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Things have moved on a long way since planes were used in combat during WWI. Until
they found a way of sticking machine guns onto the crates, fighter pilots had
to take each other out by lobbing a brick into the propellers of the Bosche planes.
Once they had the guns they engaged in highly skilled aerial skirmishes, fighting
the appalling controls of the planes as much as their hostile counterparts. If
Lord Flasheart saw how easy these modern flying aces had it, hed be even
more brash and insulting than usual.
Its a good thing that time has evolved the art of airborne warfare too.
From a gamer's point of view it would be a hideously depressing market if the
only dogfight sims were based in Sopwith Camels and the brilliantly named Fokkers,
and involved endless Tommy Vs Hun battles. Thankfully were offered slightly
more sophisticated ways of inflicting aerial genocide in fictitious wars between
imaginary countries, to wit: Ace Combat 5s conflict between Osea and Yuktobania.
Inevitably youre expected to help out in some way, and its as Osean
rookie Blaze that youll be doing so but not alone.
No, this time round Namco have given the player some fly buddies to help out,
and its these teamsters who provide Ace Combat 5s excellent plot
with an emotional core, and the actual gameplay with its most significant change.
Anyone familiar with the Ace Combat games will feel immediately at home with
the controls, being almost identical to those in AC04. The main exception is
that the D-pad is now no longer the useful-for-lamers auto levelling function,
but each of the four directions issue different orders to the aforementioned
wingmen, and can also be used to give yes or no answers to questions from them
and other colleagues involved in the action. Giving answers to a certain question
during the game gives the player a slightly set of missions, but said questions
are asked in such a vague manner that you probably wont realise.
Its a nice idea in theory but, somehow, it just doesnt seem to
work. Sure, if your compadres are told to disperse and engage at will they will
do so, but if the command was issued to attack your current target they oblige
until the target changes then they will go after the new one instead.
Consequently this ruins any tactic of having them fire upon a specific object
or enemy while you go off elsewhere, meaning that you have to go back and finish
their job for them. Other orders are to provide cover for you and to use special
weapons, but theres rarely a moment that you actually need their help
in a dogfight, and they seem to ignore your suggestion to use their secondary
ordinance (aka special weapons). Once again, the opportunity has been missed
to link up two to four PS2s for what could have been a superb co-op game. Quite
why the idea is so consistently overlooked is anyones guess.
Its easy to live with these annoying AI niggles, though, as AC5 provides
some of the best and most atmospheric battle situations on the PS2. The skirmishes
between the opposing forces are a sight to behold, and if you didnt have
to keep moving (planes having a tendency to fall out of the sky if they stop)
theyd be great to sit and watch. Indeed, its tempting at the start
of a mission to switch to external view and look at the lovely scenery (using
the right analogue for the full 360° panorama ). Admittedly, it doesnt
really look a great deal better than AC04, but this is hardly a complaint. It
does suggest, though, that Namco may have pushed the PS2 as far as they can
whilst keeping the game running at 60fps.
One gripe which does spoil the game's savage beauty is a flaw apparent during
the replays. AC04 offered a good 10~15 minutes of post-mission replay action,
with all manner of different camera angles and shaky-hand cam view of things.
AC5s replays in general offer the same sort of service for your viewing
pleasure/analysis, but on occasion the footage rather bafflingly lasts no longer
than 10 seconds, and shows little more than your plane flying in a straight
line at the start of the mission. There are also fewer camera angles to view
the action from, but now you can watch your wingmen going about their business
(or not, as the case may be).
AC5 thankfully also offers slightly more of challenge than its predecessor
in terms of difficulty, mission requirements and demands for unlocking extras.
During a mission in AC04, the player could fly to the southern edge of the map
and have their arsenal fully replenished and any damage to the plane fixed
now its more important to keep a close eye on ammo levels and how many
hits your plane has taken. No more firing off enough missiles to destroy a planet
in order to take out a single target, otherwise youll find yourself restricted
to the use of guns very soon. In reality, the mastery of the guns is essential
in AC5, whether its to cover your lack of primary ordinance, to strafe
ground-based targets, or to shepherd a bogie into the line of your
missiles. This makes the dogfights far more tight and intense, particularly
if you ignore the revolting fart noise the cannons seem to make. Hopefully Namco
will incorporate the ability to chuck stones out of the cockpit in AC6, for
a less embarrassing alternative.
Theres still the challenge of attaining S-Ranks on the missions (and
Free Mission mode once the game is completed), which is based on your performance
during a mission. Extra air miles can be obtained by manually performing takeoffs,
landings, and the insanely difficult mid-air refuelling. Unlocking planes
50-plus fully licensed planes, and a couple of extras requires more graft
as well, each one having a kill rate bar which needs to be filled
before the next plane in its class becomes available. Add this to the medals
which are awarded for achieving certain goals in Campaign Mode, and the arcade
mode (which sees the player take to the skies as AC04s hero Mobius 1 again),
it all adds up to make one hell of a lot to keep coming back for, as is Namcos
style.
AC5 ups the ante once again for console dogfight games, combining the tight,
exciting gameplay and gorgeous visuals and atmosphere of AC04 with added challenge
and a superb story tied together by some brilliant cinematic cutscenes. Its
safe to say Namco have full air superiority - just try not to rely on your wingmen
too much.
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