Ok, so it's been a bit more than a week, but you get the idea. Last Tuesday, Ace Combat: Assault Horizon was released to the public, and it was good. Seriously.
Let's start with the big change: Previous AC installments have all fallen into the Arcade-Sim category. That is, while they had arcade elements (like carrying 100+ missiles and infinite machine gun ammo...), the actual aerodynamic behavior of the aircraft as well as the air to air combat was kept fairly realistic. This is not the case for AH, which makes the leap all the way to Arcade Flyer. Hardcore fans of the original games will (and are) going to cry bloody murder. People like me who play games for fun though, are going to have a lot of it.
So, let's break it down.
General Gameplay:
Project Aces goal in moving to the full arcade style was to make a sort of Call-of-Duty-in-the-sky sort of thing. Crazy as that may sound, it's worked. The gameplay is up close, personal, intense, and full of gratuitous aircraft destruction. Flying is less realistic, as your plane turns all on it's own when you move the stick, instead of requiring you to blend pitch and yaw manually as in a real aircraft. The option exists to have a more realistic control setup, but I've found the augmented controls make dog-fighting easiest.
Speaking of which, this is where the game truly shines, by introducing two new game mechanics: DFM (DogFight Mode) and ASM (Air Strike Mode). When you get close enough to an enemy player, circular cue on your HUD will let you know that you can enter DFM. Doing so sets your plane on a chase autopilot, which will relentlessly pursue the intended victim. This leaves you free to focus on controlling your aircrafts speed, and aiming you machine gun to chew them up. Getting close enough to the enemy will then activate the assault circle, which basically locks you missiles. If you fire a missile while the assault circle is red, a hit is almost guaranteed, and sometimes even awards you with a seamless quicktime event showing off how you opponents plane is disintegrating. Here is a vid:
If you're being chased though, don't fret. DFM has it's drawbacks. If your enemy gets too close trying to lock on, you'll be prompted to preform a counter maneuver. Success will result in you doing a barrel roll (insert Star Fox reference), Cobra, or other impressive aerial move that will turn that the tables on your chaser, making them the prey, and you the hunter locked on in DFM. But wait! It doesn't end there. Not only can they counter maneuver you again if you get too close, but they counter your counter (though this is nearly impossible, as the option only exists for a millisecond after the counter maneuver begins). If they succeed in countering your counter, they'll be pumping led into you plane at point blank range. It's not a guaranteed kill, but it sure hurts.
For killing things that don't fly, there is ASM. As in previous AC games, you can lock on and use your air to ground weapons whenever you can see a target. However, when ASM is available, you'll get a significant damage bonus. When an ASM route becomes available, a waypoint marker will appear on your HUD. You can then lock onto this waypoint like a normal target, and when you get close enough, you'll be prompted with a flashing circular cue (similar to DFM) and can begin your attack run. Your plane will generally follow the attack route, though you maintain much more control this time than you will in DFM, leaving you free to aim your ground attack missiles and bombs at the helpless folks on the ground. Bombers can only bomb in ASM. Should you come under attack while in ASM, slamming the stick to the right or left will veer you off the path and return you to normal flying mode to face the threat. Here is a view from the bomb bay in ASM (no Japanese in the American version...)
There are six classes of aircraft available for you fly in AH. They are: Fighter, Multi-roll, Attack, Bomber, Helicopter, and Gunship. All are available at some point in the campaign, and all but the Gunship are available online. (Though Bombers are only available in the Capitol Conquest gametype). All the small aircraft have a machine gun, and carry basic homing missiles that can attack any air or land target. Fighters can be equipped with a variety of air to air special weapons and are generally the most agile. Attackers can use air to ground special weapons and are slow, but heavily armored. Multi-rolls can pick from a variety of each type of weapon, and also boast a variety of stats. Helicopters all have machine guns and rockets, and can pick from air to ground missiles, or anti air missiles. Bombers are big, and slow, but can take a pounding. They also carry tons of bombs, meaning that if your in the path of a bomber in ASM, you're dead. You don't actually fly the gunship, but act as the gunner, aiming and firing it's mini arsenal.
A lot of that probably sounds strange and complicated, especially if you've played other AC games, but believe me, it works.
Campaign:
The story of AH is written by a New York times best selling author, Jim DeFelice. The plot is on par with previous AC installments, though this is the first time that you actually follow your in-game character, instead of only other characters around you as in previous AC games. Basically, there are rebel Russians with a new super weapon called 'Trinity'. You're going to have to stop them. The campaign plays very satisfactory and offers a variety of air to air and air to ground combat using all the different types of aircraft in the game. Only a few aircraft have to be unlocked. Most of the huge variety offered are available from the start, though which type is available depends on the mission. (No picking bombers for air to air duty. Sad.) The intro and opening credits to this game are the best out of any game I've ever played. I'll let you figure out why. To avoid spoilers, I'll leave the rest alone. Suffice to say it was good.
Multiplayer:
As all good games do now, AH supports online multiplayer. I got the Xbox360 version, so I've spend a large amount of time on Live. The online multiplayer is balanced, despite being able to use the points you earn to unlock 'skills' which you can equip to enhance your aircrafts weapons and performance online. I thought for sure a couple days away would put me behind in skills and leave me at a disadvantage, however I've found myself doing just fine. The 'skills' help, but don't make up for actual playing skill. There is a basic matchmaking system to help you find matches to join, and it's worked well for me so far. You can customize you aircraft colors, as well as your callsign (though you have to unlock most of the callsigns.) There are only four gametypes, but when you consider that this is a flyer, that's actually all you need. I've played a hundred deathmatchs and I'm not bored yet.
Graphics:
They are beautiful. That is all there is to say. Even the ground and cities that you're flying over are carefully crafted from satellite imagery. Each city and location looks real. Available maps include Moscow, Washington DC, Paris, Dubai, and more. The aircraft are perfect, though they look a bit cheesy if you customize your colors to all bright primarys... But hey, that's up to you. In the end, they look real, right down to the thrust vectoring on the F-22, Su-35, and PAK-FA.
Expansion:
DLC is being made for this game. So far, preorders were rewarded with the right to download the F-4. Several other aircraft, including some of the most famous 'X-planes' from previous AC games are going to be released in the coming weeks. The next one up is the ASF-X Shinden II. It looks amazing. Extra maps are also being created, so that you can fly over famous locals like Tokyo and London, in addition to those already in the game.
Here is a look at the ASF-X Shinden II. (Note that the wingtips and rudders change position based on your speed.)
Here is part of the new Tokyo Map. Pretty.
Music:
The soundtrack is amazing. Quite the mix of electronic, orchestra, and metal. It plays during multiplayer too. Something most games lack these days. Unfortunately, the soundtrack was only released in Europe with the special edition. Hopefully we'll see legitimate copies in the states soon though.
The Little Bit of Bad:
There are, of course, a few things that bother me. First, there are a few aircraft that face as enemies in the campaign, which you cannot unlock or access to fly. These include the Mig-25 fighter, and the Tu-160, and Tu-95 bombers. There is no reason to completely flesh out these aircraft and not make them available. Also, they went through a lot of trouble to make sure that the F-35B looked right... this includes all the doors for the VTOL system. Yet, despite having helicopter controls in the game, I cannot stop my F-35 and hover in mid-air. I don't care if it's suicide during a battle. I should be able to darn it! (Note, the ASF-X Shinden II looks like it may have a VTOL system as well, but since that mechanic isn't in the game, I guess we'll never know for sure.) The other thing is that some aircraft are modeled showing more weapons mounted on them then I actually can shoot. Example: the A-10 clearly has 8 AGMs mounted when you select that weapon, but you can only fire four before the have to 'regenerate.' I can understand only being able lock onto four targets at a time for the sake of gameplay, but I can see those extra four under my wings. Don't tell me they're not there to shoot!!! The F-35B is also shown with four LAGMs, but can only shoot two before you're 'out.' This just shouldn't be. Either let me shoot them, or don't make it look like I have them. /rant
Small flaws aside: Ace Combat: Assault Horizon is an amazing Arcade Flyer. Even if you're a fan of the previous games and are upset about the the move from sim style, you should still give it a chance. You might accidentally have crap-load of fun. I know I did, and still am.



