We have brought one circuit back from Asphalt 7: Heat, though. We've redesigned everything and developed it from scratch. Have you done anything to counter those claims this time around?Īsphalt 8: Airborne doesn't have a single line of code from previous Asphalt titles. Some people thought that Asphalt 7: Heat wasn't that much of a step-up from Asphalt 6: Adrenaline. In one of the game's locations, Island, it's all about mastering shortcuts and driving on these tricky surfaces. The only effects that affect the actual car stats, beyond the obvious skill-hindering stuff like fog (which is a different thing), are snow and ice. How do these change the way players will have to negotiate circuits? You've added weather effects to the game this time around. We deliberately trade realism for fun, and in Asphalt 8 we have taken that trade-off further than ever. It doesn't make any logical sense, because we're not using realistic logic. You can change the car's direction mid-air. If you crash into another car, it goes flying away and you drive even faster. The Asphalt series has always been the opposite. Patience and careful driving are the key, because the mistakes you make when driving in real life can also happen in the game. Real Racing is a realistic driving experience, and this is what its creator strives to deliver. Was that a conscious reaction to more stilted racing experiences? While Firemonkeys has drifted further towards authenticity with Real Racing 3, you have moved in the opposite direction with Asphalt 8 by adding stunts and jumps to the mix. ![]() You can get real-time updates of your friends' performances compete with them on the leaderboard or download their very own races and beat them in asynchronous mode. The social integration, which I believe is one of the fields where mobile really outperforms consoles, is incredibly streamlined and engaging. We have carefully designed the length of the races so that you can play them in quick bite-sized sessions. ![]() We have perfectly tailored this game for the mobile experience. The second key element is the nature of the gameplay itself. When you combine these elements, the gameplay possibilities and level design are endless. The game features over-the-top visuals, and the whole game logic runs on true physics, which is a first in its market. On the technology side, Asphalt 8: Airborne has no counterpart on the App Store or Google Play. ![]() So, the intensity of the experience and the degree of control you have over your car on a touchscreen is identical to the experience and control you could expect from a gamepad. Many genres require adaptation when it comes to controls for touchscreen devices, but racing games fit perfectly on these gadgets. In this case, however, it's bang on the money. I believe this term has been overused for many games on mobile and tablet. Pocket Gamer: First up, could you tell us a little about what newbies to the Asphalt franchise can expect from Asphalt 8: Airborne?ĭiego Barragan: It's a perfect blend of two elements. We figured it was high time to sit down with Gameloft studio creative director Diego Barragan, then, and have a chat about what it is that makes the game tick, and what players picking up an Asphalt game for the first time can expect from this gravity-ignoring iteration. ![]() Asphalt 8: Airborne might have been out for a little while now, but Gameloft's Gold Award-winning racer remains a brilliantly balanced arcade blast of nitrous and squealing tyres.Īt review, we said that Asphalt 8: Airborne "is a racer that concentrates on fun above anything else, and it hits its mark almost every time."
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