![]() We like the soundtrack, featuring presumably licensed music with actual vocals and not just the relentless onslaught of mediocre drum and bass tracks that are common in mobile games. In classic mobile game style, time restrictions encourage players to either watch ads or purchase in-game currency with real money to progress faster. The game is OK overall, and we appreciate the fact that there are actual, licensed vehicles featured (something that even some console games lack), but ultimately Asphalt 9 is a bit generic. You still auto-accelerate by default, and while moving left and right with an actual joystick is definitely easier, double tapping the right trigger for boost doesn’t feel intuitive. We tried using a Gamevice gamepad (more on that later) and the controls are strange for this method as well. The Touchedrive controls are definitely better, but also make the game less fun. This game did nothing to change our long-held view that tilt controls are terrible for mobile racing games. You can either choose to use Touchdrive, which allows you to swipe your car left or right to choose different race paths in conjunction with tapping a Drift or Nitro button on screen, or you can use tilt controls, again along with on-screen Drift and Nitro buttons. As is the case with some other games, Asphalt 9 offers players two different control options, both of which rely on auto-acceleration throughout the entirety of the races. It has all the trappings of a console game, but this is the first game we played on this journey, and it instantly began to make us wary of racing controls on mobile. Asphalt 9 is about as traditional-looking a racing game as you can get, and it’s currently the one that's most heavily promoted by Apple.
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