wat do u think of the new Ace combat the Belkan war for ps2?

Im a big fan of the ace combat series. This one just came out if u have it or played it can u tell me if it is good. Is it worth spending 60 bucks on it

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  • 1 decade ago
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    Don't be fooled by screenshots of elaborate heads-up displays. The Ace Combat series is all about slick and easy arcade action. In spite of the bewildering array of hi-tech avionics, which are largely for show, you're getting jet combat that isn't the slightest bit serious. Think of it as Doom meets Top Gun, but with a convoluted storyline that you're probably just going to ignore.

    Ace Combat Zero is supposedly a prequel to Ace Combat 5, but that's assuming you've actually been following storylines. For most players, it may as well have been called Ace Combat 6, which is what it is: the latest and best-looking iteration of the popular Japanese games. The graphics really show off how far the PlayStation 2 has come, although they're often dependent on seeing things from a distance. If you want to buzz buildings and admire architecture, you'll have to slog through Ubisoft's Blazing Angels, a much weaker but better looking game.

    But if you want the swoop and zoom of fast combat with enough pyrotechnics to keep it interesting, this is a tough game to beat. One of the most gratifying parts of Ace Combat is watching replays, which present the action with a lively battle cam. The view pans around, tracking unsteadily, zooming in, and generally creating the illusion of a harried cameraman too excited by the frantic battle to keep his hands steady. Think of the way space combat is shot in the latest Battlestar Galactica series.

    Since there's an ever-so-slight nod to realism with the way missiles work (never mind that fact that you're packing several dozen at a time), attacks from behind are the most effective. So combat is a relatively simple matter of lining yourself up behind an enemy and firing a few missiles. Usually two or three should be enough to knock his health down. A lot of the challenge is maneuvering around to line up a good shot, while preventing the other planes from doing the same to you. Since there are often a dozen or so planes at a time, this isn't always easy.

    Ace Combat features plenty of blindside attacks and no shortage of "Hey, where'd that come from?" deaths. There's a tracking view that isn't easy to use, but is eventually necessary. Once you get to missions that require shooting down ace squadrons, simply turning to follow the nearest enemy isn't going to cut it. And you know how some shooters take away all your weapons late in the game and leave you with a pistol? Well, let's just say Ace Combat Zero isn't going to let you get away with never using your guns.

    The interface isn't much changed from the previous Ace Combat games. It does a good job of squeezing a lot of functionality into the controller, partly by distinguishing between pressing and holding a button. You have limited wingman commands, but it basically comes down to whether you want him to attack targets on his own or to cover your tail in case you're attacked. Before a mission, you can choose your aircraft and its special ordnance, as well as unlock new aircraft and weapons by spending money you earn. The variety of planes is liberally padded with variants that have only minor differences.

    Ace Combat Zero consists mainly of a campaign mode with 18 missions, some of which have a degree of choice. For instance, you might choose to fly the air support over a ground attack, or you might want to do the ground attack yourself. Also, there's some branching based on the new system of "ace style." The game tracks whether you attack optional targets or kill enemy planes after they're disabled. If you do, you'll tip your rating into the "mercenary" side of the scale. If you don't, you'll end up on the "knight" side. There's a "soldier" rating in the center if you feel like being inconsistent. Your rating will change the scripting in some missions and it determines which planes you can unlock.

    The campaign proceeds through a lot of standard bland missions: shoot down so many aircraft, bomb so many targets, or shoot down so many aircraft and bomb so many targets. Rinse, repeat. There are occasional escort missions that can be punishingly difficult until you figure out the scripting. You can "collect" named aces by shooting them down, in which case they'll appear on a status screen between missions, complete with little bits of backstory. Like the previous games, things change as you get further into the story. Eventually you'll be fighting the equivalent of a boss monster, which is a bit of goofiness to drive home the fact that this is more anime-influenced action than anything approaching a sim.

    Finally, there's a new split screen mode that lets you fly dogfights and cooperative missions with a second player. Until the series gets some sort of online support (stay tuned for the announced PSP version), this option goes a long way towards breaking Ace Combat out of its rigid story mode.

    As far as the series goes, Ace Combat Zero is pretty much what you'd expect from another sequel. No more, no less.

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