Software:Driving Emotion Type-S
| Driving Emotion Type-S | |
|---|---|
European cover art featuring BMW 328ci (E46) | |
| Developer(s) | Escape |
| Publisher(s) |
|
| Director(s) | Toru Ikebuchi |
| Producer(s) | Shinji Hashimoto |
| Composer(s) |
|
| Platform(s) | PlayStation 2 |
| Release | |
| Genre(s) | Racing |
| Mode(s) | Single-player, multiplayer |
Lua error in Module:Lang/utilities at line 332: attempt to call field '_transl' (a nil value). is a racing game developed by Escape, a subsidiary of Square. It was published in Japan on March 30, 2000 and was Square's first release for the PlayStation 2 console. After criticisms of the game's handling, the international versions feature revised controls and additional contents, and were released in January 2001.
The game features officially licensed cars from international manufacturers. Several modes of playing are present, including a training mode and a two-player mode. The game's music, primarily composed by Shinji Hosoe, was published as a soundtrack in Japan. Sales for the game were low and professional reviews very mixed, with either praises or criticism of the game's graphics, controls and sounds.
Gameplay

The gameplay of Driving Emotion Type-S follows general conventions of racing games. The game's physics and controls intend to be realistic and are based on vehicular weight.[3] The player competes in races with other computer-controlled cars in order to unlock new cars and tracks. Car settings can be customized, as well as their colors, before each course.[4] Driving Emotion Type-S includes 43 officially licensed cars with a variety range from Import scene cars, Luxury Cars and Exotic Car from Eight Japanese and Five European manufacturers, including BMW, Toyota, Honda,[lower-alpha 1] Nissan,[lower-alpha 2] Mazda, Porsche, Subaru, Mitsubishi, TVR, Alfa Romeo, Ferrari, and Lexus which was exclusive to the Western versions of the game.[5][6] Fourteen courses are available in total, including two fictional circuit and three real circuit including Suzuka Circuit,[lower-alpha 3] and Tsukuba Circuit,[lower-alpha 4] and one exclusive to the Western versions of the game called West Coast.[7][8]
There are four game modes. The "Arcade Type-S" mode is the main part of the game, and allows the player to immediately join a race. Only four cars (three in western release) are available at the beginning of the game, but as the player wins more races, more cars and tracks are unlocked.[8] The "Line Training" mode enables the player to try out any of the tracks and improve their driving techniques, without any computer-controlled car. An ideal racing line is shown in red on the track and becomes jagged when the suggested braking points are approached.[6] This mode features four autocross tracks that do not feature in the other modes. A "Time Attack" and split-screen two-player "Vs Mode" fill out the gameplay.[lower-alpha 5][4]
Development
Announced in January 2000 under the working title of Type-S, Driving Emotion Type-S was developed by Escape, a subsidiary of Square. Its development team had previously worked with DreamFactory on Ehrgeiz and the Tobal series as well as Square's racing titles Racing Lagoon and Chocobo Racing for the PlayStation.[9] The announcement was later followed by a four-page advertisement in the Japanese gaming magazine Weekly Famitsu, which stated that the game would be Square's first release for the PlayStation 2.[10]
In Japan, a playable demo was showcased at Square's "Millennium Event", a show held in January 2000 at Yokohama Arena.[11] Teaser adverts of the game were among the first ones to air in Japan for the systems (the teaser featuring the Porsche 911 GT3 (996.1) and Ferrari 360 Modena).[12][13] The game was also showcased in the United States at the Electronic Entertainment Expo at Los Angeles Convention Center, from May 11–13 of the same year.[14] This demonstration was not playable however, as focus groups were revising the game to improve upon the Japanese version.[15] According to GameSpot, the level of body details and shading was also refined.[8] The international versions of the game were eventually released ten months after the Japanese version.[2]
Audio
| Driving Emotion Type-S Original Soundtrack | |
|---|---|
| Soundtrack album by Shinji Hosoe, Ayako Saso, and Takayuki Aihara | |
| Released | December 29, 2001[16] |
| Genre | Video game music |
| Length | Script error: No such module "hms". |
| Label | Super Sweep |
Template:Music ratings The music of the game was primarily composed by Shinji Hosoe, with contributions by Ayako Saso and Takayuki Aihara. The soundtrack was published in Japan by Hosoe's label Super Sweep Records, on December 29, 2001, and was sold bundled with the soundtrack of the video game Bushido Blade.[17] The music is mostly techno-based, with rock and jazz elements. According to the game music website Chudah's Corner, one of the more varied track is the opener "Rush About", which features electronic beats, a duet of saxophone and electric guitar, and a piano. The site also mentions the synth-influenced "Best Tone" and its bass solo as Ayako Saso's most enjoyable contribution, while Takayuki Aihara's is the catchy 80s rock tune "F-Beat". Finally, the site cites the piano-based "Recollections of Sepia" as the calmest track of the album.[18]
Script error: No such module "Track listing".
Reception
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The game received "mixed" reviews according to the review aggregation website Metacritic.[19] In Japan, Weekly Famitsu gave the title a score of 28 out of 40, praising its graphics, usage of real cars and innovative driver's view perspective. Game Informer and GameZone also lauded the game's realistic car interiors and highly detailed environments, putting them on par with those of Ridge Racer V and Gran Turismo 3: A-Spec.[3][4] Still, AllGame noted the presence of a subtle shimmering effect in the graphics, an effect typically seen on early PlayStation 2 titles, while GameRevolution found the graphics "severely jagged".[5][20] The shimmering and jaggedness were also noted by GameSpot and IGN, which did not feel they were that irritating.[7][8]

Concerning the game's playability, the Japanese release was judged "impossible to play" by GameSpot and IGN, which both felt the game was an improvement, even though it was still "far more sensitive than it ought to be".[7][8] Still, GameRevolution found the car default settings unbalanced and hard to re-adjust properly, and criticized the game's inconsistent AI, like AllGame and IGN.[5][7][20] Famitsu reported long load times and a high difficulty level, noting that the game was aimed more toward fans of sim racing than fans of arcade-style gameplay, due to the difficulty of steering.[24] Game Informer and GameZone echoed Famitsu's review, stating that the load times quickly become a "game-ending nightmare", and calling the game's handling "touchy", "intense" and "revolutionary", but acknowledging that most players would simply find it too challenging and frustrating to be fun.[3][4] While Game Informer alleged that "there is a masterpiece for driving simulator buffs buried in here", AllGame was much more negative, stating that the cars "seem overly light on their tires" and that it "feels like you're driving on ice".[20]
Reviews for the game's audio were also mixed. The music was praised by Chudah's Corner, which called it the game's "saving grace" and "a marvel of its own", while Game Informer called it "decent" but felt Square should have enlisted big bands to match the music of the competitor series Gran Turismo.[3][18] GameSpot called the music "solid, albeit imperfect" and also thought that it lacked impact compared to that of Gran Turismo 2, R4 or Ridge Racer V. While the site praised the game's ambient sound effects as realistic and detailed, IGN and GameZone felt they were too muted and "nothing special".[4][7][8] GameZone, GameRevolution and GamePro felt the music was "intolerable" and "out-of-tune", "cheesy and annoying", and sounded like "a flock of seagulls being maimed and tortured".[4][5][30][lower-alpha 8]
Randy Nelson of NextGen's June 2000 issue called the Japanese import a pure concept racer with brief glimpses of technical brilliance, but was critical to its awkward controls and a dissatisfying lack of structure.[28] Nine issues later, however, he said that the U.S. version had some improvements, but noted a play balance and AI problems.[27]
A week after its Japanese release, the game had sold 46,600 units.[31] It made a more mediocre start outside Japan, with only 2,500 units sold in the U.S. a week after its release.[32] AllGame noted that while the game sold poorly, it nevertheless benefited commercially from having been released before Gran Turismo 3, which received "universal acclaim" from critics, and became a best-selling PlayStation 2 title until Grand Theft Auto was released.[4][7][8][20][30]
Notes
- ↑ The Honda Integra and NSX were sold under the Acura nameplate in North America.
- ↑ The Nissan Primera was sold as Infiniti G20 in North America.
- ↑ In Grand Prix circuit and East circuit configuration.
- ↑ Including Tsukuba 2000 course configuration and four autocross tracks.
- ↑ Both Time Attack and Vs Mode features the Oval and Dragstrip configuration of the Japan Automobile Research Institute "Tsukuba Proving Grounds" that do not feature in both "Arcade Type-S" and "Line Training" modes.
- ↑ In Electronic Gaming Monthly's review of the game, two critics gave it each a score of 6/10, and the other gave it 5/10.
- ↑ In GameFan's viewpoint of the Japanese import, three critics gave it each a score of 65, 70, and 49.
- ↑ GamePro gave the game 4/5 for graphics, 1.5/5 for sound, 2/5 for control, and 2.5/5 for fun factor.
References
- ↑ Bramwell, Tom (January 19, 2001). "Console Releases". Gamer Network. https://www.eurogamer.net/article-30000.
- ↑ 2.0 2.1 IGN staff (January 30, 2001). "Let's Driving Emotion". Ziff Davis. https://www.ign.com/articles/2001/01/30/lets-driving-emotion.
- ↑ 3.0 3.1 3.2 3.3 3.4 Reiner, Andrew (February 2001). "Driving Emotion Type-S". Game Informer (FuncoLand) (94). ISSN 1067-6392.
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 Krause, Kevin (February 20, 2001). "Driving Emotion Type-S". http://ps2.gamezone.com/gzreviews/r16946.htm.
- ↑ 5.0 5.1 5.2 5.3 5.4 Liu, Johnny (February 2001). "Driving Emotion Type-S Review". CraveOnline. https://www.gamerevolution.com/review/33580-driving-emotion-type-s-review.
- ↑ 6.0 6.1 Human Tornado (December 19, 2000). "Driving Emotion Type-S First Look for PS2 on GamePro.com". GamePro (IDG). Archived on December 28, 2004. Error: If you specify
|archivedate=, you must also specify|archiveurl=. http://www.gamepro.com/sony/ps2/games/previews/10050.shtml. Retrieved May 15, 2022. - ↑ 7.0 7.1 7.2 7.3 7.4 7.5 7.6 Smith, David (January 31, 2001). "Driving Emotion Type-S". Ziff Davis. https://www.ign.com/articles/2001/01/31/driving-emotion-type-s-2.
- ↑ 8.0 8.1 8.2 8.3 8.4 8.5 8.6 8.7 Provo, Frank (April 12, 2000). "Driving Emotion Type-S Review [JP Import [date mislabeled as "January 29, 2001"]"]. Fandom. https://www.gamespot.com/reviews/driving-emotion-type-s-review/1900-2557941/.
- ↑ IGN staff (January 7, 2000). "PS2 Type-S in the Flesh". Ziff Davis. https://www.ign.com/articles/2000/01/08/ps2-type-s-in-the-flesh.
- ↑ IGN staff (January 19, 2000). "Square Suplexes PlayStation2 [sic"]. Ziff Davis. https://www.ign.com/articles/2000/01/20/square-suplexes-playstation2.
- ↑ Horst, Timothy; Zdyrko, Dave (January 31, 2000). "Square Event: Impressions of Driving Emotion Type-S". Ziff Davis. https://www.ign.com/articles/2000/02/01/square-event-impressions-of-driving-emotion-type-s.
- ↑ Horst, Timothy (February 28, 2000). "PlayStation 2 Lifts Off in Japan". Ziff Davis. https://www.ign.com/articles/2000/02/29/playstation-2-lifts-off-in-japan.
- ↑ Aaron, Chris (September 7, 2020). Driving Emotion Type-S Teaser (YouTube). Google. Archived from the original on September 29, 2021. Retrieved September 29, 2021.
- ↑ Zdyrko, Dave (May 2, 2000). "Pre-E3 2000: Square Reveals Lineup". Ziff Davis. https://www.ign.com/articles/2000/05/03/pre-e3-2000-square-reveals-lineup.
- ↑ Nix, Marc (May 11, 2000). "E3 2000: Square EA Shows PS2 Wares". Ziff Davis. https://www.ign.com/articles/2000/05/12/e3-2000-square-ea-shows-ps2-wares.
- ↑ "Discography". p. 3. http://hosoe.cocoebiz.com/discography/index3.shtml.
- ↑ "Driving Emotion Type-S / Bushido Blade Original Soundtrack". http://www.chudahs-corner.com/soundtracks/index.php?catalog=SRIN-1003%7E4.
- ↑ 18.0 18.1 Dragon God. "Driving Emotion Type-S / Bushido Blade Original Soundtrack Review". http://www.chudahs-corner.com/reviews/index.php?catalog=SRIN-1003%7E4.
- ↑ 19.0 19.1 "Driving Emotion Type-S critic reviews". Fandom. https://www.metacritic.com/game/driving-emotion-type-s/critic-reviews/?platform=playstation-2.
- ↑ 20.0 20.1 20.2 20.3 20.4 Carroll, Tom. "Driving Emotion Type-S - Review". All Media Network. http://www.allgame.com/game.php?id=25577&tab=review.
- ↑ Edge staff (June 2000). "Driving Emotion Type-S [Import"]. Edge (Future Publishing) (85): 74–75. https://retrocdn.net/images/0/0f/Edge_UK_085.pdf. Retrieved October 19, 2023.
- ↑ Sewart, Greg; Davison, John; Rybicki, Joe (February 2001). "Driving Emotion Type-S". Ziff Davis. p. 142. https://retrocdn.net/images/e/e5/EGM_US_139.pdf.
- ↑ Walker, Mark H. (February 22, 2001). "Driving Emotion Type-S". Greedy Productions Ltd.. http://www.elecplay.com/review.html?article=5223&full=1#mr_toppy.
- ↑ 24.0 24.1 Perry, Douglass C. (March 23, 2000). "Now Playing in Japan, Vol. 22". Ziff Davis. https://www.ign.com/articles/2000/03/24/now-playing-in-japan-vol-22.
- ↑ Van Stone, Matt "Kodomo" (July 2000). "Driving Emotion Type-S [Import"]. GameFan (Shinno Media) 8 (7): 73. https://archive.org/details/Gamefan_Vol_8_Issue_07/page/n75/mode/2up. Retrieved May 15, 2022.
- ↑ Weitzner, Jason "Fury"; Ngo, George "Eggo"; Mylonas, Eric "ECM" (July 2000). "Driving Emotion Type-S [Import"]. GameFan (Shinno Media) 8 (7): 13. https://archive.org/details/Gamefan_Vol_8_Issue_07/page/n13/mode/2up. Retrieved May 15, 2022.
- ↑ 27.0 27.1 Nelson, Randy (March 2001). "Driving Emotion Type-S". NextGen (Imagine Media) (75): 60. https://archive.org/details/NextGen75Mar2001/page/n81/mode/2up. Retrieved May 15, 2022.
- ↑ 28.0 28.1 Nelson, Randy (June 2000). "Driving Emotion Type-S [Import"]. NextGen (Imagine Media) (66): 94. https://archive.org/details/NextGen66Jun2000/page/n95/mode/2up. Retrieved May 15, 2022.
- ↑ Rybicki, Joe (February 2001). "Driving Emotion Type-S". Official U.S. PlayStation Magazine (Ziff Davis) (41): 88. https://archive.org/details/official-u.-s.-playstation-magazine-issue-41-february-2001/page/88/mode/2up. Retrieved October 19, 2023.
- ↑ 30.0 30.1 Four-Eyed Dragon (March 2001). "Driving Emotion Type-S Review for PS2 on GamePro.com". GamePro (IDG) (150): 83. https://retrocdn.net/images/3/37/GamePro_US_150.pdf. Retrieved October 19, 2023.
- ↑ IGN staff (April 13, 2000). "Kirby Falls to PS2". Ziff Davis. https://www.ign.com/articles/2000/04/14/kirby-falls-to-ps2.
- ↑ IGN staff (February 9, 2001). "TRST: Top Selling Games (01/28/01-02/03/01)". Ziff Davis. https://www.ign.com/articles/2001/02/10/trst-top-selling-games-012801-020301.
External links
- Official North American website retrieved from the Internet Archive
- Official Japanese website from Square Enix (in Japanese)
- Official Japanese website from Escape, retrieved from the Internet Archive (in Japanese)
- Official Japanese website from PlayOnline, retrieved from the Internet Archive (in Japanese)
- MobyGames is a commercial database website that catalogs information on video games and the people and companies behind them via crowdsourcing. This includes over 300,000 games for hundreds of platforms.[1] Founded in 1999, ownership of the site has changed hands several times. It has been owned by Atari SA since 2022.
Features
Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]
Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.
History

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]
In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]
On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]
In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]
See also
- IGDB – game database used by Twitch for its search and discovery functions
References
- ↑ 1.0 1.1 Sheehan, Gavin (2023-02-22). "Atari Relaunches The Fully Rebuilt & Optimized MobyGames Website". https://bleedingcool.com/games/atari-relaunches-the-fully-rebuilt-optimized-mobygames-website/.
- ↑ Litchfield, Ted (2021-11-26). "Zombie company Atari to devour MobyGames". https://www.pcgamer.com/zombie-company-atari-to-devour-mobygames/.
- ↑ "MobyGames FAQ: Emails Answered § When will my submission be approved?". Blue Flame Labs. 30 March 2014. http://www.mobygames.com/info/faq7#g1.
- ↑ "The MobyGames Standards and Practices". Blue Flame Labs. 6 January 2016. http://www.mobygames.com/info/standards.
- ↑ 5.0 5.1 5.2 Miller, Stanley A. (2003-04-22). "People's choice awards honor favorite Web sites". Milwaukee Journal Sentinel.
- ↑ "20 Years of MobyGames" (in en). 2019-02-28. https://trixter.oldskool.org/2019/02/28/20-years-of-mobygames/.
- ↑ 7.0 7.1 7.2 Plunkett, Luke (2022-03-10). "Atari Buys MobyGames For $1.5 Million". https://kotaku.com/mobygames-retro-credits-database-imdb-atari-freyholtz-b-1848638521.
- ↑ "Report: MobyGames Acquired By GameFly Media". Gamasutra. 2011-02-07. https://www.gamedeveloper.com/game-platforms/report-mobygames-acquired-by-gamefly-media.
- ↑ Corriea, Alexa Ray (December 31, 2013). "MobyGames purchased from GameFly, improvements planned". http://www.polygon.com/2013/12/31/5261414/mobygames-purchased-from-gamefly-improvements-planned.
- ↑ Wawro, Alex (31 December 2013). "Game dev database MobyGames getting some TLC under new owner". Gamasutra. https://www.gamedeveloper.com/business/game-dev-database-mobygames-getting-some-tlc-under-new-owner.
- ↑ "Atari invests in Anstream, may buy MobyGames". November 24, 2021. https://www.gamesindustry.biz/articles/2021-11-24-atari-invests-in-anstream-may-buy-mobygames.
- ↑ Rousseau, Jeffrey (2022-03-09). "Atari purchases Moby Games". https://www.gamesindustry.biz/atari-purchases-moby-games.
- ↑ "Atari Completes MobyGames Acquisition, Details Plans for the Site's Continued Support". March 8, 2022. https://www.atari.com/atari-completes-mobygames-acquisition-details-plans-for-the-sites-continued-support/.
- ↑ "Atari has acquired game database MobyGames for $1.5 million" (in en-GB). 2022-03-09. https://www.videogameschronicle.com/news/atari-has-acquired-game-database-mobygames-for-1-5-million/.
- ↑ Stanton, Rich (2022-03-10). "Atari buys videogame database MobyGames for $1.5 million". https://www.pcgamer.com/atari-buys-videogame-database-mobygames-for-dollar15-million/.
- ↑ Harris, John (2024-03-09). "MobyGames Offering “Pro” Membership". https://setsideb.com/mobygames-offering-pro-membership/.
- ↑ "MobyGames on Patreon". http://www.patreon.com/mobygames.
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