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Asphalt 5
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| Asphalt 5 | |
|---|---|
App icon featuring a Lamborghini Murciélago SV | |
| Developers |
|
| Publisher | Gameloft |
| Series | Asphalt |
| Platforms | iOS, Freebox, webOS, Android, Symbian^3, Bada, Windows Phone 7 |
| Release | iOS
|
| Genre | Racing |
| Modes | Single-player, multiplayer |
Asphalt 5 is a 2009 racing video game developed and published by Gameloft and is the fifth major game of the Asphalt series. It was released for iOS on November 2, 2009,[1] for webOS on January 8, 2010,[2] for Android on March 18,[3] for Symbian^3 and Bada on December 22,[5][4] and for Windows Phone 7 on July 16, 2012.[6]
Gameplay
[edit]
Asphalt 5's gameplay is very similar to that of Asphalt 4: Elite Racing and Ferrari GT: Evolution, with the player given the option of either tilting the device, touching the side of the screen to steer or using a virtual on-screen steering wheel. The iPhone version of the game uses landscape steering. The game also has a multiplayer mode, both local through Wi-Fi and Bluetooth, and global through an internet connection.
There are 30 licensed vehicles available and 17 locations to race at.
Reception
[edit]| Aggregator | Score |
|---|---|
| GameRankings | 87%[7] |
| Metacritic | 82/100[8] |
| Publication | Score |
|---|---|
| IGN | 8/10[9] |
| Slide to Play | 3/4[1] |
| TouchGen | |
| TouchArcade | |
| WMPowerUser |
Upon its release, Asphalt 5 received generally favorable reviews. The iOS version holds an aggregate score of 82 out of 100 on Metacritic, based on six reviews,[8] and 87% on GameRankings, also based on six reviews.[7]
IGN's Levi Buchanan awarded the game a score of 8 out of 10, lauding the fact that it didn't take itself too seriously; "Asphalt 5 is a pure arcade racer. It combines the smash 'em elements of Burnout and the hardcore racing thrills of Ridge Racer into a sometimes silly but always manic speeder. If you go into this expecting a precision driving sim along the lines of Real Racing, you will be severely disappointed. But if you download Asphalt 5 with the expectation of Mr. Toad's Wild Ride with Ferraris, you will be suitably satisfied."[9]
TouchArcade were similarly impressed, scoring the game 4.5 out of 5, and praising the graphics; "Even though you may not be focused on the details, Gameloft obviously has. Whether racing through snow-covered freeways, mud soaked roads, or the darkness of night, the details are everywhere. From the signs on storefronts to damage on vehicles, Gameloft has definitely spent a good deal of development creating an arcade experience with good degree of visuals."[11]
ToughGen's Dave LeClair was also impressed, scoring the game 4 out of 5, also praising the graphics; "This is best looking game so far. There are over 30 different cars in the game, and each looks as if it was gone over with a fine tooth comb, because they all look incredible. The 12 cities in the game also look fantastic, and are nothing but a pleasure to play. The very first level is played in a snowy area, and as you are driving, snow actually hits the screen and melts away. It's this fine attention to detail that really sets Asphalt 5 apart in the graphics department."[10]
Slide to Play's Andrew Podolsky was slightly less enthusiastic, scoring it 3 out of 4, and criticizing the physics; "it's an over-the-top, incredibly bouncy racer that plays a bit more like Jelly Car than Real Racer. While we like arcade racers a lot, these cars don't seem to have any real weight or power behind them, even though they look great on the road and in the garage." They were also critical of the difficulty of "Elimination" mode and called the option to purchase scantily-clad female models who give bonuses during races "juvenile, even for a racing videogame."[1]
Andrew Bares of WMPoweruser was unimpressed with the 2012 Windows Phone port, scoring the game 2 out of 5 and arguing "any game nowadays that doesn't support Mango multitasking AND doesn't even support NoDo resuming to your paused state is a total fail. Respond to a text message in the middle of the race and you have to wait ~8 seconds for the game to load and then it puts you back at the start line, losing all your progress!"[12]
A Sony PSP 'Minis' version was planned according to IGN,[13] GameSpy[14] and GameStats[15] but ultimately never saw a release on the platform. To date, only the icon exists[16] for this version.
References
[edit]- ^ a b c d Podolsky, Andrew (November 5, 2009). "Asphalt 5 Review". Slide to Play. Archived from the original on March 1, 2014. Retrieved June 18, 2013.
- ^ a b "Asphalt 5 Review (Palm Pre)". Pre 101. January 8, 2010. Archived from the original on September 28, 2017. Retrieved August 30, 2013.
- ^ a b Wells, Antonio (April 20, 2010). "Asphalt 5 Review (Android)". AndroidTAPP. Archived from the original on August 28, 2013. Retrieved August 30, 2013.
- ^ a b "Asphalt 5 Review (Bada)". Samsung Bada Apps. December 25, 2010. Archived from the original on December 21, 2014. Retrieved August 30, 2013.
- ^ a b Spence, Ewan (December 22, 2010). "Asphalt 5 HD Review (Symbian)". All About Symbian. Archived from the original on September 28, 2017. Retrieved August 30, 2013.
- ^ a b Rubino, Daniel (July 25, 2012). "Asphalt 5 for Xbox LIVE on Windows Phone is racing to the Marketplace". Windows Phone Central. Archived from the original on October 20, 2013. Retrieved October 15, 2013.
- ^ a b "Asphalt 5 for iOS (iPhone/iPad)". GameRankings. CBS Interactive. Archived from the original on May 10, 2013. Retrieved June 23, 2013.
- ^ a b "Asphalt 5 for iPhone/iPad Reviews". Metacritic. CBS Interactive. Archived from the original on August 31, 2013. Retrieved June 18, 2013.
- ^ a b Buchanan, Levi (November 6, 2009). "Asphalt 5 Review". IGN. Retrieved June 18, 2013.
- ^ a b LeClair, Dave (November 13, 2009). "Asphalt 5 Review". TouchGen. Archived from the original on June 5, 2013. Retrieved June 18, 2013.
- ^ a b Albie, Big (November 3, 2009). "'Asphalt 5' - A Fast and Fun Arcade Racer". TouchArcade. Archived from the original on July 5, 2012. Retrieved June 18, 2013.
- ^ a b Bares, Andrew (July 29, 2012). "Game Review: Asphalt 5". WMPoweruser. Archived from the original on August 1, 2012. Retrieved June 18, 2012.
- ^ "Asphalt 5". Archived from the original on March 4, 2023. Retrieved March 4, 2023.
- ^ "Asphalt 5 - PlayStation Portable - GameSpy". Archived from the original on July 24, 2017. Retrieved August 30, 2013.
- ^ "GameStats: Asphalt 5 Cheats, Reviews, News". Archived from the original on September 9, 2009. Retrieved March 4, 2023.
- ^ "Archived copy". Archived from the original on May 1, 2022. Retrieved March 4, 2023.
{{cite web}}: CS1 maint: archived copy as title (link)
External links
[edit]Asphalt 5
View on GrokipediaDevelopment and Production
Background and Design
Asphalt 5 served as the direct sequel to Asphalt 4: Elite Racing, capitalizing on the franchise's growing popularity to expand its reach across emerging mobile platforms, including the newly viable Android ecosystem following the series' earlier entries like Asphalt 3: Street Rules. Developed by Gameloft, the title was announced in mid-2009 amid high anticipation, with hands-on demos shown at PAX in September 2009, and the team leveraging advancements in smartphone hardware, particularly the iPhone's capabilities, to push the boundaries of mobile racing games.[5] Key design decisions centered on enhancing visual fidelity and gameplay accessibility through a newly developed engine, which allowed for more detailed environments and responsive touch-based controls, emphasizing an arcade-style experience over realistic simulation. The game featured 33 licensed vehicles from prestigious manufacturers such as Ferrari, Lamborghini, Audi, and Ducati, representing over 20 brands in total to provide players with authentic high-performance options and a sense of wish-fulfillment racing. Tracks drew inspiration from real-world elite events, incorporating 12 global locations with dynamic elements like varied surfaces—including snow, ice, dirt, water, and tarmac—to introduce environmental challenges and diversity without compromising fast-paced fun.[1][1][1] Development occurred primarily at Gameloft's studios, including the Bucharest team which contributed to Asphalt 5, reflecting the company's global operations to adapt the core experience across devices. Although versions for PSP Mini and Java mobile were initially planned, these were ultimately cancelled to prioritize smartphone releases. The overall approach marked a shift toward broader accessibility, positioning Asphalt 5 as a pivotal entry that set new standards for the series with its blend of licensed authenticity and arcade excitement.[6]Technical Features
Asphalt 5 introduced a new graphics engine that enhanced visual fidelity over its predecessor, Asphalt 4, by incorporating advanced lighting, dynamic shadows, and improved particle effects for more realistic environmental interactions such as dust, smoke, and water splashes during races.[1] This engine supported detailed rendering of 33 licensed vehicles from multiple camera angles, including far, near, and cockpit views, while rendering exotic locations like Hawaii and urban settings like New York with greater artistic detail and atmospheric depth.[1] The game adapted to early mobile hardware through flexible control schemes, including accelerometer-based tilting for steering, touch-screen gestures for acceleration and braking, and virtual on-screen buttons for manual input, allowing players to select options based on device capabilities and personal preference.[7] These controls were refined for a responsive arcade-style feel, with tuning modes enabling adjustments to handling, engine power, nitro boosts, and visual styles to customize vehicle performance.[1] Multiplayer functionality was a key technical advancement, supporting local connections via Wi-Fi or Bluetooth for up to six players and online races through the Gameloft LIVE service, which allowed global matchmaking, chat in lobbies, and participation in tournaments or the Asphalt Academy for skill-based challenges.[1][8] A ghost racer mode further enhanced competition by letting players race against recorded performances from previous sessions.[1] Vehicle customization extended to unlockable upgrades that provided stat boosts, such as installing an Engine Control Unit for better acceleration or a turbo system for increased top speed and handling, effectively acting as performance enhancers without physical crew elements.[1] Optimization targeted early smartphones, requiring iOS 3.0 or later for iPhone and iPad compatibility, and Android 1.6 (Donut) or higher, with the HD version on iPad supporting native resolutions up to 1024x768 to leverage the device's larger screen and processing power.[7][7] A standout technical feature was the implementation of dynamic weather systems on select tracks, including snowfall, rain, and fog, which altered traction, visibility, and gameplay dynamics by affecting surface conditions like ice, dirt, or wet tarmac in real-time.[1]Release and Platforms
Launch Timeline
Asphalt 5 debuted on mobile platforms in late 2009, marking Gameloft's expansion of the Asphalt series to touchscreen devices with a focus on high-definition graphics and multiplayer features. The initial launch targeted iOS, where it was released as a premium title priced at $6.99, allowing players to access core content upon purchase while offering in-app purchases for additional vehicle customizations and ad removal.[9][10] Subsequent ports followed a phased rollout across emerging mobile operating systems, prioritizing compatibility with devices from major manufacturers. The webOS version arrived first among these on January 8, 2010, for Palm Pre and LG devices.[4] The Android port launched on March 18, 2010, expanding availability to Google's ecosystem with optimized touch controls.[4] An iPad-specific edition, Asphalt 5 HD, was released on April 2, 2010, leveraging the larger screen for enhanced visuals.[11] Later in 2010, versions for Symbian^3 and Samsung's Bada platform were introduced in October and August, respectively, targeting Nokia and Samsung feature phones in markets like Europe and Asia.[12] A France-exclusive release for the Freebox Revolution set-top box occurred on December 14, 2010, as part of Gameloft's partnership with ISP Free to deliver HD gaming via broadband.[13] In 2011, a port titled Asphalt 3D was released for the Nintendo 3DS, featuring enhanced 3D visuals. The rollout concluded with a Windows Phone 7 version on July 25, 2012, supporting Microsoft's mobile platform amid declining market share for older systems.[11] Regional variations included earlier access in Europe for Symbian and Bada editions, reflecting Gameloft's European headquarters and partnerships with local carriers like Nokia, though no traditional console versions were developed.[14] Post-launch support involved minor patches in 2010 and 2011, primarily addressing bug fixes and improving multiplayer stability across iOS and Android, with updates like enhanced connectivity for Gameloft Live servers.[15]| Platform | Release Date | Notes |
|---|---|---|
| iOS (iPhone) | November 2, 2009 | Initial launch; priced at $6.99 with in-app purchases.[16] |
| webOS | January 8, 2010 | For Palm Pre and LG devices.[4] |
| Android | March 18, 2010 | Optimized for early Android handsets.[4] |
| iOS (iPad, HD) | April 2, 2010 | Enhanced graphics for tablet.[11] |
| Bada | August 13, 2010 | Samsung-specific mobile OS.[17] |
| Symbian^3 | October 2010 | Primarily for Nokia devices; earlier European availability.[12] |
| Nintendo 3DS (as Asphalt 3D) | March 27, 2011 | 3D-enhanced port.[18] |
| Freebox (France) | December 14, 2010 | HD version via set-top box.[13] |
| Windows Phone 7 | July 25, 2012 | Final major port.[11] |
