Stunningly beautiful, easy to pick up
and ultimately satisfying to play. Shame
about the terrible storyline, tediously
long missions and a distinct lack of
variety then, really…
SCORE
06/DEC/07
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ACE COMBAT 6 FEATURE VIDEO
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Believe it or not, Ace Combat 6:
Fires Of Liberation is actually
the eighth in the series. With
some previous titles ending with Zero
and X it all gets rather confusing, but if
you discount the handheld version (since
it’s on the, ahem, PSP) and the original
PSone game (since it was actually called
Air Combat, fact fans) then we’re just
about on track. Kind of.
With some 9.5 million copies of
the franchise sold worldwide since its
inception back in 1995, it’s certainly
a title with a rich and successful
background. This being the case it’s nice
to see it come to the 360 replete with
no shortage of current-gen bells and
whistles. Better still is the fact that it’s
another staple of console gaming that’s
made the jump from Sony exclusivity
over to Microsoft. If you’re into flightsims,
you’re in for a treat.
When you consider the serious lack
of quality competition in the air-combat
stakes, it’s easy to realise quite how
important Ace Combat 6 is, too. Take
Over G Fighters. Please, take it. For
want of a better word, it’s, well, utter
tosh; essentially a last-generation game
shamelessly parading itself as currentgen.
In fact, Darran Jones of Retro
Gamer fame has rather coincidentally
put it in the firing line as this month’s
‘worst game ever’ over on page 111.
One of his key observations is the
game’s complete inability to create any
kind of illusion of speed, something
that we’re happy to report Ace Combat
6 achieves with consummate ease.
So, with the barely above-average
offering of Blazing Angels the only other
notable entrant in the flight-sim arena,
the appearance of Namco Bandai’s
respected franchise is a much-needed
boost to an otherwise overlooked genre.
Let’s face it; dogfighting is fun, right?
Well, Ace Combat 6 is dogfighting.
Target cycling, radar watching, twitchy
air combat of a very high standard, in
fact. Sure it’s arcade-y to the degree
that it takes a good few direct missile
hits for your wings to fall off, but it’s
all about the chase. Strap yourself into
an F-15 Strike Eagle, Raptor or Tornado
and blast the bejesus out of everything
highlighted in red on your HUD. Just
what the doctor ordered.
Filtered through eight years of
developmental fine-tuning, the flight
model it offers is incredibly tight and
intuitive. Your fighter is responsive and
easy to manoeuvre and the controls
quickly become second nature. What’s
most striking, though, is its graphical
feel – it’s polished to the nth degree.
It’s obvious that Namco Bandai has
been crying out for a bit more poke
under the console-hood, too, since
it’s gone well out of its way to employ
just about every graphical trick in the
360’s arsenal. Photorealistic might be
one of those overused buzz-terms we’d
usually ignore out of hand, but with
Ace Combat 6, the word actually holds
water. Coupled with depth of field, heat
shimmer and some of the best smoke
effects we’ve ever seen, it truly is a joy
to behold.
Sounds like an open and shut case,
doesn’t it? Successful arcade aerial
combat receives much-needed nextgen
makeover. Unfortunately, though,
it’s not quite that simple. You see, for
a while now, Namco Bandai has had a
penchant for heavily scripted story lines.
So, what should be a quick-fire, dipin-
and-out shooter is actually a heavily
story-driven experience that attempts
to straddle the line between action and
adventure … in an aeroplane.
While the cut-sequences are lavish
and well choreographed and the story
overflows nicely into your missions and
its respective structure, Ace Combat
6 is so poorly scripted and acted that
it’s borderline farcical. Scrap that – it is
farcical. You’ll laugh initially, maybe even
find it quaint, but ultimately you’ll cry
at the prospect of the next intermission
break where another dim-witted cutsequence
attempts to reel you yet
further into a story you’d rather wasn’t
there in the first place.
Further down the list of niggles is the
sheer scope of some of the missions.
We really like that the developer is trying
to create a more organic battlefield
with multiple skirmishes unfolding
simultaneously in your airspace
(requiring you to keep a close eye and
ear so you can lend air support when
and where needed), but it’s just too
sprawling and disjointed, which means
it ultimately misses the mark. With
flight times often topping an hour (not
to mention sporadic save points) you’ll
often encounter mission-ending events
requiring vast replay times to re-attempt.
You’ll quickly lose the will to give it one
more try, which is a great shame for a
game that otherwise screams pick up
and play.
Imagine Publishing Ltd, Richmond House, 33 Richmond Hill, Bournemouth, Dorset, BH2 6EZ
Registered company 5374037 (England) : VAT No 864 6042 18
Directors: Damian Butt, Steven Boyd, Mark Kendrick, Alistair Ramsay, Harry Dhand, Andrew Hartley, Sam Watkinson