“Why are the wings coming out, Mav?” –Bradley “Rooster” Bradshaw, Top Gun: Maverick
Back in June, Project Aces did a collaboration with Top Gun: Maverick that added the iconic aircraft from the film into Ace Combat 7: Skies Unknown. This expansion provides the F-14A Tomcat, the custom variant that Maverick and Rooster steal from the enemy airbase, the F/A-18E single seater and another custom variant that Maverick flies during the training exercise. In addition, this aircraft pack also comes with the Su-57 fifth-generation fighter and the Darkstar prototype. On top of this, players also gain aircraft cosmetics based on themes from Maverick. While the cost of this expansion is a little pricey when one considers the amount of content one receives in the package, being able to relive iconic moments from Maverick and replicate them in the context of Skies Unknown is worth the price of admissions, and ultimately, I ended up picking it up during the Steam Winter Sale. Upon installing this add-on content and trying the new aircraft out, it soon becomes clear that these aircraft each possess unique attributes that make them a phenomenal way of extending one’s Skies Unknown experience. The Darkstar’s biggest attribute is its speed. Together with its pulse lasers, one is basically flying a starfighter capable of moving faster than any aircraft in the game. The fifth generation fighters are a variant of the base Su-57, but now equip a wider range of special missiles. The Top Gun exclusive F-14A and F/A-18E fighters have been tuned up, allowing them to go toe-to-toe with the ADF-11F Raven in a dogfight, and provide the sort of manoeuvrability for reproducing the canyon run that is beyond the capabilities of most planes. In trying out the aircraft accompanying the Maverick set, familiar missions in Skies Unknown suddenly offer players with a new experience as the different aircraft and their capabilities alter the way one approaches a mission. This gives incentive to revisit old missions and see how the new aircraft handle; during my return to several of Skies Unknown‘s tougher missions using the Maverick aircraft, it became clear that the cost of entry was worthwhile. While the aircraft themselves outwardly are simple reskins (the only all-new aircraft is Darkstar), in terms of handling, the new aircraft are smoother and more responsive than most of the other planes available, giving players confidence to fly and perform the same manoeuvres that Maverick, Rooster, Phoenix, Payback and Hangman perform during the events of Maverick.
Top Gun: Maverick stands as one of the greatest films of the 2020s so far, and it is rare for a sequel to outshine its predecessor, but Maverick has managed to do so. The film completely captures the thrill of flight while simultaneously remaining respectful to the original movie, and some of the scenes have very quickly become iconic to the point where the fertile mind, with an active imagination, would yearn to re-enact them. When Top Gun originally released in 1986, it inspired some viewers to become naval pilots. Today, the advancement of computer hardware and graphics means that for most folks, it is now possible to experience the same suspense and exhilaration that Maverick and his pilots find while flying their mission in Maverick. There is no better game than Ace Combat for such an experience: while it’s an arcade combat simulator and therefore provides distinct mechanics to ensure players have a fun time in the game, the same rush of being able to get behind the stick of a multi-million dollar flying machine and doing some work with it is conveyed. It was therefore unsurprising that a collaborative project would be made, in which Ace Combat and Top Gun crossed over to provide a means of giving players a tangible way of reliving their favourite moments from the film, or seeing how the film’s most recognisable aircraft might handle in the Strangereal universe during the course of the Lighthouse War. Overall, this experience was equivalent to picking up model aircraft and running around in a field with some mates re-enacting the same; as a child, I used to run around on the school playground, pretending it was the “Facility” map from GoldenEye 007, and I imagine that after Top Gun, excited children would’ve done the same in playing pretend dogfights with their toy aircraft. Ace Combat has simply allowed players to do the same in a different manner, and the Maverick package allows one to evoke memories of a simpler time and re-live their favourite film moments, making it a worthwhile purchase.
Screenshots and Commentary

- In practise, the Darkstar hypersonic stealth fighter is the single fastest aircraft available in the game to players: with the right parts, Darkstar can even outrun missiles. The trade-off is that handling and manoeuvrability become limited at high speeds, so using the aircraft becomes an exercise in skill as pilots must constantly keep an eye on their airspeed and constantly adjust to ensure they can engage foes that are much slower than themselves. When a balance is struck, the Darkstar becomes a force to contend with: it is capable of reaching enemy targets very quickly, and then decelerate swiftly in order to engage them.

- Besides an integral pulse laser mounted in its nose, Darkstar also carries missiles in an internal bay. Depending on its configuration, Darkstar carries short-range aerial suppression missiles, small-diameter bombs or pulse lasers, making it suitable for both anti-air and anti-ground operations. For me, the pulse lasers remain a favourite, and the fact that Darkstar carries six hundred and fifty shots, the same as the Su-57, makes this a straight upgrade to the capable Su-57. The down side about the pulse lasers in Skies Unknown is the fact that clouds will diffuse the beams and render them ineffectual.

- However, with Darkstar’s handling characteristics, one could easily switch back to missiles and come around for another attack run. During my first run with Darkstar, I utilised its extreme speed to make short work of the forces amassed at Artiglio Port. It suddenly hits me that the last time I wrote about Ace Combat at the end of the year, it would’ve been two years earlier. Back then, I’d just picked up the Year One Pass, which gave access to the extended missions and the ADX series of aircraft, which I’d been longing to fly on PC ever since I played Ace Combat: Assault Horizon.

- Ace Combat 5: The Unsung War had ignited a desire to fly the Falken, and one of the things about The Unsung War had been the fact that the game had players shooting down the SOLG on New Year’s Eve. The atmospherics surrounding this particular mission had been especially well done, and the decision to time the final level on New Year’s Eve had always evoked a sense of curiosity in me. In discussions with a friend, we’d reach the conclusion that destroying the SOLG and stopping the Belkan plot to instigate open war between two superpowers on New Year’s Eve had been symbolic.

- By wrapping up all of the conflict before a new year, The Unsung War sought to convey the importance of wrapping things up decisively so that there was no chance for any lingering feelings of regret or resentment to carry forwards. This entailed destroying the Grey Men’s ace-in-the-hole before it could reach Oured, and in doing so, Razgriz makes it clear that whenever we’re on the cusp of a new beginning, it’s important to let go of past grudges. The Grey Men came to represent these grudges, and destroying their instruments of terror became a show of how people can actively make a choice not to let the past impact their present or future.

- Later games don’t quite have the same symbolism, and for this reason, The Unsung War remains my favourite Ace Combat game. Skies Unknown comes in at a close second because later additions would add enough content to the game to make it feel like a comprehensive experience that brings Strangereal to the PC. Things like the Maverick aircraft set give players new ways of experiencing the game. While the idea of downloadable content and expansions may prima facie appear to be a money-grab, and it is true that when poorly done, DLC can significantly degrade player experience, good DLC allows one to get more mileage out of their games.

- Good DLC never restricts a player in what they can intrinsically do: a base game must allow a player to unlock everything and experience things wholly. A game that offers a solid experience on its own will incentivise players to pick up additional content, whether it be new missions, equipment or even cosmetics. On the other hand, if a game requires DLC in order for a player to have a fair or complete experience, then it has failed because it is forcing players to drop additional money for something that should have been part of the original game.

- In Skies Unknown, players can have a comprehensive experience without picking up the Alicorn missions or any of the bonus aircraft, but buying the additional content allows one to extend their enjoyment of the game further, making them fair for players. For me, because I enjoyed Skies Unknown and desired a challenge, buying the Season Pass to gain the Alicorn missions and the ADX aircraft was a simple enough decision. Similarly, since I found myself thoroughly enjoying Top Gun: Maverick, picking up the Maverick set to further my time in Skies Unknown was something I had no qualms doing.

- With 2022 drawing to a close, yesterday, I ended up going on one final adventure before the year ended. Five years earlier, I’d gone out into the mountains during the cold of winter to capitalise on the Canada 150 complimentary park pass, and of the days I’d chosen, I ended up going amidst a snowstorm. Although the food had been great, the drive had been especially difficult: the roads were covered in snow, and a blizzard had enveloped the highway, reducing visibility to near zero. Five years have passed since that excursion, and this year, to take advantage of the remaining break time I had, I decided to schedule a similar trip.

- This time around, I also walked over to the Vermillion Lakes. At this time of year, the lakes have frozen over completely, and this means that the mirror-smooth reflections of the mountains and sky were absent. However, during the morning, we still had gorgeous skies, and the temperature was a comfortable -6°C. This allowed for a more casual walk along the Vermillion Lakes trail. I imagine that to get the coveted combination of a lake that has not yet frozen over, and fresh snowfall, I’d need to come in during late October or early November. Having said this, there is a joy about visiting during the heart of winter: ice covering the lake was dotted with footprints, suggesting that adventurous individuals had wandered about.

- As the morning drew to a close, we headed back into town and stopped by lunch at Tooloulou’s, a Cajun restaurant with dishes inspired by the Rockies. This establishment has developed a bit of a reputation as serving flavourful comfort food; the wait times were estimated at three quarters of an hour, so I went for a quick walk to the Cascade Mountain Viewpoint across the river. After a table opened up, I sat down to their soft-shell crab po’boy sandwich with a potato salad, and after one bite, it became apparent as to why Tooloulou’s is a popular dining spot: the soft shell crab was an explosion of flavour and seasoned well, while the creaminess in the source balanced the flavours out.

- After lunch, the last two items on the itinerary was a drive up the Trans Canada highway; I’d been looking to check out Castle Mountain and Morant’s Curve during the winter, and neither spots disappointed. I still remember a time when I had no love for winter, but in recent years, I’ve come to appreciate the aesthetic of a hushed landscape enveloped in snow and cloud. There’s a stillness about the winter landscape that conveys tranquility, and I now feel that winter is not a time of death, but rather, a time of repose.

- When I arrived at Castle Mountain, there had been a brief break in the clouds, allowing the mountain to peek through the clouds and catch the last rays of the sun. After a half hour’s drive further north, I reached Morant’s Curve. By this time, the clouds rolled back in, and snow had begun to fall, creating a peaceful landscape. A small crowd had gathered to watch the train, but for me, I determined it would be better to return home before the sun had set fully. The drive back home was unremarkable; the highway was extremely crowded, but the flow was also smooth, making it a far better drive than the one I’d experienced five years earlier.

- Besides Darkstar, the Maverick set also comes with Maverick’s custom F/A-18E Super Hornet. Shortly after Maverick came out, I attempted the Cape Rainy Assault canyon run with the standard F/A-18F. This had been a fun experience in and of itself, but being able to rock Maverick’s F/A-18E custom made the canyon run feel like a night version of the run that was seen in Top Gun: Maverick. Such a run was done purely for the sake of creating a captivating cinematic experience: in real life, the sort of mission in Maverick would be best carried out by the GBU-57A/B Massive Ordnance Penetrator (MOP), a 14-tonne precision guided bomb that is delivered by the B-2 Spirit.

- The assignment seen in Maverick would see a single B-2 Spirit fly in under the cover of darkness and drop the MOP: while the enemies are stated as using GPS jamming, the guidance system in the MOP is capable of operating even in the absence of a GPS signal. The only drawback about the MOP is that it lacks a void fuze and therefore, will only detonate once it’s stopped moving. The existence of dedicated weapons in reality is meant to allow the armed forces to carry out very specific assignments, and as a result, the idea of sending in human pilots for a low-altitude assignment is unlikely to be anyone’s first option.

- Of course, in the realm of fiction, using human pilots to carry out dangerous assignments is done purely for entertainment value: watching Tom Cruise banking sharply and exhaling with each turn is significantly more exciting than watching a pair of stoic B-2 Spirit pilots lasing their target and dropping a single MOP from an altitude of fifteen kilometres. However, this would preclude a thrilling movie. Similarly, if Ace Combat were realistic, missions would likely end as soon as one shot down two aircraft, since it is not feasible for an aircraft to carry a hundred plus missiles.

- Skies Unknown‘s equivalent of the canyon run requires players to remain below six hundred metres and avoid searchlights: there isn’t any sort of timeline to the canyon flight, and novice pilots can take their time in flying through the canyon. This hasn’t stopped talented Ace Combat players from accelerating through the canyon at breakneck speeds, navigating with a combination of skill and finesse while staying below 150 metres the entire way. Regardless of one’s skill level, however, the canyon run is most definitely one of Skies Unknown‘s most iconic missions.

- Once players get clear of the canyon, the mission is simply to altogether flatten the enemy forces at the airfield. On my original run of this mission, I used an F-15E with six air-to-air missiles. However, while using Maverick’s F/A-18E here, I am running with the GBU-24 Paveway III guided penetrator bombs that were seen in the film: these explosives ordinarily require a laser signal in order to accurately hit their targets, but in Ace Combat 7, their implementation is such that as long as I lock onto a ground target, they will automatically steer themselves towards that target.

- Still, being able to fly a film-faithful version of the F/A-18E was fantastic, and I can think of a few more places in Skies Unknown where the F/A-18E could be useful. Playing through Ace Combat 7 again, I am reminded of how much fun this game is: Skies Unknown marked the first time an Ace Combat game set in Strangereal was available on PC, and at the time of its release in 2019, it had already spent four years in development. I myself had been excited to play Ace Combat 7 ever since finishing the 2013 spin-off, Assault Horizon.

- The successor to Skies Unknown will be the eighth formal entry in the Ace Combat series, and while development began back in 2021, I imagine that to ensure that the title delivers the best possible experiences for players, it will release somewhere in 2025. Ace Combat 8, as it is informally called, is using Unreal Engine 5, but beyond this, not much more is known. Back in Skies Unknown, I’ve switched over to the penultimate mission, where I’m flying the Fifth-Generation fighter. This is the actual name of the aircraft in-game, a deliberate callback to the fact that in Maverick, the Su-57s the unnamed hostile nation operates is never identified.

- The original Su-57 in Skies Unknown occupies the same tier as the YF-23 and F-22 Raptor, being the second-best group of aircraft available to players in the base game prior to unlocking the Strike Wyvern. Capable of carrying either a guided penetration bomb or four multi-target anti-air missiles, the Su-57 is a capable fighter. However, its true strengths lay with the fact that it could equip a pair of pulse laser pods, and of all the aircraft in Skies Unknown with pulse lasers, the Su-57 had the highest capacity, carrying 650 rounds.

- The Maverick variant of the Su-57 has weapons suited for anti-air engagements at the expense of being unable to carry any anti-ground munitions, and trades mobility for stealth For my flight, I opted to go with the four multi-target anti-air missiles, since I knew I would be fighting a mission that was primarily focused on anti-air combat. Ever since playing through Project Wingman, I’ve come to appreciate the utility of the multi-target missiles: while they’re not as manoeuvrable as the quick-manoeuvre anti-air missiles, at range, they do allow one to pick off entire squadrons in a single salvo.

- Against the UAVs and manned fighters in a map where the number of foes means one’s threat indicator is going off non-stop, the fifth generation fighter is a beast. The slight differences between the Su-57 and the “fifth-generation fighter” are not substantial, and in the hands of a capable pilot, this plane is more than enough to get the job done. As memory serves, I ran an F-15E armed with the tactical laser for this mission when I played through the game for the first time, primarily because I’d wanted to fire the tactical laser on PC for the first time.

- To no one’s surprise, the Su-57’s superior traits mean that it is the better plane for this mission, and prior to Maverick, I would suggest that the Su-57 and its pulse lasers would be well-suited for this mission. I did find that the multi-target missiles were a satisfactory substitute, and high in the skies above the Lighthouse orbital elevator, I slaughtered both the enemy fighters and Arsenal Bird with relative ease. Despite it being over three years since I’ve played Ace Combat, I found myself getting back into the swing of things surprisingly well, and I do remember how during my first run of this mission, I was having trouble hitting the docking clamps and antennae on the Arsenal Bird.

- Having the additional missiles on the fifth-generation fighter did help with this last part, and I was able to defeat the Arsenal Bird without too much difficulty, even though I’d taken a considerable amount of damage in the process. Primarily for survivability reasons, I run with the automatic fire extinguisher whenever I play Skies Unknown: this little gadget will gradually decrease the damage back to fifty percent over time, if one’s damage should exceed fifty percent.

- In order to test the F-14A that Maverick and Rooster ends up stealing, I chose to do so within the final mission. This mission was really where the old adage, “it’s not the plane, it’s the pilot” was put to the test: the ADF-11F Raven is a seventh generation fighter with capabilities far outstripping those of even the fifth-generation fighters, and this means that theoretically, the F-14A should be even more outmatched than it had been in the movie. However, despite the disparity, the Maverick version of the F-14A is again, given some customisations such that it is a bit more manoeuvrable.

- Whether it was a result of experience, or the F-14A’s intrinsic capabilities, I was able to shoot down both Ravens within the space of three minutes, and deal with the UAV unit that jettisoned from the Raven’s wreckages. For this mission, I ran with the high-powered anti-air missiles, which hit harder than ordinary missiles but also have a greater difficulty in tracking targets. The F-14A was able to get behind the Ravens without too much trouble, and I found that using the guns actually worked well here: ever since Project Wingman, I’ve taken to using guns to deal with boss-type units that have either unlimited flares or a supernatural ability to evade missiles.

- Defeating both Ravens with the F-14A was the surest show that the adage, “it’s not the plane, it’s the pilot” holds true, and in the context of Skies Unknown, that a fifty-three year old fighter can do anything at all against a hypothetical seventh generation fighter shows how UAVs aren’t quite ready to replace human pilots yet. Of course, this definitely doesn’t hold true in reality: highly manoeuvrable UAVs would be able to pull off turns that would cause g-LOC in human pilots in a dogfight, and advanced UAVs will likely be smaller than manned fighters, so a real engagement would probably see UAVs firing accurate long-range missiles that could down an F-14 long before the pilot had time to react.

- Again, realism isn’t the object of entertainment, and it does give players thrills to be able to pull something like beating a Raven with a Tomcat. For the final part of Skies Unknown‘s last mission, I was able to carry out the tunnel flight and escape without too much difficulty, and with this, it becomes clear that the Maverick set represents a highly enjoyable addition to Skies Unknown. Over the past two years, besides the ADX series and Maverick, three other aircraft sets were released. These aircraft sets are similar to the ADX series in that they’re for existing fans of the franchise, adding aircraft from earlier games into Skies Unknown.

- At the time of writing, anyone east of London, England has already welcomed 2023. However, most of the readers here hail from North America, and that means there’s still a few hours left before it’s our turn to do the big countdown. Having spent most of today doing housework and getting this post wrapped up, it’s time for me to unwind and enjoy a New Year’s Eve dinner with family. For my final remarks for this last post of 2022, I’d like to thank all readers for having stuck around for excellent conversations over the past year, and look forwards to seeing familiar faces return in 2023. Here’s to a Happy New Year for everyone!
This discussion on the Ace Combat crossover with Top Gun: Maverick is the last post of 2022, and now that we’re at the eve of a new year, it is striking as to how quickly the year has passed. Over the course of this year, a great deal has happened: according to site metrics, I’ve written a grand total of 138 posts, for a total of six hundred and fifty-six thousand words. A hundred and forty-five unique viewers have collectively totalled two hundred and eight thousand views over this time. Despite my uncertainty with keeping this blog running with everything that’s happening, I believe I’ve managed to do a fair job of things (although I will let readers be the judge of this). Beyond this blog, which I assure readers does not constitute the majority of my life, this past year has also been quite remarkable: I’ve learnt new things about iOS and Android development through my work, saw my first-ever move and became a homeowner. Following the move, I’ve taken advantage of the change in scenery to explore the new neighbourhood, its amenities and the community further. Thanks to a gradual return to normalcy, I’ve also had the chance to have new culinary experiences and hit the open roads with my time off. To put things lightly, 2022 has been a very eventful year, and looking back at my resolutions from the beginning of 2022, it does appear that I’ve managed to meet them in a satisfactory manner. In customary fashion, with 2023 only a few hours away for this side of the world, I will need some new resolutions for the New Year. For 2023, I resolve to make a conscious effort to always bring my best forward for the people around me and continue stepping out of my comfort zone: while this isn’t a goal with a quantitative measure of success, I’ve found that resolution-keeping works best for me if I maintain consistency, and that means, so long as I can do something with frequency and do so well, I’ve met my aims.
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