![]() The sounds are a bit low quality, but they’re still pretty accurate, though drifting sounds more like drowned but constant radio frequencies that can’t find their proper tuning. The game, however, justifies itself with a vast array of game modes that expose themselves as the career mode progresses, which goes on for about twenty different events that consist of at least six races. The visuals in this game are decent, and I feel that they could be much better. Once Gameloft utilizes that level of functionality, then another racing game under the same banner can hit the streets. The biggest difference between a cell phone and the PS Vita is going to be the ability to manipulate fine-tuned controls. It’s fully responsive and the Vita has more than enough functionality to navigate through sharp turns by using the brake this feature almost felt condescending to the console itself, as if the game was rushed to make it to the launch deadline. But these joysticks are fully functioning and don’t have the limitations that the PSP nub-stick had. The controls feel limited by the developer to make use of the joysticks, as it were, more applicable. Sharp corners can be taken without even braking, and I felt cheated in moments like this after playing games like Gran Turismo. Mechanically, navigating the track doesn’t have any sort of challenge. ![]() This game has a lot to it, much like a Prius, but it’s not as attractive as a Camaro also like a Prius. Even after that, though, it still feels like a justification for the gameplay. It definitely put me off until the game styles diversified. In other words, the actual racing element feels like a racer that could easily be put on a cell phone. The maps are pretty detailed, but the car movement feels a bit too automatic for a console game. Now, back to my point about the actual races. The free race is there for people who want that sort of thing, but Asphalt doesn’t really give much incentive to linger in any other modes though, the Garage does allow you to view your cars by using the Vita’s Sixaxis functionality, which felt like physically looking at a line of cars. The overall experience in this game, as well as the overall locations to unlock trophies, is solely in career mode and multiplayer. On top of that, Gameloft even included the ability to stock cars with enhanced parts and use different sponsors for added relative bonuses, which are also unlocked in the career mode. The money, which is also earned from winning races and drifting for instance, can be spent on any of the 45 authentic cars that unlock throughout the career mode. It took a little bit for me to warm up to what this game has in store.Įach track is littered with money signs and nitrous packs to collect, though only nitrous is used mid-game at one point on each track, Gameloft has left a boost marker for an added advantage, which is usually found in a short cut. Honestly, they are, but I’ll get back to that. My mindset then made the first few races feel incredibly generic. My initial perception of the options on the main menu was that the game was limited to simple races, though the menu did use touchscreen functionality. In fact, I almost had to force myself, especially after my first few races. It took me a fair while to get into this game. With this being one of the first car racing games on the Vita, it has the opportunity to start the bar for its genre pretty high, much like Golden Abyss did for action adventure games. As a former owner of the Xperia PLAY, it’d be great to see one of Gameloft’s games glorified on a console. Games by this developer are commonly found on cell phones and tablets, so this outing stands as a golden opportunity for it to break into higher-quality game development. Seriously though, this is a Gameloft title on the PlayStation Vita game. Since the latter would probably be filled with lines of cones and frequent lunch breaks, this can only leave Asphalt: Injection as a racing game. The word "Asphalt" in a video game can only imply two scenarios: racing and construction.
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