From the beginning, Gameloft’s mission was always clear – to bring console-quality gaming experiences to mobile. These days that sounds ambitious, but in 2003 it was a true challenge of both technology and design, especially for a high-octane racing game.
Big Screen to Small Screen
Not to be deterred by the task ahead, the original Asphalt: Urban GT team looked to popular console games of the era to create their engrossing and competitive arcade racer. These early stages saw many concepts considered, including traditional racing, open-wheeled racing, rally, and even stock cars. But, as the idea developed, the focus shifted to a more "street" feel.
Looking at media from the early 2000s, it was a decision that made sense. Movies and games featuring cars were huge, and most shared a single theme: illegal street racing. It was a concept that would allow the Asphalt: Urban GT team to focus on reaching their audience of aspirational car enthusiasts and racing fans of all types, rather than segmenting their audience into specific racing disciplines.
With this vision in mind, the arcade racing style that the series is now famous for began to take shape. Though it was still far from what we know the franchise as now, its intentions were clear. Hardware limitations at the time massively restricted what was possible, so while the team wanted the game to be on par with sixth generation console titles (128-bit), the reality was a game closer to that of fourth generationtitles (16-bit).
Limitations of the Time
Despite these restrictions, Asphalt: Urban GT proved an impressive on-the-go game for its time. Taking to the road in one of the game’s licensed cars - such as the Ford GT, Lamborghini Murciélago R-GT, TVR Sagaris, and many more –players got to live out their dreams, racing and customizing their favorite speed machines.
Taking on other racers and their supercharged machines, the action focused on high-speed racing in top-of-the-line cars around off-limits locations. “Tracks” included the busy streets of famous cities, like New York and Tokyo, along with more exotic locales like Vladivostok. The freedom and creativity this allowed enabled the team to create highly differentiated tracks each with a unique graphical style that made them instantly recognizable.Combine this with their different layout and obstacles, and each area felt distinct and exciting.
No Holding Back
With the races being "illegal," the challenge didn’t stop at the environment. Other racers were more… aggressive than those in traditional racing games. What made this fun was your ability to respond in kind. Players could rough up their opponents with a few bumps and scrapes, or completely drive them off the track.
What made this feel special was how the game would react to your actions. Breaking the rules during a race would result in a forceful police response. Starting with simple car pursuits, then moving up to roadblocks, before finally calling in helicopters to chase you down.
To help escape the police and beat all of the extreme drivers who were out to claim the prize money, Nitro Boost bonuses were scattered around the track. Collecting these gave racers a vital burst of speed exactly when needed, leaving opponents and police in the dust.
Win, claim the cash, and purchase even more magnificent cars to show off your skills –it’s the same gameplay loop players enjoy to this day.This first Asphalt game was a great success and managed to reach 5 million downloads. It sounds small by today’s standards, but 15 years ago it was amazing!