Ace Combat: Assault Horizon Review
Modern airfare.
Version tested: Xbox 360
It's Call of Duty in the air. That's the sell. That's what the designers were told to shoot for by their spreadsheet-watching producers. That's what New York Times bestselling military author, Jim DeFelice, was asked to target when lining up the characters and arc of the story. That's the bull's-eye marketing quotation the PR men are hoping the critics will pen: a triple-A quip, ripe for sticking on the poster. And, if Namco Bandai's focus groups were illustrative of a wider consumer desire, that's what the gamers want.
Ace Combat - the quintessential Japanese air combat series, positioned in that console-perfect sweet spot between After Burner's spasmodic arcade thrills and Microsoft Flight Simulator's nerdish reservations - has been unflinchingly repositioned for the Modern Warfare generation. From the gruff American pilots reminiscing about sorties into Iraq before locking reticules onto hostile Russians, to the slow-motion cutaway kill-cams that glory in each stylish takedown, it's clear that Assault Horizon is the product of a team of Japanese creatives straining to appeal to a Western audience.
Undeniably, it's where the money lies. But is it a match made in the stratosphere? And what about those of us who loved the Top Gun-meets-anime aesthetic of the previous games? Let's not forget that the final stage in the previous game, Ace Combat 6, had us piloting a jet fighter down the barrel of a kilometre-long gun. Once upon a time, Ace Combat was Ridge Racer in the air. So what has been gained by all this faux gravitas?
Diversity, for one. Whereas previous entries in the series focused almost entirely upon jet-plane tussles high above the ground, Assault Horizon is happy to flit from MiG to helicopter to stealth bomber and back again in its tour across the Middle East and Russia.
While the game eases you in with dogfighting familiarity, soon enough you'll be piloting an Apache Longbow helicopter, hovering over terrorist camps like a throbbing cloud, raining death from above in a mission reminiscent of the flying stages in Ghost Recon Advanced Warfighter 2. The next moment, you're manning the 50-cal turret on a Black Hawk, exploding yachts in in the Suez Canal, and later you find yourself flying metres above the ground in a B-2 Spirit bomber en route to preventing an ICBM launch in Russia. Modern Warfare's most memorable flying mission is lifted almost in its entirety as you line up a dispassionate thermal imaging reticule on targets from an AC130 Spooky (before rescuing a downed pilot in a climax that surpasses Infinity Ward's).

The shock and awe of Allied Assault's AC-130 mission is lost a little in the fact that enemies disappear a few seconds after elimination, breaking the sense of cold realism the designers were aiming for.
These missions are slotted into a story that, despite being set within our own world, manages to be more ridiculous and pompous than the fictional (occasionally science-fictional) war-politics of the previous entries to the series. Nevertheless, it provides the framework for variety, and while each flavour of air combat has its own strengths and weaknesses, the ride is all the more thrilling for it.
The strongest and most frequent mission type puts you in the pilot seat of a fighter jet, where Ace Combat's pedigree shines. Here you engage with enemy planes, screeching through the clouds in search of a red bleep lock-on, the signal to unleash a hail of missiles for the takedown. The game's arcade roots ensure that, while you may stall if you lose too much speed, in general you can throw your vehicle into almost any angle at any velocity and, provided you don't crash into the ground, emerge unscathed.
But where Ace Combat's familiarity might threaten to breed contempt, life and vibrancy is injected by Dogfight Mode (DFM), a somewhat gimmicky innovation that nevertheless transforms the detached act of locking onto a target plane to something far more electric.
When you're within range of an enemy plane, a green circle appears on the HUD, indicating you are close enough to initiate DFM. Squeezing the two bumper buttons wrestles control of the plane away from you, your flight path instead locking tight to the enemy, giving you power over throttle to manage your distance, while lining up the reticule to pepper the enemy hull with machine gun fire and missiles.
The designers use these moments to slip from the freeform air combat to fly-bys low against the ground, often through skyscrapers and other scenery. While the flight paths are no doubt predetermined, the fact that you instigate them gives them an ad-hoc feel that is far more effective than any corridor shooter's set-piece parade.
Shoot down an enemy while in DFM and while a second enemy jet is within close range and you can chain together takedowns, inching the play experience closer to After Burner. But where the system shines is in the fact that enemy planes have the capability to engage DFM on your own tail.
When an enemy is chasing you at close range, a red and green triangle appears on the HUD. Decelerate so that the two symbols overlap and you can execute a DFM counter, where your plane loop-de-loops at the last second, positioning you behind your pursuer. The hunted becomes the hunter, allowing you to exact revenge on the pilot that's been chasing you. It's an elegant evolution for the series, arguably the most significant since its inception, and it modernizes and elevates the moment-by-moment play considerably.
Later in the game, alternate takes on the DFM system are unveiled, one in which you land the plane by maintaining the position of two reticules close to one another, and another, Air Strike Mode, in which you focus on attacking ground targets. Of the three, DFM is the strongest, but again, the variety works in the game's favour, obscuring any lack of depth in the individual mechanics.
Frequent checkpointing means the long losses of playtime incurred at a Game Over screen in the previous games are avoided, making this a far smoother ride. However, the variety seen in the mission styles isn't matched by the goals in play. Far too often, especially during the jet fighter stages, longevity is achieved simply by sending yet another wave of enemy planes for you to pick away at, a trick that loses all appeal in the latter stages of the game. As with its Modern Warfare inspiration, there's no branching narrative: if you fail a mission objective, such as failing to shoot down an ICBM before it leaves orbit, it's an immediate and jarring end.

One moment you can be dogfighting in the hail under a heavy blanket of storm clouds. But break through this cover, and the sun shines as you streak above them.
The online portion of the game has enjoyed a serious upgrade, with a Modern Warfare-style experience system, complete with perks that unlock as you accrue points in both the competitive and co-op mission modes. Capital Conquest divides players into two teams, asking each to attempt to destroy the other team's HQ within the time limit. When the durability of a team's HQ falls below 20 per cent, that team can then choose to sortie in bombers, evening the odds and ensuring a close finish.
Domination is a sky-based version of the standard FPS game type, while Deathmatch has every pilot fighting for himself, with the added twist that different planes are worth different amounts of points, making craft selection a tactical consideration. In co-op, eight of the single-player campaign missions have been tailored for two to three players, in a generous addition.
So Ace Combat gains a contemporary sheen, borrowing the structure and style of the most popular current combat games. In doing so it adds new variety and, thanks to the multiplayer component, longevity.
Long-term fans of the series may argue that it has lost something too in the concerted attempt to mimic Western designs and style. But the losses are skin deep, certainly when compared to the most recent releases in the series. Under the hood, Namco's designers have upgraded the series' engine and mechanics in effective and interesting ways, making this the strongest Ace Combat in a decade.
8 / 10
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Comments (54) Latest comment 4 months ago
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Throw in the batmans/FIFAs/Uncharteds/Forzas for those interested and...
I don't know whether we should be enthusiastic about so many good games releasing in such a sort time frame or the complete opposite due to the imminent wallet-raping (again)...
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The DFM Thing is kind of nice, but while less spectacular, i find the gimmick of HAWX (the "no assist" one, not the cheat mode target thing) to be more engaging.
So yeah, while the review sounds good enough, the horribly bad impression of the demo, the lack of potential over-the-top insanity thanks to the real world setting and the fact that i haven't played HAWX 2 yet will make me pass this game for now.
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/justsayin'
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Talking utter tosh! You mean ..more like a COD in the air! Especially if you had read the review in full or at least the first paragraph!
Still looking forward to this game, but somehow really missing the alternate world/sci/politic and setting it in our own world is so boring! We have seen it all before. As different setting meant we get to explore the made up names, countries, factions and so on whilst we watch the cutscenes!
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Not in my opinion.
But if i would've thought that it was shit, it would've taken more than a review saying that its actually good. At least when considering a day 1 purchase.
A demo is there to make me want to buy a game BECAUSE of it, not DESPITE of it.
(Even though that sadly may be the reason why there are so few Demos of big titles these days...but that's a debate for another day)
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/ coat
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How can the intro to the game be shit?
That's like saying Bioshocks demo was crap as well
Want a bad demo, play the one from Dead Space.
On topic:
Bored to tears from what I played. First time dogfight was fun, 4th time it started to grate already.
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- The flight mechanics are a bit off - you can afterburn straight into a nose dive, be a couple hundred metres from the ground - airbrake, and then pull yourself up - previously the momentum would guarentee a crash. I appreciate AC has always been somewhere between sim and arcade like, but this is ridiculous.
- DFM, is disapointing. Once locked on you can just follow the target plane by using your anaolgue stick with only the slightest movements. You only occasionally need to fire a missle. It has removed the thrill of holding triangle/Y to figure out where your target is AND to try to line up a missle. Now you just need to race towards to your target (at any bizarre angle) and hammer the shoulder triggers.
- It is disproportionately difficult to take down an enemy ace without DFM. You have have to use DFM and play the PokeMon Snap minigame to take them down. It is possible to take down the TGT LEADs in the demo without DFM - by going into DFM and them break off, you should be able to finish them. But that is eventually, after you somehow luckily manage to get missles passed 6,237 flares, and unload the equivalent of 23x the bullets from all the Rambo films/
- The helicopter sections don't feel right without Peppy saying do "a barrel roll".
*sigh* I will probably grab this though on the cheap. I love the AC games, and given the lack of flight sims on console this will be a given. It's just a shame this so different from AC6.
Edit: Spelling
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Might wait till it drops to under Ł20
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No.
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I'd take the Japanese personality over Western efficiency any day of the week.
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May be tempted to pick this up before Christmas, but probably not a week one purchase..... have a feeling this will be heavily discounted by mid November.
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I took it as more 'japanese developers wish they were as commecially successful as their western counterparts so have created a Japanese take on Western trends'.....or something like that.
shame games cant have their own identity these days. Everything has to be like too fucking serious Call of Duty, simulataneously celebrating warfare but melodramatically lamenting how 'war is hell, man'.
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All screen shots I've seen only ever show cities - are there also landscapes/mountains and that sort of stuff? The feeling of height and actually flying always worked best for me in the AC games I've played when there was a pretty landscape far below, not low-poly cities.
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DFM is not mandatory, where did you read this?
A friend of mine has the game already (US guy) and told me that you can play without using DFM.
Simply in AH it is more difficult to shoot down someone without DFM because enemy aces use countermeasures/flares all the time.
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The demo was shit. Like, really shit. Sorry but I can't believe this is better than Fires Of Liberation.
I feel much the same way about it, and an 8 out of 10 has really surprised me. From playing the demo, though, it hasn't surprised me enough into wanting to spend money on it.
It wasn't so much the westernisation of it, I can live with stylistic changes, it was just that the flying didn't feel as good as FOL, and all of the DFM stuff was an annoying exercise in lining up HUD indicators that detracted from the pretty planes.
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Still, if turning out Modern Warfare in the sky is what it took to get us through an entire review of an Ace Combat game without a single shite Top Gun joke... maybe it's swings and roundabouts, eh?
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At least mention there is something as completely balls out awesome as "Megalith: Agnus Dei", "Zero" or "Liberation of Gracemeria" near the end game.
No really, youtube those.
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http://www .youtube.com/watch?v=Ev9rQ4mKVJU
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I dont think the article gives the impression that Japan thinks they need to be more Western in order be as good as us. I think its just a case of they are well aware that their hold on the gamers of the West that they enjoyed back in the day has faded.
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Fanboy? Moi?
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Fuck, I'm bored enough of CoD on the ground, don't exactly want that pish infecting other genres as well. The sooner in the industry moves away from this CoD-alike shit the better.
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The Batman demo put me right off, it was thanks to the many many 8+ reviews and great write ups that convinced me to purchase it. Oh boy am I glad I did, loved it.
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Because the 3rd person view allows this, it constantly seems to put your jet / chopper right in the middle of your view of the target when aiming! It's much worse on the chopper, but still happens in the jet. It's just a completely unbelievable bug.
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example
- where the heli mission ?
- is there any "boss battle" like previous AC? (i mean not the TGT lead, the boss)
- etc
need more info to decide to buy or not
but there so little game in this genre so i think ill ended up buy it
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Come on Mr Sony, give us some Dropship 2 love.
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As others, i've been a fan from day 1 (first experience of air combat was nigh on unbelievable back on ps1),but i feel it's just too gimmicky.
The control system was the first thing that really threw me off and the DFM, while kinda cool at first, soon grated.
I couldn't see myself sitting through 4+ hours of this let alone buying at FULL price.
It's a shame, had really high hopes for this. The tagline 'metal will bleed' and the early videos got me excited but now...?
No thanks namco
Edit: Gramma
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This seems a little more in line with what I've seen of the game.
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What bothers me is the fact this review left me with the impression that it as, for all its faults, an Ace Combat game. It wasn't, it was a load of gimmicks held together with flashy graphics and a vague association with battles taking place in the air. Do not trust this review, or this reviewer. Spend your money on something else.
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Indeed, I would prefer to pitch / roll with the right stick and control the throttle / rudder with the left. The left trigger could zoom and designate a target when fully squeezed. Kinect could be used to track head motion and the right trigger would fire the gun - rather than the (A) button - which, in the case of the Apache Helicopter, would be whatever you were looking at, not necessarily what was directly in front of the Choppa.
http://www .youtube.com/watch?v=9wXx3vMy_AQ
Flares could go on the left bumper, selected missiles on the right so that the airbrake was operated by holding in the left thumb stick. As it stands the game is an ergonomic dog's breakfast.