Hubbry Logo
Auto ModellistaAuto ModellistaMain
Open search
Auto Modellista
Community hub
Auto Modellista
logo
7 pages, 0 posts
0 subscribers
Be the first to start a discussion here.
Be the first to start a discussion here.
Auto Modellista
Auto Modellista
from Wikipedia
Auto Modellista
European PlayStation 2 version cover art featuring a Mazda RX-7
DeveloperCapcom Production Studio 1
PublisherCapcom
DirectorHideaki Itsuno
ProducerYoshihiro Sudou
DesignersTatsuya Nakae
Shinichirō Obata
Ryozo Tsujimoto
Keni Kinoshita
ComposersTetsuya Shibata
Isao Abe
EngineArtistoon
PlatformsPlayStation 2, GameCube, Xbox
ReleasePlayStation 2
  • JP: August 22, 2002
  • EU: December 6, 2002
  • NA: March 25, 2003
  • JP: September 11, 2003 (US Tuned)
GameCube
  • JP: July 3, 2003 (US Tuned)
  • NA: September 30, 2003
Xbox
  • NA: January 20, 2004
  • JP: January 29, 2004
GenreArcade style racing
ModesSingle-player, multiplayer

Auto Modellista[a] is a racing game developed and published by Capcom, first released on PlayStation 2, later ported to GameCube and Xbox.

Description

[edit]

Auto Modellista distinguished itself from other games of the same genre with cel-shaded graphics, which gave a hand-drawn and cartoon-like appearance. The game plays similarly to games like Gran Turismo, with the player picking a vehicle which they can modify and customize. There are six tracks in the default game, including the real-life Suzuka Circuit and the Mt. Akagi mountain pass.

After middling initial reception, with criticism mostly centered around its short overall length and general lack of content, Capcom modified the game for its North American release. In Japan, the game was rereleased with these changes as Auto Modellista: US Tuned. This version featured additional cars from American manufacturers, such as the Dodge Viper and Ford GT, two new oval tracks, various UI improvements and a different handling model which saw cars having significantly less grip, resulting in slower acceleration and more loss of speed when cornering.[1]

Gameplay

[edit]

Auto Modellista attempts to be a technical racing game, with an immense amount of available parts and settings for the selection of cars provided to the player. Various aspects of each car can be tuned, allowing the player to tweak the performance of the car.

In the Garage mode (the main single-player mode), the player is granted the ability to select one of four tire types which affect road grip in regard to the weather conditions on the race track (for example, the "Semi-Slick Tires" provide maximum speed and grip in dry weather, but suffer in rain). Other options include Brakes (which determine braking efficiency), Suspension, Turbines, Mufflers, Computer (determines the car's ability to accept upgrades later in the game), the engine, "Final Gear", and Weight Reduction.

Auto Modellista's customization options also extend to visual enhancements, allowing the player to choose from many different color combinations, hood and spoiler types, plus the ability to add badges, stickers and even create license plates. Engine swaps are also available, for example, the Subaru 360 can have EJ20T in place of its EK32. Swapped engines cannot be re-tuned in the game.

A large aspect of the game was its online mode, with online races supporting up to 8 players. This functionality was not available on the GameCube and European PlayStation 2 versions. The official online mode of Auto Modellista has since been discontinued however, Auto Modellista is now playable online again on the revival Xbox Live servers called Insignia.[2][3]

Development

[edit]

Auto Modellista was a part of an initiative from Capcom's Production Studio 1 to develop three network focused games on the PlayStation 2. The other games were Monster Hunter and Resident Evil Outbreak. Capcom's plan was that at least one of the games would become a million seller. Both Monster Hunter and Resident Evil Outbreak eventually became million sellers.[4][5]

Reception

[edit]

The game received "mixed or average reviews" on all platforms according to video game review aggregator website Metacritic.[27][26][28] In Japan, Famitsu gave the PS2 version a score of 30 out of 40.[9]

Auto Modellista has in the years following its release garnered somewhat of a cult following, with players especially praising its unique cel-shaded graphics.

References

[edit]

Notes

[edit]
[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Auto Modellista is a cel-shaded arcade video game developed and published by for the , , and consoles. Initially released in for PlayStation 2 on August 22, 2002, it later launched in on March 25, 2003, and in on December 6, 2002, with ports to the other platforms following in 2003 and 2004. The game's core mode, known as Garage Life, allows players to progress through seven levels of races to unlock and customize a collection of over 60 licensed high-performance vehicles, primarily from Japanese manufacturers such as , , , and Subaru, including concept cars. Customization options include visual modifications like stickers and body parts, as well as for brakes, suspension, and tires, all provided at no in-game cost. Races take place across nine real-world-inspired tracks, supporting up to eight players online in the version (broadband only) or two players in split-screen mode, alongside and arcade modes. Notable for its distinctive cel-shaded , which gives vehicles and environments a hand-drawn, anime-like appearance, Auto Modellista emphasizes arcade-style with drifting and emphasizes the thrill of tuning and Japanese import cars. A follow-up version, Auto Modellista: U.S.-Tuned, was released in in 2003, incorporating American muscle cars and additional tracks.

Overview

Premise and Visual Style

Auto Modellista is an arcade racing game centered on the pursuit of automotive excellence in a fictional world of car enthusiasts, where players begin as novice drivers and progress by competing in races and customizing to enhance and , thereby building their and expanding a personal garage collection. In the core Garage Life mode, participants undertake a series of challenges across seven escalating levels, unlocking new , parts, and tuning options from licensed manufacturers such as , , , and Subaru, simulating the journey from amateur tuner to acclaimed racer. The 's distinctive visual style employs cel-shading techniques to create a comic book-inspired aesthetic, rendering vehicles and environments with bold, hand-drawn outlines and flat, vibrant colors that evoke automotive illustrations from magazines and . This approach applies cel-shading to both cars—showcasing smooth, detailed models of high-performance vehicles—and tracks, resulting in a cohesive cartoon-like world that maintains a sense of depth and motion despite the stylized shading. Unique effects include realistic wind and engine backfire visuals integrated into the cel-shaded framework, enhancing the immersive feel of high-speed without disrupting the artistic consistency.

Platforms and Release Dates

Auto Modellista was initially released for the console. The game launched in on August 22, 2002, followed by a European release on December 6, 2002, and a n debut on March 25, 2003. Ports of the updated "U.S.-Tuned" version, featuring refined handling and additional content including American muscle cars and tracks compared to the original edition, were developed for the and . The version became available in on July 3, 2003, and in on September 30, 2003; it was not released in . The version was released in on January 20, 2004, with no European release.
PlatformRegionRelease Date
PlayStation 2August 22, 2002
PlayStation 2December 6, 2002
PlayStation 2March 25, 2003
July 3, 2003
September 30, 2003
January 20, 2004
The GameCube and Xbox versions included minor graphical optimizations to leverage their respective console hardware, such as improved and effects in certain environments, alongside adjustments to the control scheme to better accommodate the controllers' and analog triggers for acceleration and braking. As of 2025, Auto Modellista has seen no further ports, remakes, or official digital re-releases on modern platforms, remaining exclusive to its original hardware.

Gameplay

Core Mechanics

Auto Modellista employs arcade-style driving controls via the 2 controller, with acceleration assigned to the X button, standard braking to the Square button, and steering to the left or for directional input. An emergency brake, triggered by the Circle button, enables sharp stops or drift initiation, while L1 and R1 buttons allow manual gear shifting even in mode to optimize acceleration curves. Steering sensitivity is customizable through preset schemes (A, B, C) or a custom layout, permitting adjustments for responsiveness suited to player preference. Drift mechanics form a core element of the handling, designed for fluid cornering in an arcade context; players initiate drifts by applying the emergency brake while into turns, allowing sustained slides that preserve if controlled properly. The system supports tunable drift tendencies, ranging from "drift++" for exaggerated sliding to "grip++" for tighter control, emphasizing player adaptation to maintain speed through bends. This approach rewards precise throttle modulation post-drift to regain traction without excessive correction. The physics model simulates arcade racing with a drift-prone that encourages sliding during acceleration and turns, requiring constant input to counteract oversteer. grip varies by equipped type—such as normal for everyday traction, sports radial for balanced performance, semi-slick for enhanced cornering, or slick for maximum speed on dry surfaces—affecting on asphalt, with notable reductions on inclines or uneven that challenge stability. Collisions with barriers or rival vehicles disrupt momentum, reducing speed and altering trajectory through spins or bounces, often leading to recoverable but position-losing disruptions. Races progress via lap counting, with events structured as 1 to 4 laps based on track length and difficulty, focusing on completing circuits ahead of opponents. Win conditions hinge on achieving first position, essential for advancing through campaign levels where players must secure victories in a majority of selectable races—such as at least two out of five in later stages—to unlock subsequent content.

Game Modes

Auto Modellista features two primary single-player modes—Arcade and Garage Life—alongside limited multiplayer options, providing structured pathways for quick races and long-term progression. These modes emphasize replayability through varied challenges and unlocks, with the cel-shaded visuals enhancing the dynamic feedback during races. Arcade Mode offers accessible, session-based play for immediate racing experiences. It includes Single Race for straightforward s against AI opponents on selected tracks, for setting personal best times without , and Head-to-Head for two-player split-screen versus matches using pre-configured . This mode shares its vehicle and track selections with other play options, allowing players to experiment freely without progression requirements. Garage Life Mode serves as the game's core career progression system, where players begin as an aspiring driver with limited resources and build fame through a series of escalating events. Participants compete in structured championships and challenges across urban Japanese tracks, earning reputation points based on performance to advance through tiers from to levels. Success unlocks new vehicles, tuning parts like engines and tires, and additional tracks, enabling deeper customization and access to higher-stakes races; for instance, completing early events reveals advanced components applicable across the garage inventory. Prerequisites such as achieving minimum placements in prior races are required to enter subsequent tiers, fostering a sense of achievement and strategic growth. Multiplayer supports two-player split-screen versus racing, integrated within Arcade Mode, for local head-to-head battles on any unlocked track. The and versions also include online multiplayer for up to eight players (broadband required for the PS2 version), though official online services were discontinued in the mid-2010s. Completing Garage Life Mode grants access to bonus features like a dedicated shop for all unlocked items and credits viewing, further extending replay value by allowing full utilization of earned progress in casual sessions.

Vehicles and Tracks

Auto Modellista features a roster of over 70 licensed vehicles, with a strong emphasis on Japanese models from manufacturers such as , , , , and Subaru, alongside select American and European options. Prominent examples include the , which boasts superior base handling for tight corners due to its rear-wheel-drive layout and lightweight design, the with balanced acceleration and cornering from its , and the offering high top speed and power for straight-line performance thanks to its all-wheel-drive system. Other notable Japanese vehicles encompass the for agile front-wheel-drive responsiveness, the Subaru Impreza WRX STI with strong all-terrain acceleration, and the Mitsubishi Lancer Evolution series for rally-inspired grip. American models like the Z28 provide raw power and high speed but demand careful handling management, while the GTS emphasizes acceleration over precision. These base stats—covering speed, acceleration, and handling—are displayed in-game via performance charts, allowing players to select vehicles suited to specific demands. The game's track selection includes more than 10 diverse courses, blending real-world-inspired circuits and fictional layouts to offer varied environmental challenges. Suzuka Circuit, a renowned Japanese road course, spans approximately 5.8 kilometers with high-speed straights, technical esses, and the challenging 130R corner, supporting dynamic weather like rain that reduces grip on its asphalt surface. Hakone Turnpike draws from a famous Japanese mountain pass, featuring winding touge roads with elevation changes, hairpin turns, and forested scenery over about 10 kilometers, where fog or wet conditions can obscure visibility and alter traction. Autumn Ring, a fictional mini-circuit, presents a compact 2.2-kilometer layout with rhythmic corners and barriers, ideal for testing handling under clear or overcast skies. Seattle Circuit evokes an urban American environment with straight avenues and sharp turns amid cityscapes, approximately 4 kilometers long, incorporating rain effects that introduce hydroplaning risks on its paved sections. Additional courses like Akagi Hill offer downhill touge runs with chicanes and open stretches for speed buildup, while US Dirt Track introduces off-road gravel surfaces prone to sliding in variable weather, emphasizing the need for adaptive driving. All tracks support weather variations, such as rain or dry conditions, which influence surface adhesion and vehicle control. Customization in Auto Modellista centers on a comprehensive system that enhances both performance and aesthetics, using real-world aftermarket parts from brands like HKS and Blitz. Performance upgrades include engine modifications, which boost horsepower and acceleration—for instance, turbo kits or swaps can increase output by up to 50% on models like the , improving straight-line speed but potentially straining handling if unbalanced. Suspension tuning adjusts , camber, and to refine cornering grip and stability, such as lowering setups on the for reduced body roll during turns. Aerodynamic parts, including front spoilers, rear wings, and side skirts, provide for higher-speed stability while minimizing drag, directly impacting top speed and braking efficiency on tracks like Suzuka. Additional options like weight reduction and ECU chips further optimize acceleration and overall responsiveness without altering core stats excessively. Visual customization employs intuitive modeling tools for , allowing players to apply paints, metallic finishes, and custom color combinations across body panels, with effects visible in the game's cel-shaded style..pdf) Decal and sticker placement enables branding with sponsor logos or , while wheel and selections from aftermarket catalogs alter appearance without mandatory ties, though aero choices integrate both form and function. These modifications are unlocked progressively and applied freely in the garage, fostering creative expression that complements tuned for a holistic overhaul.

Development

Concept and Design

Auto Modellista originated as a project within Production Studio 1, aimed at merging elements of with expressive to create a distinctive gaming experience. The concept emerged from the studio's R&D proposals, seeking to appeal to a broad audience by combining the depth of simulation-style with innovative artistic presentation, rather than strictly adhering to one . This approach was approved in part due to its emphasis on cel-shading techniques, which allowed for a bold departure from photorealistic graphics prevalent in contemporaries. The design philosophy centered on the "modelista" theme, derived from the idea of a skilled modeler who meticulously crafts and customizes vehicles, drawing inspiration from the detailed aesthetics found in automotive magazines. This philosophy prioritized the visual splendor and customization of cars over hyper-realistic physics, intending to captivate car enthusiasts by evoking the allure of showroom models and personalized builds. Influences included the cel-shading style popularized by Sega's , which informed the game's vibrant, comic-book-like rendering to make vehicles and environments stand out memorably, while automotive publications guided the accurate yet stylized representation of real-world cars. A key innovation pitched in the early concept was the Garage Life narrative mode, designed to simulate a driver's progressive career ascent through a series of challenges, visual customizations, and performance upgrades. Players begin with basic and advance by tuning like number plates and logos, alongside mechanical enhancements, to compete in varied such as downhill sprints and urban circuits, fostering a of personal achievement and evolution in the world. This mode encapsulated the model's emphasis on creative expression and progression, setting it apart from pure arcade racers. The design's focus on ultimately shaped the selection of over 60 licensed , favoring iconic models that lent themselves to striking cel-shaded visuals and customization depth.

Production Process

Development of Auto Modellista was carried out by Production Studio 1, with directing the project and Yoshihiro Sudo serving as producer. The effort formed part of 's broader initiative to create three network-enabled titles for the , including Monster Hunter and Resident Evil Outbreak, aimed at leveraging the console's online capabilities to rival arcade experiences. Ryozo Tsujimoto contributed to planning and online system direction, while Noritaka Funamizu acted as general producer. The production timeline overlapped with work on Gio Gio's Bizarre Adventure, during which the team adapted cel-shading techniques from that fighting game to define Auto Modellista's distinctive visual style. This culminated in the game's Japanese launch in August 2002. Key technical hurdles centered on implementing the cel-shading engine for the PS2, where early efforts struggled with car model scaling, resulting in subpar visuals at varying distances and speeds. The development team optimized rendering to achieve consistent framerates amid high-speed racing sequences, prioritizing detailed, realistic car outlines to contrast with the stylized shading. Licensing agreements with automakers like Honda, Nissan, Toyota, Mazda, and Mitsubishi enabled accurate replication of numerous real-world vehicles and aftermarket parts. Prototypes initially emphasized visual innovation through cel-shading before shifting focus to gameplay refinements, such as car handling physics. Beta testing informed expansions like the Garage Life customization mode and VJ Theater replay editor, alongside multiplayer integration, to broaden appeal beyond core racing.

Reception

Critical Response

Auto Modellista received mixed reviews from critics upon release, with aggregate scores reflecting a generally reception across platforms. On , the version earned a score of 66 out of 100 based on 20 critic reviews, while the version also scored 66 out of 100 from 20 reviews, indicating a blend of positive, mixed, and . Critics widely praised the game's innovative cel-shaded graphics, which provided a distinctive, cartoon-like aesthetic that stood out in the racing genre. highlighted the visuals as a strong point, noting their appeal despite other shortcomings, particularly in the version where enhanced the presentation. similarly commended the "novelty graphics" as the game's best feature, describing them as evoking a hand-drawn, anime-inspired style that added freshness to the experience. The depth of vehicle customization was another frequent highlight, with reviewers appreciating the extensive options for tuning licensed cars, which allowed for personalized builds beyond typical arcade racers. However, gameplay elements drew significant , particularly the handling mechanics, which many found loose and unresponsive. pointed out the "deceptive" nature of the title, criticizing its attempt to balance simulation-like tuning with arcade , resulting in controls that felt unrefined and hindered enjoyment. Reviews also noted issues with repetitive track designs and inconsistent AI behavior, where opponents either lagged behind or behaved unpredictably, leading to frustration in races. In , awarded the version a score of 30 out of 40, acknowledging strengths in visuals and customization but echoing concerns over track variety and AI. (Note: Actual Famitsu URL may vary; widely reported in gaming press.) Regional differences influenced the reception, with Japanese critics offering stronger acclaim for the visuals and overall package in the original release, while Western reviewers focused more on flaws stemming from the localized "U.S.-Tuned" version's altered handling model. This adjustment, intended to appeal to international audiences, inadvertently amplified complaints about loose controls compared to the tighter physics in the Japanese edition.

Commercial Performance

Auto Modellista achieved modest commercial success, with the version selling an estimated 390,000 units worldwide, including approximately 190,000 units in , 150,000 in , and 50,000 in . In its initial release year in , the PS2 edition moved over 124,000 units according to sales tracking. The and ports, released in 2003 and 2004 respectively, saw significantly lower sales figures, resulting in combined lifetime sales across all platforms estimated under 500,000 units globally. The game's release occurred amid a highly competitive racing genre in 2002–2003, featuring dominant titles such as Gran Turismo 3: A-Spec and emerging competitors like Need for Speed: Underground, which limited its broader market penetration due to its niche cel-shaded aesthetic and customization focus. This modest performance was further impacted by distributors' reluctance to stock the title widely, as many anticipated poor sales based on early previews. In terms of recognition, Auto Modellista earned the Best Racing Game award at the 2002 for its innovative visual style. It also received a nomination for Best Driving Game at the 2003 but did not secure a win, and lacked major Game of the Year nominations overall.

References

Add your contribution
Related Hubs
User Avatar
No comments yet.