay isn't purely wretched by any means. I like how car contact is just as likely to hurt your opponents as it is to mess you up. I'm sick of being the only vehicle that gets shafted by a little love tap. I found the AI to be right where it should be, with computer opponents giving a good challenge but not being unbeatable.
Garage Life is the main single-player mode, and it's relatively deep. Deck out your garage with posters and miscellaneous objects while filling it with a bunch of licensed cars. These are all unlocked along the way. Tweaking is done well; there is an "easy" option for car neophytes to do it, as well as one for gearheads. Aesthetic customization is appreciated, especially when you can paint logos for every panel (I find my car always runs better when I put a four-letter word on the hood.)
VJ mode sounded promising-- editing replays in real-time -- but fails miserably. It's about as entertaining as those Make My Music Video "games" for the Sega CD. "Oh wow, I can make this replay a blurry mess while viewing it through a tiny window, then watch it again!" Pass.
Xbox Live support will provide some good times. Voice chat, friends list, and eight-player racing are all included. I definitely think the experience could've panned out a little smoother online, but it's early enough in Live's existence to cut it some slack.
The curse of Japanese racer audio lives on in Auto Modellista. The announcer needs a good punch in the face. Crash into a wall, and he'll say, "Why
are you
so bad?" Take first place, and he'll still say, "Nice try." It almost negates some of the graphical flash by having this dufus rip on your driving. I actually enjoyed some of the tunes, but not nearly as much as I would have had Capcom supported the custom soundtrack feature. There's no reason a race game shouldn't take advantage of that option.