T H E + E N T E R T A I N M E NT + D E P O T // EntDepot.
Untitled Document
NAVIGATION >
Untitled Document
Untitled Document

.............CONTENT
.Home
.News
.Reviews
.Previews
.Features
.Fun Facts
.Wallpapers
.Forums




.............MISC.
.Advertise
.Contact
.About Us
.FAQ
.Legal
.Privacy Policy




.............
AFFILIATES
.insert credit
.DigitalBackSpin
.Rock, Paper, Shotgun
.The Wargamer



...ADVERTISEMENTS

...






Ace Combat 5: The Unsung War

Developer: Namco
Publisher: Namco
Genre: Flight Combat
Players: 1
Similar To: Ace Combat 04: Shattered Skies
Rating: Teen
Published: 11 :19 : 04
Reviewed By: Ryan Newman

Overall: 8 = Excellent

 

-

After 15 years of peace, Yuktobania launches a surprise attack against its one-time ally, Osea. As Blaze, the player is one of the few fighter pilots left to counter the amphibious, aerial, and ground threats that follow the sudden strike. With over fifty planes, thirty missions, and a separate arcade mode, Ace Combat 5: The Unsung War proudly carries on the series' tradition of quality, but some of the newer features fail to impress.

Ace Combat 04: Shattered Skies had one of the most surreal and enjoyable stories of any game I've played, much less a flight combat title. The over-handed, sometimes hammy, introspective look at war through the eyes of a spectator was strangely engaging, and the game's solid mechanics made the levels just as enjoyable as the narrative. The follow-up, The Unsung War, continues this, but with less flair and more melodramatic, irregular dialogue, resulting in a good story told slightly unevenly. Even though the story is still enjoyable, and many of the cutscenes do a fantastic job of portraying aerial combat and the emotions of the pilots a pensive manner, many of the conversations fall flat with exaggerated emphasis doing little to save what amounts to yammering with plenty of vocalized ellipses.

As a combat pilot, the player will soon become captain of one of the few squads left to fight the increasing threat. This happens to be one of the new features in the series, squad control. Using the directional pad, squad members can be told to arm special weapons and either cover, attack, or disperse (for defense). By purchasing planes before combat, with money earned by performance in the previous level, the squad can be more ready to deal with levels as the pilots can be given any of the purchased planes; unfortunately, despite some warnings if a sortie is going to be launched too focused on air-to-air, the briefings leave much out, resorting in frustrating trial-and-error experiences for a few particular levels that require certain planes to be used. With experienced pilots and fancy planes, one would hope that the squad would be unstoppable, but thanks to some lackluster

 

piloting skills on the part of the rest of the team, that isn't so. Despite their increased experience in combat throughout the game, they fail to be much more than decoys to distract enemy planes away from the player; they do, however, on occasion prove to be worthwhile, but it would have been nice for the skills they display at those times to be noticeable throughout. Still, they do more good than harm, and it never hurts to have a few other targets for missiles to lock on to. Due to how poorly they come across, being able to control them seems a bit shallow since it rarely becomes necessary.

To help put the player more in the game, there is increased radio chatter as well as questions that are answered by pressing the directional pad left or right for yes or no. If no answer is given, the caller gets annoyed, talks to themselves, or gets an answer from something else. In theory, this sounds pretty cool. When the chatter makes sense, it actually is effective at making the game a bit more engrossing. But most of the time the questions that will be asked are absolutely pointless. During a mission involving softening up defenses positions for Osea marines, one of the other pilots asks if the missiles are strong enough to damage the defenses, yes results in them disagreeing with you (saying the missiles aren't strong enough), no results in a vocal agreement, and no answer gets a rambling response. So, if they don't agree with me, what is the point? In some cases, story information or additional intel is given over the radio, and hints on how to take an enemy down, but the situation like the one above happen is the norm - just random, useless questions are asked that have no baring on what's going on. Not only that, but the text for the conversation and the response icons take up valuable screen real estate, and there is little as annoying as when a missile is incoming and you have the center of your screen taken up by someone asking if you think their company is the best. The random chatter did little to draw me in, and I don't know how, "This scenery clashes with my Rock 'n' Roll" will engage anybody - that and a character who always says 'Kid' in an obnoxious tone made me reach for the mute button. There is an option for Japanese vocals so the few annoying American voices can be ignored, so that's a plus -sure, they may be saying something stupid, but at least I don't have to get a double dose of it with a side of nails grinding down a chalkboard.

One of the new features that is solid through-and-through is the new branching plane system. Each time a plane is used in combat, it gains experience, and when enough is gained, some have variations that become unlocked. With over fifty planes, some real and some created by the developers, getting as many as possible, as well as medals (awarded for kills, how the kills were done, etc.), becomes pretty addictive. Despite their visual differences, the planes handle only slightly differently, their main differences come in how many missiles they can carry and what kind of special weapons are on board (these can range from heat seeking missiles to small payloads of bombs) - oddly enough, machine gun ammo is unlimited for all planes and in both campaign and arcade mode. This was a good move, because this safer route means players can jump from plane to plane without having to worry about learning new intricacies, which fits in well with the game's arcade approach.

Ace Combat has always been a good series exactly because of its arcade approach. It is far from being a straight forward sim, but it also doesn't let the player slam into the ground and bounce around like a pinball. The developers have always been able to reach a good median between real and arcade. A good example of this is that the player cannot black out, but they can stall; likewise, missiles can missed their locked-on targets, but hitting tree lines won't cause the plane to crash. The game just has a really good 'feel' to it: the planes handle smoothly, the combat is intense, and it all comes together very well for a fast-paced experience that is easy to get into, yet still leaves room for improvement. In addition to the main campaign, there is also an arcade mode that has a separate story and only uses one ship. Its focus is on time attacks with a branching level system where progression leads to different paths of easier or harder levels. Those wanting to really show off their stuff can take on these, which will require heavy use of the machine gun and excellent tracking skills. Using the radar can be a pain, because it's pressure-sensitive, and can get fussy if held down (for the largest view) for too long, so get ready for some finger cramps, particularly in arcade where missions will have planes scattered all about.

While the difficulty in arcade gradually ramps up, the same cannot be said for the main campaign. If there is one thing that needs to be tweaked, it is the flow of the missions. In the midst of fairly easy assignments will be one that is so frustrating that it can really take some of the fun out of the whole experience. Similarly, in the middle of harder missions will come a simple one that seems to make no sense. Sometimes a mission will end without much reason. The objectives, though, are pretty interesting. One mission includes dropping payloads to put out biological chemicals set off in a city, another tracks down a downed pilot by homing in on their beacon, and others have the squad assault a special enemy class submarine that launches missiles that destroy anything under 5,000 feet (it's quite a rush to jam the afterburners and make it to 5,100 right as the counter hits zero). There are also in-flight refueling missions, as well as landings and take-offs (one is in the middle of an attack, and it's really well done), and these are also skippable. A solid set of tutorials will get new players on track, and those wishing to get more info can check out the timeline of missions already taken place and a gallery to view their medals.

To look at Ace Combat 5, it's easy not to be taken aback. Visually, the game gets the job done - and does so with a little class. Aside from the somewhat scary character models in the cutscenes, the game features crisp graphics, good effects, and great plane models. There are also three views to choose from (cockpit, clear hud, and third-person), with the cockpits looking a little sparse. Even though the music is good, if you're going to keep the American voices, I would suggest Iron Eagle'ing it up and listening to your own tunes. The other pilots can get very annoying, and if you don't choose Japanese language after starting and saving, they're there to stay. If you pre-empted the frustration of the American voices (to be fair, not all are bad), then the music is an excellent choice, with a solid blend of orchestral and rock. The sound effects are minimal, but machine guns and other missile launches sound good.

Overall: 8/10
Despite the new additions of squad control and radio responses not being much more than superficial, the game's classic take on arcade flight combat still manages to entertain. The new system of getting variations of planes based on their use in combat is a great addition. The story, while not as engaging as that of part four, partly due to a more melodramatic script, is still enjoyable, and just as crazy, with mixing an alternate reality with its own mythology. Ace Combat 5: The Unsung War is solid action title, with plenty of replay value (re: it's difficult), and a style all its own. For now, Namco continues to rule the skies.

[ top ]

Untitled Document

Related Links: Official Site
.

.