In Asphalt 8, body presses weren't as bad, since you could easily fight back by tightening your turn radius or by having a heavier car, but Asphalt 9 seems to throw all physics and body weight out the window. The moment you are on the outer line, there is no fighting back from a push from the inside no matter how sharp you turn. I'm winning races by simply poking my nose into the inner line at a corner and body pressing the guy in the outer line all the way into the barrier, causing him to lose speed and maybe also get wrecked in the process. I feel like Hojo Gou trying to push Ryousuke Takahashi off the mountain pass and into the valley below (Initial D fans should know what I'm talking about). My light as hell Mitsubishi Lancer should not be able to slam Dodge Challengers and Chevy Camaros into a barrier or into a river with a simple side press. This seems to be how Gameloft views "drifting" to be.Īlso, the body slamming in this game makes no sense. It feels like you oversped into a corner and got forced to slide all 4 wheels to slow down the car and avoid crashing in the game. A power slide is simply using the power of your car to slide all four wheels, very different in concept from a proper drift. In Asphalt 9, the "drift" feels more like a power slide, which is very different from a proper drift. However, in Asphalt 9, the drift just sends you really wide, way out of your original racing line, and if you turn sharper to compensate, you just lose all your speed. In asphalt 8, you could still maintain a proper racing line while drifting, giving the illusion of a proper, controlled 4-wheel drift. However, the drift physics have deproved significantly.
Thankfully, Asphalt 9 seems to have fixed that, since you lose lots of speed when drifting and going up ramps to do stunts. Isn't really how a racing game should work. This just resulted in most races being "lets see who can drift the most and boost the most". Moreover, you could quite literally abuse the Citroen's fast acceleration by doing as many tricks as possible and just boosting yourself all the way to victory, since stunts and jumps and drifts don't cause you to lose that much speed, and you are rewarded with far greater acceleration, more than enough to compensate for the speed penalty when you brake to drift or go up a ramp to jump. It was one of my favourite cars simply because I could recover from mistakes easily with its ridiculous acceleration and beating faster but less agile cars like the Mercedes SLS AMG was a breeze since I could just out-accelerate them when coming out of a corner with my boosts. Those of you who played Asphalt 8 for years might remember the Citroen DS Survolt, a rather eccentrically shaped car with a unique two-tone colour scheme and its monstrously fast acceleration for its car class. Yesterday i decided to try out Asphalt 9 and see if stuff has been improved on since Asphalt 8, and my findings are.
#HOW TO DRIFT IN ASPHALT 9 MANUAL#
Since then I have moved on to other games involving more realistic stuff like manual transmission, proper car tuning and proper braking physics (think of something like forza horizon 4), but asphalt has always held a special nostalgic place in my heart. Asphalt 8 was one of the first proper racing games I jumped into when I was younger.