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Ace Combat 7: Skies Unknown × Top Gun: Maverick, Reflections on A Remarkable Collaboration and Some Thoughts on The Last Day of The Year

“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.

Ace Combat 7: Skies Unknown- Flying Up So High With The Superplanes and Remarks on Balancing Power with Experience

“It’s not the plane, it’s the pilot” –Pete “Maverick” Mitchell, Top Gun: Maverick

As players became increasingly proficient in Ace Combat 5: The Unsung War, they would slowly progress towards unlocking the Erusean-made X-02 Wyvern and Gründer Industries’ ADF-01 Falken, two of the most powerful aircraft in the game. The unlock requirements for both aircraft are steep: the Wyvern is earned by buying at least one of every other aircraft in the game, while the Falken is unlocked by destroying five special hangars hidden throughout the campaign missions, and then on top of this, earning enough currency to buy the aircraft. The efforts in doing so, however, were quickly apparent; the Wyvern and Falken are both incredibly manoeuverable, allowing players to accelerate and decelerate with ease, turn on a dime and maintain a bead on other foes thanks to its impressive handling. These planes excel in very specific roles: the Wyvern equips advanced long-range AA missiles that can lock onto four targets at once at long ranges and is capable of destroying entire squadrons at once, while the Falken’s iconic tactical laser torched anything it touched on short order. Being the most capable aircraft in The Unsung War, I’ve longed to fly both the Wyvern and Falken. Ace Combat 7: Skies Unknown‘s Season Pass offers instant access to these aircraft on top of three additional campaign missions: representing a chance to realise a dream I’ve had since I was in middle school, I picked up the content and immediately found myself with Skies Unknown‘s most powerful aircraft. At that point, I’d already completed the campaign once, so I was already familiar with the mechanics, and upon hopping into the game, it became clear as to why these superplanes were included into the game. Besides being a nostalgic callback to earlier titles, the superplanes live up to their reputation as the most advanced aircraft available to players. However, while The Unsung War required players to earn access to these veritable game-changers, Skies Unknown had made these planes available to anyone with a credit card. At first glance, this diminished the thrill of having the superplanes, since next to no effort needed to be spent in-game to earn them, but looking back, Skies Unknown perfectly balances their aircraft out so that players aren’t given an overwhelming advantage merely because they could buy the DLC.

While the Falken, Morgen and Raven are exceptional aircraft with excellent handling traits, far above those of the other aircraft available in Skies Unknown, their base weapon performance remains unaffected. One must still master dogfighting and aerial manoeuvres to enter a position where they can shoot down their targets. The planes still share the same limitations as other aircraft in that one can only carry a single special weapon with them at a time, and weapons still require a certain amount of knowledge to use effectively. The Raven has unlimited pulse lasers as its gun, but pulse lasers are blocked by moisture, leaving one without a good close-quarters tool if their foes should fly into a cloud. Bringing a tactical laser into a mission with large numbers of ground targets, or wasting a multi-purpose burst missile on an F-16 is unsound. It becomes clear that, while the superplanes are a cut above the other planes available to players in Skies Unknown, their efficacy is determined by one’s ability to operate the plane and understand what its weapons are configured to do. In practise, an inexperienced player will not perform well with a superplane in a given mission, whereas a skillful player will always find ways of making a less-than-optimal aircraft successful. This parallels reality, where having the most top-of-the-line, state-of-the-art tools do not make a difference to anywhere nearly the same extent as having the experience and know-how of how to approach a problem. For instance, the average Macbook is likely used as a note-taking machine that doubles as a great way of watching Netflix, but in the hands of an iOS developer, that same Macbook can be used to debug and compile apps that have a tangible real-world impact. This is why the line from Top Gun: Maverick, is so applicable: as important as it is to have excellent tools, this alone doesn’t mean anything unless one also knows how to utilise their toolset fully. In tuning the superplanes so that they reward skilled players but otherwise don’t offer novice players an overwhelming advantage, Skies Unknown has done a fantastic job of incorporating real-world lessons into its mechanics. Having the Falken, Raven or Morgen isn’t going to make this game any easier, but for players who’ve beaten Skies Unknown and are yearning to fly their favourite superplanes from earlier titles, the Morgen, Raven and Falken are a superb way of seeing iconic planes brought out into the present.

Screenshots and Commentary

  • The last time I wrote about Ace Combat 7, it was almost three years ago: 2020 had just arrived, and I’d been looking to the new decade with optimism. At the time, the startup I was with was amidst a push to complete a version two of our app, and while the seed money had run out, investors had expressed that, contingent on us producing an app that had a very clear business case, they would be willing to commit to Series A funding. At that point in time, I’d been a few endpoints short of a working app, and I vividly remember struggling with the Facebook API, as well as integrating the Stripe workflow through their SDK.

  • It wasn’t until February that I had a complete app: the founder had been extremely pleased with the completed app and investors had been quite confident this app would be a strong foundation for scaling the business up. However, right at this time, the global health crisis had finally hit. At the beginning of the new year, I had heard of a virulent new coronavirus strain that was wrecking havoc halfway across the world, but once it arrived here, everything suddenly shut down. I certainly had no idea this would happen when I played through and wrote my thoughts on Skies Unknown‘s DLC at the time.

  • Since then, I’d not returned to Ace Combat, but recently, after watching Top Gun: Maverick, I suddenly found myself with a desire to fly awesome aircraft around again. I’d beaten Project Wingman earlier this year, and it hit me that both games, because of their unique approaches towards the air combat experience, had their own merits. In Ace Combat, limited special weapons and more forgiving missiles means players are made to be mindful of their choice of aircraft, as well as how they approach a mission given its parameters. Project Wingman lets players run with up to three special weapon types, but on the flipside, has less mission variety.

  • After beating Skies Unknown, I quickly replayed the campaign a second time so I could earn the funds needed to unlock the X-02 Strike Wyvern. This was Mihaly’s aircraft during the campaign, and until the first DLC was launched, this was the only superplane available to players. The road to the Strike Wyvern is similar to how one unlocked the Wyvern in The Unsung War, and when unlocked, the Strike Wyvern provides players with a then-unsurpassed platform. For me, I immediately chose to unlock the electromagnetic launcher for the Strike Wyvern.

  • With its variable-geometry design, the Strike Wyvern proved to be a highly versatile aircraft best suited for anti-air missions. It is capable of running with a long-range anti-ship missiles or multiple lock-on missiles, giving it some options. Having now played The Unsung War, I found that the option to pick a special weapon meant being able to wield a plane in a greater range of mission types. For my revisit of Skies Unknown, I ran the Strike Wyvern with the electromagnetic launcher: this is the ultimate skill weapon and is devastating against individual targets when a shot connects.

  • Having not played Ace Combact for some time, I decided to ease back into things by flying the first mission, where I’d utilise the electromagnetic launcher against the slow-flying bombers. While the electromagnetic launchers aren’t as flashy as the Cordium railguns of Project Wingman, they are still fun to use, and here, I land a kill against a bomber. I’d forgotten how blue the skies of Ace Combat 7 were on this first mission: one of the great joys about any flight game is that it allows one to soar into the skies without needing to book a plane ticket.

  • Next, I decided to run with the ADFX-01 Morgan. The first of the superplanes developed by Gründer Industries, the Morgan was designed purely for firepower and foregoes stealth. In-universe, lore states that Belka originally intended to use the Morgan, but Osean forces ended up capturing a prototype. The Oseans never did develop their own equivalent, and in subsequent years, Gründer Industries would build the ADF-01 Falken from data acquired during the Morgan’s development. Designed to carry an unwieldy tactical laser, the Morgan’s manoeuverability is reduced to minimise strain on the airframe, although the Morgan can also be outfitted with the powerful multi-purpose burst missiles.

  • However, the Morgan’s most powerful weapon lies in its Integrated Electronic Warfare System (IEWS): when activated, this simultaneously provides ECM and electronics support to both the Morgan and nearby allies. It becomes difficult for enemies to lock onto the Morgan or nearby allied aircraft, and similarly, one’s missiles can lock on much more quickly. While equipping the IEWS precludes the addition of more specialised weapons, the tradeoff means that one’s basic weapons are augmented to a considerable extent.

  • The IEWS represents another tool that enhances a skilled player’s ability further: special weapons in Ace Combat are meant to make specific tasks, like hitting multiple ground targets, or neutralising an enemy squadron from afar before they can get into dogfighting range, easier, so forgoing these weapons in favour of making the basic missiles and gun work better represents a commitment to the basics. This double-edged sword is reminiscent of how, after missiles were introduced, pilots lost their ability to dogfight and found themselves at a disadvantage when aircraft stopped carrying an integral auto-cannon.

  • By 1968, aircraft loses were mounting, and the United States Navy Strike Fighter Tactics Instructor programme was established to produce pilots that could operate with all aspects of their aircraft, including dogfighting. The programme, better known as TOPGUN, yielded dramatic results; the kill-to-loss ratio improved drastically on subsequent sorties. As a bit of trivia, it turns out that TOPGUN students are fined five dollars every time they reference the Top Gun film: the actual TOP GUN programme is about leadership and professionalism, and the film is fiction, so making light of the programme can be seen as an insult of sorts.

  • When I picked up the season pass back in December 2019, I immediately set about flying the Falken, using it in the first of the DLC missions. The Falken is my favourite of the superplanes: with excellent all-around statistics, its The Unsung War incarnation had a tactical laser so powerful even a momentary, glancing hit against a foe would destroy them. Here in Skies Unknown, the tactical laser on the Falken has been dialed back compared to its original appearance for balance reasons. However, the Falken’s laser is still more powerful than the lasers that the other aircraft could equip.

  • Bringing the Falken to defend the 444th Air Base was plainly overkill: when I originally played this mission, I believe I was flying a MiG-21 outfitted with the gun pods. At the time, I’d just started Skies Unknown and didn’t have access to parts for bolstering my aircraft’s performance, so I reasoned that having additional gun pods would help me keep up with the enemy bombers. The mission had, admittedly, given quite a bit of trouble, although in the end, I was able to pull things off. Returning with the Falken made the mission trivially easy: with the parts for extending the tactical laser’s hitbox and duration, I was able to destroy bomber groups before they could even see the base.

  • While it’s easy to attribute the mission’s reduced difficulty to the fact that the Falken is considerably more powerful than the MiG-21, the fact is that I’ve also got more experience in using the aircraft of Ace Combat by this point in time. This is where the choice of page quote comes from: what one can achieve ultimately boils down to their skill and experience. This definitely holds true in reality, and my example about the MacBook Pro is one I have personal experience with: when I entered my first year as a university student, some of my old high school classmates were quite smug about how they were running the best MacBook Pro of the time in their courses, letting them take notes faster and use social media more efficiently than their peers who didn’t have the latest and greatest tech.

  • I stuck to my old-fashioned approach of taking notes by hand, and by my fourth year, during a research symposium, I borrowed one of my lab’s MacBook Pros to do a demo. Said classmates had seen my presentation and had been gobsmacked that it was possible to create and run a full renal system visualisation on the same machines they’d been running. I remarked that this was made possible by the fact that the game engine running my model had been built by exceptionally skilled people, and that with an active imagination and creativity, one will find their machines can always pleasantly surprise them. Since four years had passed, my classmates had matured, and were amazed that technology could accomplish impressive things.

  • While I take considerable pride in achieving my goals with whatever tools are available to me, I won’t say no to a hardware upgrade, either: being able to do my job more effectively is something I always welcome, and I will note that good hardware is the difference between night and day. I primarily do my work on a company 2019 model MacBook Pro nowadays, but for my own side projects, I work off a 2017 iMac. The aging hardware is quite noticeable now: Xcode is considerably slower to compile apps and run the iOS simulator. However, because these side projects are for my own edification more than anything, I don’t see a particular need to upgrade my iMac just yet.

  • The last of the superplanes that came with the season pass is the ADF-11F Raven, an evolution of the ADF series. Originally an unmanned aircraft, the DLC gives players a manned version they can pilot, and despite its bulky airframe, it shares similar handling traits to the Falken. For my test-run of this aircraft, I decided to fly the mission to defend Stonehenge and decided to equip the tactical laser. Having said this, the Raven’s best weapon is the UCAV, autonomous drones armed with pulse lasers that function similarly to DRAGOONS, Bits and Funnels.

  • To ensure things are balanced, the Raven can only send out two UCAV’s at once. Were one able to send out eight UCAVs at the same time, the Raven would become as overpowered as a Gundam, and there’d be no challenge at all to the game. Similarly, were Ace Combat to allow the same approach as Project Wingman, in allowing players to carry additional special weapons into the skies, the balance would be gone. While Project Wingman‘s approach increases combat versatility dramatically and make the ordinary aircraft capable of adapting to different scenarios, the end result of this is that the game’s ultimate aircraft, the PW Mk.I, becomes obscenely powerful.

  • I am looking to write about my experiences with Project Wingman‘s best aircraft in a separate post, since it completely alters the way one plays the game. Having said this, it would be interesting to see if the upcoming Ace Combat title will expand aircraft customisation options and potentially allow players to carry a second special weapon type at the expense of bringing performance-improving parts. In such a scenario, there could be a set of special weapons all aircraft could equip (such as the Mark 81 or Mark 82 unguided bombs, 70 mm rocket pods and missile variants, such as high-velocity missiles that sacrifice explosive payload, or high-impact missiles that sacrifice speed). One could then select these additional weapons in place of upgrade parts to increase their firepower.

  • I do not imagine that the next Ace Combat title will allow this, since Ace Combat games have traditionally emphasised the idea that certain planes are more suited for some roles than others, and this encouraged players to mix up their planes in a mission to achieve the goals more effectively. For me, the Stonehenge defensive mission with the Raven proved quite manageable: on my original run, I flew an F/A-18C and found success by prioritising targets on the ground. Having now returned to Skies Unknown and replaying some missions, I am reminded of how much fun I had when going through this game three years ago.

  • I am therefore curious to see what the next Ace Combat title entails; at present, there is no information on what story this game will tell, but excitement is high because of Unreal Engine 5, which has proven exceptional in tech demos. In the meantime, having found newfound engagement with Ace Combat 7, I will be looking to pick up the Top Gun DLC when there’s a sale: I thoroughly enjoyed Top Gun: Maverick, and the opportunity to fly the Darkstar hypersonic aircraft, Pete Mitchell’s custom F/A18E and equip the Rooster and Hangman emblems would be quite entertaining. This might perhaps incentivise me to revisit the entire Skies Unknown campaign again. Until then, all eyes are on the Modern Warfare II campaign. While the game is going to cost 90 CAD, the trailers for it have been very promising, and if the play-throughs I see of it instill sufficient excitement, I anticipate picking up Modern Warfare II shortly after launch and making my way through the campaign early November.

In practise, being the earliest of the ADFX prototypes, the Morgan is the weaker of the superplanes. Its tactical laser has a six-second recharge, but on the flipside, it is able to carry the obscenely powerful multi-purpose burst missile, which I’d previously used to destroy the Alicorn’s weapons and structures in the DLC missions. The Raven’s special weapons and performance make it an immensely powerful dogfighter, and its drones are able to make short work of the targets its assigned to. Moreover, it was one of the few planes that had the pulse lasers as its gun. In situations where there isn’t much cloud cover, the Raven can decimate aircraft without expending its missiles. On the other hand, the Falken is probably the most versatile of the superplanes; it has the most effective tactical laser of any aircraft (signified by the fact that the beam is blue, rather than pink), and it is capable of carrying the fuel-air bomb, whose large blast radius makes it suited for missions with an anti-ground focus. Finally, the Strike Wyvern, Skies Unknown‘s upgraded version of the Wyvern, lives up to its role as a plane for aces: beyond a weaker anti-ground rating, it shares similar performance statistics as the Falken, and its most powerful weapon, the electromagnetic launcher, demands utmost precision because it fires projectiles at hypersonic velocities. Unlike the tactical laser, which can be directed to focus on a target after it’s begun firing, the electromagnetic launcher only fires individual rounds, so one must be certain of their aim before pulling the trigger. In the hands of a capable pilot, any one of these superplanes will deal a significant amount of damage: each represents a novel way of experience Skies Unknown to the point where it is a worthwhile exercise to revisit the campaign with these new aircraft and see how far one has come, both in terms of their skill and the tools available to them, once they’ve completed the campaign. Of course, having finally returned to Skies Unknown after two years, and with the recent release of the Top Gun: Maverick accompaniment DLC, I am now intrigued to fly the Darkstar, a superplane that is capable reaching a top speed twice that of the Raven, along with Pete Mitchell’s custom F/A-18 and the fifth-generation fighters seen in this film. Top Gun: Maverick was a superbly gripping film that, in my eyes, surpasses even the original to deliver an unparalleled movie-going experience, and in doing so, revitalised my enjoyment of the Ace Combat and Project Wingman games.

Ace Combat 7: Skies Unknown- Hunt For the Winged Unicorn, Reflections On The Past Ten Years, and Looking Toward The New Decade

“If you are working on something that you really care about, you don’t have to be pushed. The vision pulls you.” –Steve Jobs

Shortly after Operation Magic Spear saw Strider Squadron neutralise Erusean missile silos, they are assigned to investigate the reappearance of the Alicorn, a nuclear submarine that was born from Yuktobania’s project to extend the Scinfaxi and Hrimfaxi submarines, which would combine the abilities of a submarine with that of an aircraft carrier. The hull was completed some time later, and Erusea purchased the submarine, placing Captain Matias Torres in command. However, the submarine went missing for two years, and so, when it reappeared at Artiglio Port to reinforce the Erusean military, which had already lost an Arsenal Bird, Strider Squadron was sent to investigate, with the intent of capturing the submarine for political reasons, per Howard Clemens’s orders. After arriving in the airspace over Artiglio Port, Strider Squadron engage numerous aircraft, including two unknown aircraft, and eventually, Trigger is tasked with shooting down a Rafale M carrying a nuclear-tipped cruise missile that took off from the Alicorn under Torres’ orders. The ground forces are unsuccessful in securing the Alicorn, which leaves port and sets off for Anchorhead Bay. Clemens sends Strider here to damage the fleet stationed here ahead of the Alicorn’s arrival. During the course of the fighting, Erusean naval officers are killed in the combat, and Torres begins shelling the port to test the Alicorn’s main cannon, and Trigger manages to defeat the unknown pilots from Mimic Squadron. It turns out they had been hired by Clemens to eliminate Trigger; Clemens is arrested for treason, and Trigger is deemed as being worthy of contributing to the war effort. In the chaos, the Alicorn leaves Anchorhead Bay with two nuclear shells for its main railgun – Torres reveals his plan is to strike Oured and inflict a million casualties to end the Lighthouse War, which he predicted to cost upwards of ten million lives. After locating the Alicorn in shallow ocean waters, Strider Squadron forces the submarine to surface and begin attacking it. The Alicorn counterattacks with its sophisticated arsenal, but is severely damaged. Torres feigns surrender, but uses the time to prepare the railgun. Trigger manages to strike the railgun and knocks the first projectile off course, then lines up for an attack run that destroys the weapon. The Alicorn is split in two and sinks to the seafloor, while Strider Squadron returns to rest up for their assault on Cape Rainy. It is determined that Trigger’s presence allows missions to be swiftly completed with reduced allied casualties, and he is recommended to continue flying, becoming an integral pilot in bringing an end to the Lighthouse War and providing additional missions that show how Trigger came to be so widely respected by squadron mates and the Osean military alike.

The Ace Combat 7 extra missions were released between September and November of 2019, and I had been quite mindful of what picking up the additional content to Ace Combat 7 would entail – on one hand, three new missions and three new aircraft did not exactly justify the price of the season pass, but on the flipside, Ace Combat 7 was the first title on PC to provide a true experience that had, until now, only been available on the PlayStation consoles. With the Steam Winter sale providing a modest discount, and the fact that I can use the additional missions to earn in-game currency to unlock the remainder of the aircraft and parts, the decision to pick up Ace Combat 7‘s season pass became easy enough. I immediately jumped into the first mission with the ADF-01 Falken, an experimental fighter that made its first playable appearance in Ace Combat 5: The Unsung War, and made my way into a set of additional missions that provided an immensely satisfying supplementary experience for Ace Combat 7. While the mission structures are similar enough to the missions of Ace Combat 7‘s main game, there are enough nuances in these extra missions to keep gameplay refreshing. The first mission, Unexpected Visitor, gives players a chance to experience the ESM, which dramatically increases one’s performance and effectiveness, as well as subjecting players to ECM and forcing them to fly more strategically. Mimic Squadron provides an additional layer of excitement to both Unexpected Visitor and Anchorhead Raid: the latter is a bog-standard annihilation mission, but once they arrive, players have a chance to dogfight two psychotic and unusal pilots whose aircraft can create fake targeting boxes that dramatically changes the way players must fight them. The final of the missions, Ten Million Relief Plan (referring to Torres’ scheme of using nuclear-tipped shells to shock the world into ending the Lighthouse War and save ten million lives) features a thrilling hunt for the Alicorn that switches over to an action-packed showdown with Torres that ultimately felt like the mission to destroy the SOLG in Ace Combat 5; both the SOLG mission and Ten Million Relief Plan involve disabling a super-weapon before it can inflict damage on Oured, Osea’s capital. In my case, I was armed with the Morgan and its Multi-Purpose Burst Missile, which allowed me to make short work of the Alicorn’s systems and railgun. This brought my journey with the additional missions to a close, and the value in picking up the season pass became clear: besides offering additional insight into Strangereal that enhances the lore of this detailed world, it also means that I was able to fly the Falken on PC for the first time, before the decade was out.

Screenshots and Commentary

  • It only felt appropriate to start the party by flying a Falken armed with its signature tactical laser system into combat, and then further kick the post off with me using the Falken’s tactical laser. The first stage of Unexpected Visitor is an annihilation mission, with the object being to score a certain number of points in the time limit. Engaging a variety of air and ground targets will secure the required score, but care must be taken not to hit the Alicron, which is docked below.

  • The Falken is a shade above the F-22 and Su-57 in performance, so dog-fighting with it was not a problem. The ADF series of aircraft come with 150 missiles by default, which is plenty for most operations, and so, with this legendary plane in my arsenal, wiping floor with the squadrons positioned over Artiglio Port became a trivial exercise. The Falken also has one additional feature worthy of note: its cockpit is highly advanced and completely enclosed, and switching over to first-person mode will allow one to see the COFFIN (Connection For Flight Interface) system in a modern game engine.

  • For me, the Falken was most noteworthy as being many pilots’ aircraft of choice for squaring off against the SOLG in Ace Combat 5. Seeing footage of players piloting this aircraft through the foggy skies of Sudentor and then take off from Oured itself to confront the SOLG was something I’d always wished to do on a modern system, and with the Falken in Ace Combat 7, while it may not be possible to fly over Sudentor or November City again, it is now possible to see how an Ace Combat icon handles.

  • Mimic Squadron appears partway through the mission; they pilot the unique Su-47 Berkut, a Russian fighter with a distinct forward swept-wing design that gave it incredible mobility at the expense of stability. Mimic’s “Rage” and “Scream” have custom Su-47s equipped with a ECM system that allow them to project false HUD images and conceal missile lock-ons, making them deadly enemies. In my case, I had the presence of mind turn the Falken’s tactical laser against them as soon as they appeared, sending them packing on short order.

  • Even though the first mission is set on September 4 in-game, the vast blue skies and general atmospherics of the mission give it a New Year’s Eve feel: by winter in my area, the low winter sun creates a warm golden glow for the hours that the sun is up, and the skies become a periwinkle blue. When Ace Combat 7 was first announced, I wondered if there would be a December 31 mission: Ace Combat 5‘s final mission saw Razgriz Squadron take to the skies at dawn on the 31st to stop the SOLG, and one of my friends remarked that the choice of date was deliberate, to symbolise the ending of the old grudges of warfare in time for a new year to arrive.

  • Ace Combat 7 is at its best when players get to fly under brilliant blue skies: this is what made the Unexpected Visitor mission particularly fun, and in general, Ace Combat 7‘s missions featuring sunny weather with blue skies perfectly capture the feeling that Avril expresses as being what makes it worthwhile to be a pilot. While Ace Combat 7 lacks this ability in its free flight mode, it would be nice if future installments of Ace Combat allowed players to be able to fly in the campaign maps under different weather conditions.

  • I’ve heard that the tactical laser of Ace Combat 7 is far weaker than those seen in its predecessors because the game needed multiplayer balance: in the old games, merely grazing an enemy plane with the laser would destroy it instantly, but in Ace Combat 7, it takes at least a few seconds of sustained fire on a target to destroy it entirely. I typically equip my planes with the parts that boosts the laser’s firepower, range and effective radius to improve its performance: for my part, the tactical laser is more of a skill weapon, since it requires more precise flying to keep the beam focused on one’s target.

  • One of my favourite aspects about Long Caster’s role is how often he mentions food: on the topic of food, yesterday evening, I had the equivalent of one-and-a-half dinners. After a crab-topped salmon bake on a bed of zucchini, I stepped out into a blustery evening to meet up with a friend who was in town. We met at a local Denny’s and I decided to get their loaded nacho tots. Despite being marked as an appetizer, these tater tots are covered with a delicious combination of Cheddar, Pepper Jack queso, seasoned nacho meat, bacon, jalapeños and sour cream and thus, were quite substantial; I enjoyed them while we swapped conversation about movies and did some catching up: I think the last time my friend was in town, it was February. After sharing stories, we decided to call it an evening, as all of the Starbucks around were closed and therefore, we weren’t able to chat further over Exploding Kittens.

  • I got back home before the New Year’s Eve countdown and shared the remainder of the day with family. Then today, I spent most of the morning sleeping in and taking it easy. As noon arrived, I helped whip up homemade Swiss-mushroom burgers topped with caramerlised onions and lettuce, with a side of shoe-string fries, to welcome 2020. One of my goals this year will be to learn how to make a greater variety of vegetable dishes. Back in Ace Combat 7, from Longcaster’s in-game dialogue, he only eats finger foods while on an assignment, saving the fork-and-knife meals to after a mission ends, and appreciates Trigger’s combat efficiency precisely for letting him get to his food faster.

  • The final objective in Unexpected Visitor will be to take out a Rafale M carrying a nuclear warhead for Torres. While the game states that players have ten minutes to shoot it down, the reality is that there will be a lot less time on the clock to complete this assignment. The Rafale’s escorts will make this task more difficult, since they can take hits intended for the lead aircraft, but armed with my tactical laser, I melted through the fleeing aircraft on very short order to bring my first extra mission to a close.

  • For the Anchorhead Raid mission, I ended up going with the Su-57, a top-tier Russian fifth generation fighter that is one of the best real-world aircraft available in the game, alongside the F-22 and YF-23. What set the Su-57 apart from the F-22 is the fact that it can equip pulse lasers, which I’ve found to be the most versatile and effective special weapon in the whole of Ace Combat 7, and moreover, has a starting ammunition count of 650 shots over the F-15C’s 500 shots and the MiG-31B’s 450.

  • In practise, despite having a limited rate of fire, the pulse lasers deal solid damage, being able to shoot down enemy aircraft in as few as three shots out to a range of five kilometres. Pulse lasers are also highly effective against large ground targets like ships, so where anti-ship warfare is expected, I fall back on any plane with pulse lasers. Their only real disadvantage is that clouds will diffuse and stop the shots.

  • With the aim of the raid on Anchorhead being to destroy the Erusean naval forces stationed there, the arrival of Strider squadron strikes terror into the ground controllers – panic is clearly heard in one female ground controller’s voice when she states that the slaughter she’s witnessing is no hallucination, it’s a nightmare. The abject terror that Trigger strikes into the hearts of his enemies is nothing short of astounding, and as players go through the campaign, it becomes clear that even veteran pilots grow concerned when “Three Strikes” is their opponent.

  • While it may not be a snow-covered castle in Belka, the moody, overcast skies of Anchorhead nonetheless captures that classic Ace Combat feeling: for me, overcast winter days scream Ace Combat because of the design choices employed in earlier titles. Overcast, foggy weather was technically unimposing to implement and were a common feature in older games, and while sophisticated game engine technologies now allow for any weather and lighting condition to be captured, the old style will forever remain memorable to me.

  • During the course of the assault on Anchorhead, players will have access to three return lines. On lower difficulties, damage to the player’s aircraft will be repaired, all ammunition is resupplied, and players will also be given the option to switch out their preferred special weapon: there’s a return line by the amassed enemy fleet, so I was able to empty more stores on the ships below and then resupply.

  • The best part about the Ace Combat 7 Alicorn missions are that they each offer something unique to experience, and in conjunction with the cutscenes, a very vivid and rich picture of Strangereal is created, providing insights into the Lighthouse War and complex history surrounding all of the conflicts seen in the Ace Combat universe. Torres’ character was a particularly interesting one: with a long history of violence and aggression, director Kazutoki Kono describes him as probably one of the most vile villians to ever be featured in Ace Combat, being so deluded in his own visions of the world as to completely lack any empathy for others.

  • As players run up against the time limit, the Alicorn begins shelling Anchorhead’s airspace with shots from its primary weapon, a 600mm/128 caliber rail cannon with a maximum range of three thousand kilometers. Using guidance provided by SLUAVs, these projectiles can dynamically alter their trajectories mid-flight, and here, Torres tests their capabilities by firing on Strider Squadron. Like the airburst missiles the Arsenal Bird fires, their expected trajectory is projected onto the minimap so pilots have a fair shot at escaping their blast radius.

  • The explosions here aren’t from New Years’ Eve fireworks – when the Alicorn’s shells arrive, they create a very distinct blast pattern that inflicts massive damage to aircraft caught in the blast radius. Húxiān is hit by the first shell and forced to withdraw. Players may choose to shoot down the SLUAVs, which will cause the shells to self-destruct: it’s not possible to prevent the first shell from hitting Húxiān, and shooting the SLUAV’s don’t affect the mission, so blasting the drones out of the sky is purely optional.

  • In order to simplify the rematch with Mimic Squadron, shooting Rage down first is preferred: if Scream is destroyed first, Rage will ramp up his aggression and fire more missiles in quick succession, making the fight trickier. Conversely, shooting Rage down first makes the fight easier. Equipped with pulse lasers, I therefore focused my fire on Rage and burned him to the ground, leaving a much simpler fight with Scream.

  • Scream proved easy to eliminate: while her Su-47 is equipped with stealth gear, pulse lasers are unaffected and would make short work of her aircraft. She refuses to eject and dies in the ensuing crash. In the aftermath, with the revelation that Clemens had intended to dispose of Trigger, he is arrested and is no longer a factor for the final mission. I intend to return to Anchorhead and do a free-flight: unlike Ace Combat: Assault HorizonAce Combat 7 has a free flight mode. I would’ve loved to explore some of the locations in Assault Horizon, even if some levels were clearly not designed for aircraft. By comparison, every mission in Ace Combat 7 supports free flight, as each level was designed for aircraft, and it will be fun to explore the city below when normally, one’s attention is focused entirely on the skies and ground targets.

  • Looking back on the past decade, I’ve seen some notable triumphs and disappointments that have done much to shape me as a person. From nearly being kicked from my undergraduate program for poor academic standing, an unrequited love that sapped me of my resolve and a brutally trying project to save an iOS app with a backend team that clearly did not want to be there, to finishing grad school with a perfect 4.0, contributing to the Giant Walkthrough Brain project, travelling to various conferences and constantly pushing myself to be a better iOS developer, these past ten years have seen experiences on both ends of the spectrum, with unpleasant ones helping me to learn, and pleasant ones reaffirming that there is a payoff for effort and sincerity.

  • No one can forecast the future with unerring accuracy, but what I do know is that honesty, resilience and hard work is all one needs to get by. In the next ten years, I will continue doing what I’ve done, drawing on my experiences to be more effective and capable. Doing my part means there’s one fewer ruffian dragging society backwards, and even if this is about all I can do for the world, it counts for something.

  • Back in Ace Combat 7‘s final extra mission, I’ve equipped the ADFX-01 Morgan, the precursor to the Falken. The first part of Ten Million Relief Plan is to locate the Alicorn, and the initial search was tricky: I only managed to find the Alicorn using the MAD system with ten seconds remaining, and initially, the task is so tricky that Count wishes the Alicorn’s crew would sing, the same way that Jonsey would locate the Red October in The Hunt for Red October, when Ramius’ crew began singing the Russian national anthem.

  • For this mission, I equipped the Multi-Purpose Burst Missile (MPBM), a highly powerful missile that has a massive blast radius and deals a respectable amount of damage. Once the Alicorn surfaced, I fired my first shot, which connected and knocked out several of the CIWS guns on its deck immediately with an incredible explosion. I’ve heard that the weapon is far less effective in anti-air combat than it is against ground targets, but playing around with it against the Alicorn, I found it to be quite useful. In order to gain a better measure of the MPBM’s performance against other special weapons, I will have to try out the Morgen in the base game’s campaign missions.

  • Once players have done a number on the Alicorn’s weapons and super-structure, Torres will feign surrender to buy himself time to deploy the railgun. Firing on the Alicorn during this time will result in a mission failure, but moments later, a large number of barrier UAVs are sent into the skies, forming a protective shield around the Alicorn. Players must make haste to fire on the Alicorn: any damage will disrupt the railgun’s firing sequence and cause its first nuclear-tipped shell to miss its mark: I found that it was easier to fly around the drones and then fire on the Alicorn: these shields are capable of absorbing even the MPBM’s explosions.

  • While Ace Combat 7 may not have a SOLG mission, fighting the Alicorn actually does have the same atmosphere as the final mission of Ace Combat 5, minus Nagase shouting encouragement in the player’s ear every few moments. The 600mm/128 calibre railgun is the Alicorn’s most powerful weapon, but against players, the Alicorn has a pair of powerful 200mm electromagnetic launchers that can blast the player out of the sky. I’m actually flying in the path of one shot here, and after I unload my MPBM, my next priority is to turn around and get out of the shot’s trajectory immediately.

  • There are no revolving panels to shoot at on the Alicorn: a carefully placed shot to the railgun’s core will put it out of commission. Players are operating under a strict timeline here, and since the railgun will be fully charged within two minutes, it is imperative to aim well and hit the core, otherwise, Torres will still be able to get a shot off and cause a considerable amount of damage in Oured. On my run, a well-placed MPBM created a massive explosion here that marks the end of the mission. Once the Alicorn’s railgun is disabled, the mission draws to a close.

  • A strange light emanates from the Alicorn after its railgun is put out of action, and an insane Torres declares that Trigger is lacking in vision to have stopped his plans. The Alicorn explodes shortly after, sending Torres to the bottom of the ocean and putting an end to his machinations once and for all. With this mission done, Trigger is given some down time, before being deployed to Cape Rainy for the night raid on an Erusean base.

  • Before I wrap up this post, I remark that the page quote is one that’s well-chosen for the new year: I’ve always been about putting forth the best effort possible into what I do, and the late Steve Job’s remarks were that, if one is doing something they genuinely believe in, they will be putting forth their best every time because it’s something meaningful and important to them. Of course, this “something” has to be beneficial in some way to society; there are certain things, like social media activism and outrage culture, that don’t qualify simply because they offer the world no tangible value and require no effort. This is ultimately what drives progress: people who work hard because they want to are more motivated to hone their craft and make a difference, leaving a more tangible, positive impact on the world.

  • With Ten Million Relief Plan in the books, I’m done all of the available extra missions in Ace Combat 7. While it would be phenomenal to return to Sudentor for another tunnel flight on a cold winter’s night and then square off against the SOLG on New Year’s Eve, I also appreciate that the missions we got could be all that there is, with Bandai-Namco working towards a new Ace Combat title for the future. My first post of 2020 is now in the books, and I will be kicking off the new year’s anime post with a talk on Koisuru Asteriod, before wrapping up each of Kandagawa Jet GirlsRifle is Beautiful and as time allows, a talk on Azur Lane.

I’ve been wanting to fly the Falken for more than a decade – ever since reading about Ace Combat 5 from a strategy guide sourced from my local library, and then watching the footage of the SOLG mission during the second year of my undergraduate degree when I was supposed to be studying for data structures and organic chemistry, the Gründer line of planes and the super-weapons of Strangereal always held a charm for me. Ace Combat 7 represented a chance to experience the games that I’d only seen, and with the season pass, I can check off something I’d longed to do for some time. Of course, the past ten years has been so much more than just about doing the sorts of things I’d wanted to experience when I had been younger: it’s been a time of discovery and learning, of triumph, failure and everything in between. From earning a Master’s Degree to learning how to develop iOS apps, from attending conferences abroad to discovering hidden trails of the mountains, the past ten years have been a learning experience, as well: my best moments create cherished memories, and my worst moments become chalked up as learning experiences that help me become a better person. We have now entered the second decade of the second millennium with 2020 – this represents the start of a brand-new chapter in life, and looking ahead, I am rather excited to see where things are headed. Before looking too far into the future, however, it’s worth taking things one step at a time, and so, for 2020, my resolutions for the new year are thus: I aim to look after myself properly in both a professional and personal capacity. For my professional growth, I aim to learn JavaScript and Node.JS to further my ability as an iOS developer, so that I can keep up with back-end developers, and I also will strive to develop my leadership and management skills, on top of learning and applying more intricate aspects of the Swift programming language. From a personal standpoint, I aim to maintain a respectable level of health, fitness and wellness. I also resolve to learn to cook more efficiently: although I may be a passable cook, I’d love to learn some family recipes and wash vegetables faster. For this blog, I simply resolve to maintain and promote positivity in everything I present to, and in interactions with, readers. For having provided this much support and encouragement, providing content that is instructive, fun and positive is the least I could do for everyone – with this being said, HI look forwards to seeing what lies ahead in the next decade, working together to weather out difficult times and sharing good times with both those important people around me, as well as for everyone who’s followed this blog:

Happy New Year 2020!

  • I realise that this year, I’ve not posted a customary calendar or my usual set of resolutions in the traditional format. The reasoning behind this was we are beginning a new decade, and I wished to do something a little different. A quick glance back at least years shows that I did keep with my resolutions, and because I believe in incremental progress, I’ll kick off the new decade with a manageable set of 2020 resolutions: I’ll keep doing me, more efficiently, better and continue to learn all that is necessary to drive personal and professional growth.

Ace Combat 7: Skies Unknown- Final Review and Reflection at the Endgame

“When I close my eyes, the sky in my dreams…is a deep, dark blue.” ―Avril

With the Osean communications satellites destroyed, the Osean military is unable to organise a response to Erusean actions. Strider squadron is sent out to Anchorhead Bay to cover a defecting Erusean military official. With the IFF system down, Trigger must identify his targets to ensure he does not fire upon friendly forces, and manages to defend the official long enough from attack for him to reach a helicopter, but the Erusean official is accidentally shot down by Osean forces. Later, Strider Squadron heads to Tyler Island to take an airbase close to the space elevator. Here, they destroy occupying Erusean forces, save refugees and manage to protect the Erusean princess, as well as destroy aircraft launched from the mass driver with munitions headed for the Arsenal Bird. With provisions running low, Strider Squadron launches an assault on the Grand Duchy of Shilage to capture a base, and in the process, encounter Sol Squadron. Trigger manages to shoot down Mihaly in a dogfight, and Mihaly’s last wish is for drone production to be halted. Erusean and Osean forces form a coalition to destroy the Arsenal Bird and force the radicals to surrender. After eliminating radical Erusean forces, the Arsenal Bird appears. When saturation fire from ground forces fail to reach the Arsenal Bird, the princess manages to disable the power supply long enough for the Arsenal Bird’s shields to go down. Trigger knocks out its propellers and exposes its microwave powered dome, destroying it to sink the Arsenal Bird. However, two autonomous drones arrive in response to the Arsenal Bird’s destruction. After shooting down allied aircraft, they prepare to use the space elevator to transmit their accumulated data to drone manufacturing facilities around Erusea. Trigger manages to shoot down both drones, but the second drone ejects an ADF-11 unit that heads into the tunnels leading into the space elevator. Trigger and Count pursue the ADF-11 and successfully destroy it to prevent it from uploading its combat data. Both pilots manage to fly through the space elevator’s windbreak, back into open skies. Thus, my journey in Ace Combat 7 comes to an end, and with it, my first-ever experience with a true Ace Combat game on PC.

While Ace Combat games have always been about the arcade experience of taking to open skies and becoming a veritable ace, each of the games (save Assault Horizon) also has a distinct theme. The introduction of UAVs into Ace Combat 7 speak to the current events surrounding the increased presence of technology, automation and artificial intelligence. With UAVs providing Erusea with a powerful air force, Erusean military leaders deemed it prudent to turn their resentment against Osea into a war. While the initial drones are inferior to human pilots in terms of adaptability and creativity, they more than make up for it with superior endurance and mobility, being able to overwhelm human pilots with their numbers and wear them down over time. The lack of a pilot means that drones are expendable, as well. Pilots from both Erusean and Osean air forces continue to express their distaste in drones, feeling that they can never replace human pilots despite their advantages. However, when information from super-ace Mihaly is utilised in powering a new generation of UAVs, both sides, and even Mihaly objects, feeling that improved artificial intelligence and a powerful data set would allow machines to tirelessly fight wars without end, where humans might see the futility of warfare and set aside their differences. The gap between humans and machines, then, is empathy – machine learning algorithms are constantly improving and excelling at their tasks, but they have yet to reproduce the process that make humans distinct. Thus, where a machine might simply fight until its fitness function is satisfied, humans have the capabilities to understand how others might feel and make a decision that machines cannot comprehend. Mihaly recognises this, as do many of the pilots that resent the UAVs for being pale imitation of human pilots. Ace Combat 7 suggests that the most important decisions sometimes do have a human, emotional component to them, and that entrusting warfare to machines may have detrimental consequences that wind up being undesirable for all sides involved.

Themes of the horror and desolation of warfare are also explored in Ace Combat 7 – again, save for Assault Horizon, all of the Ace Combat games give players a glimpse of the effects that conflicts have on civilians. While players might get to fly in the skies, far removed from the destruction on the ground, as players push further into the campaign, it becomes clear that the war between Osea and Erusea is having a toll on both nation’s civilian populations. Erusea is particularly hit hard, and even those in the Erusean military begin to wonder whether or not their war is worth fighting. Anti-war themes are present in Ace Combat games with a degree of irony, suggesting to players that for all of the amusement derived from accomplishing incredible feats in the skies, war nonetheless is more tragedy than glory. This is likely the reason why Japanese games tend to place an emphasis on combat efficiency, scoring players favourably for swiftly completing a mission; the sooner an objective can be accomplished, the lower the odds that unnecessary casualties, both military and civilian, can result. Ace Combat missions are scored based on time, rewarding players for attacking precisely what they need to, and where necessary, do as much damage to an enemy as to limit their ability to wage war elsewhere. This mechanic encourages players to pick their engagements smartly and approach them with creativity, rather than brute force. Instead of destroying an enemy outright, it is preferable to stop them from fighting while other solutions are implemented. In a proper Ace Combat game, the themes of the game are directly baked into the mechanics that create a level of immersion that is unparalleled. With this being said, Bandai-Namco have not sacrificed gameplay in any way with these mechanics – Ace Combat 7 is thrilling, engaging and exciting, providing the first-ever Ace Combat experience on PC that was well worth the price of admissions and then some.

Screenshots and Commentary

  • After the satellite network goes down, the IFF system is taken down with it, and while the aircraft’s sensor suite thankfully still locates enemies, they are now tagged in yellow as unknowns. Players must fly close enough to them to positively identify them before they can start shooting. Flying closely amongst skyscrapers in the dark of night makes for an exceptionally exciting mission: players are taxed as they must simultaneously determine which targets present a threat to the convoy while at once maintaining a reasonable awareness of their surroundings.

  • Ace Combat 7 really kicks into high gear in its final quarter, and every mission is simply a thrill to fly in. At this point in time, I’ve become sufficiently versed with my controls such that losing sight of the convoy was never a concern – as threats materialised, I simply flew over them, melted them and then flew off to find more targets to ID. While the mission was a chaotic one, at no point did I ever feel like something was outside of my control. This was a problem in Assault Horizon, but by Ace Combat 7, it’s clear that all of the best elements from Ace Combat 5 were brought back.

  • I fly by a cable-stayed bridge en route to tagging unknown targets on my HUD here: this bridge looks like it’s modelled after Shanghai’s Nanpu Bridge, with its spiral ramp. Anchorhead Bay is a massive city, and offers one of the most compelling environments to fly in: when I saw the trailers for Ace Combat 7 and combat sequences set here, I knew immediately that I was going to pick up the game without any question.

  • Much as how I featured an image of an explosion’s shock wave in Assault Horizon, I feature one here from a fortuitous screenshot that I captured while flying low over the bridge and blasted the hostile armour on it. The pressure wave is clearly visible here in the dark of night, and I’m flying low enough so that the different lane markers are visible on the spiral ramp below; while this mission entailed some of the lowest altitudes I’ve flown at, the F-15E Strike Eagle was more than up to the task.

  • After the F-15E’s solid performance in the fourteenth mission, I elected to field it again over Anchorhead Bay; in hindsight, a different aircraft with dedicated anti-ground munitions might have been more effective owing to the abundance of surface targets. While there are enemy helicopter gunships and aircraft, most of the sixteenth mission entails strafing ground targets. The F-15E’s large missile capacity and handling means it’s more than up for the job even when equipped with the 6-target missiles, but specialised anti-ground weapons would make it more straightforwards to clear out ground targets.

  • After the Erusean general makes it safely to the helicopter, an unknown group of aircraft arrive. A few tense moments elapse, and Trigger is given the order to shoot them down. Most of the enemies up until now have been ground targets, and my missile stockpile was dwindling, but I did have a large reserve of the 6AAMs remaining, so I made short work of the remaining fighters in the sky to finish off the mission.

  • The seventeenth mission is set over Tyler Island, Osean territory that has been under Erusean attack since the conflict started. There’s a mass driver here (just visible in the image’s leftmost side): these electromagnetic catapults are used to slingshot objects at high velocities, and the Mobile Suit Gundam series is known for employing them as a practical means of launching craft into space. Ace Combat 7 feels, more than any other instalment of Ace Combat, like a Gundam game in the Unreal Engine with aircraft rather than mobile suits.

  • While a fair portion of mission seventeen deals with blasting ground targets, there is wisdom in carrying a good anti-air loadout: the ground targets are relatively easy to deal with, and as Trigger hammers the Erusean ground forces, their bombers make an appearance. Like previous missions, failure will result if the bombers are allowed to reach their targets, and the bombers come from difficult angles, so making good use of special weapons will allow these to be swiftly dealt with before they can deal any damage.

  • A glance at this blog’s archives show that I began writing the posts for Assault Horizon precisely five years ago. During this time, my application to graduate school was accepted, and I accepted an offer to work on The Giant Walkthrough Brain project. I also saw heartbreak of a calibre I’d never quite previously expected, and in hindsight, The Giant Walkthrough Brain ended up being the tonic that saved me from melancholy – this is one of the reasons why the project had such a profound impact on me, and why I continue to mention the project to this day.

  • In fact, news of the heartbreak came on social media precisely five years ago to this day. Five years since, while things’ve not really changed in that department, I’ve found other ways to turn things around. It’s important to never lose sight of what’s important, and during times of difficulty, regrouping and finding ways to move forward is critical in healing the hurts. Focus on The Giant Walkthrough Brain and graduate school was my answer to heartbreak; I think that after five years and troubling readers with numerous recollections of this later, I’m all the stronger for it.

  • I’m sure readers don’t come hear to read stories on how I accepted my rejection and moved on, so I’ll promptly return the discussion to Ace Combat 7, where I blasted remaining air targets with my missiles after clearing the bombers out. The moody skies of Tyler Island reflect on the general atmosphere surrounding allied forces: despite lacking communications with the military leaders, Strider Squadron and their allies continue to do what they feel is necessary to end this conflict.

  • The mission checkpoint is reached when players are tasked with rescuing Princess Cosette and Avril from hostile Erusean forces. There’s not much time to do this, and players must hasten to reach the two before the timer runs to zero. I quickly restarted from the checkpoint here to reset my damage and restock on munitions: this act is a rather low-handed but effective way to quickly resupply and repair without affecting one’s time spent (and corresponding score).

  • Yellow smoke marks the targets, and once the threats surrounding Avril and Cosette are neutralised, players have one final objective remaining – take out the supply ships carrying parts and munitions for the Arsenal Birds. Launched from the mass driver, players have a  maximum of ten minutes to pursue the ships and shoot them down.

  • In my case, the 6AAMs were more than sufficient in dealing with the supply ships: they turn out to be carrying Helios missiles, and will detonate in a brilliant flash of blue light once destroyed. The challenge in mission seventeen ended up being the bombers that appear mid-mission; they are quite difficult to pin down in the clouds, and so, while I was carrying anti-ground munitions on my first attempts, necessity dictated that I carry good anti-air weapons. I ultimately choose my special weapons based on what the tougher enemies of a mission are, and only use them for these segments.

  • The eighteenth mission is set in a small country adjacent to Erusea: Shilage was once an Erusean state and declared independence. Strider Squadron undertakes this mission with the aim of acquiring provisions, and launch an airstrike against Shilage Castle, a known site where supplies were stockpiled. This mission has some of the most beautiful skies of any level in Ace Combat 7, being set in the early hours of a quiet, misty morning.

  • With all unknowns presumed hostile, the need to identify targets before firing is no longer a part of the mission, and so, players are able to freely fire on all marked targets. For this mission, I chose the F-15C for its superior performance in air-to-air combat; I’d come into the mission knowing that I’d be squaring off against Sol Squadron and Mihaly again, so having a good plane for dogfighting would be critical. The pulse lasers that had worked so well earlier came to mind: unlike missiles, they cannot be dodged, and I knew that Mihaly in particular was every bit as agile as Assault Horizon‘s Markov.

  • The early part of the mission is melancholy – blasting hapless ground targets on a quiet morning did not offer too much in the way of excitement, and I turned the F-15C’s payload against ground targets. By this point in Ace Combat 7, I’ve become accustomed to rapidly switching between targets quickly: missiles will continue tracking the last target with a lock, and most ground targets only require one missile to destroy. With this being said, I’ve heard that tanks can shoot down players if they’re careless.

  • Shilage Castle is based off Slovakia’s Spiš Castle, a UNESCO world Heritage site that was built in the twelfth century as the political and economic center of Szepes Country. The castle was destroyed by fire in 1780, and while the cause is unknown, the castle underwent reconstruction towards the latter half of the twentieth century. It stands to reason that Shilage is probably a blend of Slovakian and Hungarian cultures.

  • With the pulse lasers, Sol Squadron becomes a pushover in air combat. However, when Mihaly arrives, he arrives in style with the X-02S Strike Wyvern, the most powerful aircraft in the game. Armed with an electromagnetic launcher of his own, the Strike Wyvern is a straight upgrade of the Wyvern, featuring improved electronics and flight control surfaces that allow Mihaly to dodge almost anything players can throw at him. The EML will devastate players, and I sustained one hit that brought me to the brink of death.

  • With my pulse lasers nearly exhausted, I managed to get behind Mihaly and downed him with missiles. This fight between two aces epitomises what dogfights in Ace Combat are about – just a player and their wits. Assault Horizon‘s handling of the fight between Bishop and Markov proved to be a chore to complete, and when I completed Assault Horizon, I wondered if I would ever go back on a summer’s evening to fly over Washington, D.C. again. The answer was that, with how ardous the fight with Markov was, I ended up never returning.

  • After Mihaly is shot down, he requests that Trigger, a worthy pilot, put an end to drone production. I never got the impression that Mihaly was an antagonist per se: a legendary pilot fighting for Erusea, Mihaly is not a warmonger or seeking revenge, and flies only for his own sake. His loss here, coupled with the toll of combat on his body, means that he will retire from active service. Beating Mihaly was exhilarating, and I flew off into the sunrise once the mission was completed.

  • We’ve come to it at last: a coalition of Erusean moderates and Oseans cooperate at the space elevator to destroy radical forces and lure the Arsenal Bird out with the aim of destroying it. Fighting over brilliant blue skies, the first part of mission nineteen is an annihilation assignment – players simply need to shoot down as much stuff as they can within the allocated time limit. I ended up returning to the F-15E Strike Eagle; with its larger missile capacity and handling characteristics, it would be well-suited for taking on the large numbers of enemy aircraft and UAVs.

  • Of late, things have been remarkably busy, both at work and outside of work. Yesterday, I took the morning to help judge at the Calgary Youth Science Fair (CYSF): unlike last year, where I was assigned projects from the physical sciences and therefore did not have as strong of a background, I was given biological science related projects this time around, meaning I could engage with the participants to a greater extent. The projects I saw were of a satisfactory standard, save one group that started mere weeks ago; it’s always a thrill to see what young minds are up to these days.

  • Earlier today, after hitting the gym, I attended a volunteer orientation for Otafest. Having been an attendee once, after going to Japan a few years back, it suddenly felt a little hollow to merely be attending, so this time around, I applied to be a volunteer. The convention will be in May on the Victoria Day long weekend, and there’s a bit of time between then and now. My main interest in returning as a volunteer was that I wanted to see things from the other side of the fence: much as how I participated in the CYSF when I was in middle school and then got to judge it, I wished to see the efforts that go into making the local anime convention possible.

  • For the first time ever on PC, I fire the Tactical Laser System (TLS) on the F-15E. Firing a single continuous beam, the TLS was first introduced with the ADFX 01 and 02, then integrated into the Falken. The TLS hits its target instantaneously and deals massive damage, making it the ultimate special weapon that aircraft can carry. At least, this was the TLS in older Ace Combat titles: by Ace Combat 7, a simpler system was developed and could be mounted on conventional aircraft. This TLS feels weaker than the version found on the Falken, but seeing as I would be fighting the Arsenal Bird, which has its own laser weapons, I’d figured that it’d be prudent to bring my own laser to the fight.

  • In the end, I had no trouble shooting down enough aircraft to meet the mission requirements, and evaded the Helios missiles that the Arsenal Bird had hammered the area with. With the skies largely clear, the moment had come at last to utilise the TLS against the Arsenal Bird: despite being weaker than previous iterations, I ultimately found that the TLS proved adequate even without the improved power upgrade part. I entered the mission with the beam expander that increased the hit area.

  • Against the Arsenal Bird, the coalition forces initially cannot do anything to it: the microwave-powered dome provides the airborne carrier with an impenetrable energy shield, and after surface and air forces hammer the Arsenal Bird, the shield absorbs all damage. There’s little point in continuing the assault on the Arsenal Bird at this point, and focus should go towards whittling down the number of MQ-101s in the air.

  • While Trigger and the other pilots fight to stay alive long enough to work out a plan, Cosette and Avril work from elsewhere to disrupt the power supply, which one of Sol Squadron’s pilots explains, is powered from a transmitter in the space elevator. I particularly enjoyed the voice acting here: while Cosette and Avril aren’t seen on screen, their actions are audibly heard. By this point, the MQ-101s are trivial to fight, and once the shields drop, the coalition forces will turn their attention towards keeping the UAVs off Trigger’s back.

  • The time has come to put the F-15E’s tactical laser to use for real: Trigger must destroy the sub-propellers and the main propellers to slow the Arsenal Bird down. The sustained damage from the tactical laser makes this much easier: the propellers can sustain quite a bit of damage, and the Arsenal Bird has an impressive array of weaponry against players. Besides its missile barrage, the Arsenal Bird has a tactical laser of its own, and pulse laser CIWS that can bring down Trigger on short order. Concentrating on the propellers and then breaking off for another run will make more sense than pushing aggressively forward.

  • The Arsenal Bird’s propellers will self-repair, and Trigger is given new targets to hit: after destroying the docking clamps, the final step is to hit the Arsenal Bird’s power supply. Here, I engage the Arsenal Bird’s docking clamps with my laser, while it attempts to fire its laser on me. Moments like these are unscripted and fun: with the freedom to tackle the problem that is the Arsenal Bird however I pleased, I felt like I was shaping my own fate, in contrast with Assault Horizon, which had me on rails during the final fight and therefore, did not give me the same feeling that I’d improved as a pilot through the game’s progression.

  • Hitting the small microwave-powered dome took more skill than any objective previously, but I eventually got a lucky shot off with the tactical laser and brought down the Arsenal Bird. Ace Combat 7 is all about the thrills, and each subsequent mission towards the end made players feel the rush of achievement from pulling off increasingly wacky stunts. In my mind, the story in Ace Combat 7 is average in concept, but superb in execution: in conjunction with exceptional gameplay and visuals, Ace Combat 7 simply works.

  • On a quiet Friday evening two weeks ago, I finally reached the final mission of Ace Combat 7: the sun was setting, and I decided that, since Battlefield V had no active assignments, I might as well finish Ace Combat 7. I had enough of the in-game currency to buy the F-22A, the most advanced aircraft available on the American Tree. Players can also pick up the YF-23 as an alternate American aircraft, or the Su-57 on the Russian tree. Having invested all of my currency into the American tree, I ended up going with the F-22A, and in the knowledge that I was going up against the most advanced drones Ace Combat 7 would throw at me, I figured the time had come to into the cockpit of an F-22A.

  • With the best firepower, defense, acceleration and manoeuvrability of any of the aircraft I’d flown previously, the F-22A is a veritable monster of the skies. I flew the basic version armed with the Quick Maneuver Air-to-Air Missile, but didn’t fire a single one during the final mission’s first phase: while the ADF-11 UAVs are manoeuvrable and can dodge missiles with ease, the F-22A was able to keep up with them. I had no difficulty getting behind them and getting a few good hits off. The ADF-11s are equipped with tactical lasers of their own, as well as smaller drones, but despite being formidable foes, I downed both.

  • As the skies darken, one of the ADF-11s shot down detaches its cockpit unit and flies into a tunnel beneath the space elevator, intent on transmitting its combat data. No options are left to the player, who must fly into the tunnel in pursuit. When I was in middle school, the public library had a strategy guide for Ace Combat 5: The Unsung War, and reading through it, I became interested in playing the series: during my time as an undergraduate student some years later, I found the soundtrack on YouTube and subsequently watched some playthroughs when I admittedly should have been studying for organic chemistry and data structures.

  • While a few interesting air combat games surfaced for iOS, none of them had the same magic as Ace Combat, and so, when Assault Horizon was released to PC, I picked it up, feeling that it would be the closest I would get to flying in Strangereal. Ace Combat Infinity was a PS4-only title, and so, when Ace Combat 7 was announced in 2015, my interest was piqued. Four years later, I was able experience this, and my verdict is that it was well worth the wait: the finished product is engaging, polished and fun.

  • No Ace Combat game can truly be considered one without a tunnel flight: Unsung War had players fly through a tunnel to destroy a computer core for SOLG, and the final mission then involved destroying the SOLG itself on New Year’s Eve. Unsung War was filled with symbolism, and a final mission on December 31 was meant to symbolise the wrapping up of loose ends, and preparing for the future. Dates don’t seem to figure quite so heavily in Ace Combat 7: the final mission is set on November 1, 2019.

  • The first part of the tunnel flight isn’t actually too demanding, and using yaw alone, with some pitch, is enough to safely navigate the tunnel leading into the space elevator’s core. The UAV will use its electronics to close the gates leading into the core, and players must quickly decide on which gate is the right one to fly through. Count will follow Trigger into the tunnel, and appears to sustain damage from the UAV despite Trigger being in pursuit of the UAV.

  • With the QAAMs, destroying the ADF-11 becomes too easy: I simply waited for it to fly to just left of the central column here and then wasted it in under five seconds, then blasted the terminals lining the core. The tight confines is supposed to make for a thrilling battle, but the QAAMs are a little too effective and ended what would’ve been an otherwise harrowing dogfight. Destroying the wall-mounted targets brought to mind how Poe Dameron’s flying inside Starkiller Base’s Thermal Oscillator.

  • I don’t mind admitting that it took me a few tries to fly into the space elevator’s windbreak – even with an aircraft as capable as the F-22A, I crashed more than a few times trying to break out of the circling pattern in an attempt to get into the windbreak. However, I managed it in the end, and dodging a few elevator pods, I flew to the top of the tunnel, bringing the mission and game to an end.

  • I am so thoroughly impressed with Ace Combat 7 that I have absolutely no regrets about buying the game at full price: while games will hold their value if I can get a dollar CAD per hour, Ace Combat 7 was so well done that I feel I got more than my money’s worth even at full price. I deeply enjoyed the game – like DOOM and what the Halo: Master Chief Collection will be, classic gameplay with a fresh coat of paint is exactly what is welcomed in gaming of this day and age. While new titles have a great deal of features, sometimes, returning to the roots and freshening everything up can produce unparalleled experiences. With Ace Combat 7‘s campaign in the books, I am turning my attention to Valkyria Chronicles 4 next, and once I have more information on The Master Chief Collection, I can make a decision on whether or not I’ll be buying anything else for the next little while.

Representing a triumphant return of Ace Combat to consoles, and the first time a true Ace Combat title has been available for PC, Ace Combat 7: Skies Unknown is a solid title that brings back the gameplay that made the original titles so captivating, while at once, modernising the game with current-generation visuals and sound. Ace Combat 7 looks and feels great, capitalising on modern game engines to add additional depth to the flight system. The use of clouds and icing as cover, that doubles as an obstruction, is innovative and clever, adding new ways to approach missions. Flying itself is very smooth and precise: even though I was running with a keyboard-only setup, I had no trouble completing even the trickiest of manoeuvres. Enemies were well-designed, requiring skill rather than uncommon patience, to best. A solid upgrade system pushes players to consider their upgrades and purchases, while simultaneously encouraging replay for folks who wish to unlock everything. The soundtrack, while perhaps not as inspired as Ace Combat 5‘s, is nonetheless an experience that captures the different moods of the missions, and the sound engineering is solid; aircraft feel powerful to fly. The English voice acting is also on-point: earlier titles had corny-sounding dialogue throughout, but in Ace Combat 7, the dialogue feels much more natural (even if it does sound somewhat cheesy in a few spots). Overall, Ace Combat 7 is a proper instalment in the Ace Combat series – it was worth the four year wait since the game’s announcement in 2015 to finally be able to fly the skies of Strangereal, and looking ahead, the additional content for Ace Combat 7 is looking quite tempting. I anticipate that I will be picking up the DLCs once they release and I have a concrete idea of what they will encompass, but for the time being, I will be going through the campaign again to earn enough currency to unlock the Strike Wyvern.

Ace Combat 7: Skies Unknown- Review and reflection at the ¾ mark

“Stick with Trigger and you’ll make it.” ―Tabloid

Impressed with Trigger’s performance, the General Staff Office reopen the case on his involvement with Harling’s death, and Trigger is transferred into the Long Range Strategic Strike Group. Taking on the call-sign Strider 1 and adapting the sin lines on his aircraft into claw marks, Trigger’s first operation is to engage the Erusean fleet. He then participates in the defense of Stonehenge, allowing the Osean forces to reactivate one of there derelict rail guns at the Stonehenge installation and destroy the Arsenal Bird Liberty. With the Erusean military growing desperate, Strider Squadron is sent to destroy Erusean ICBM silos, before taking on a night mission to capture a Erusean air base and free prisoners of war. Osean forces prepare to capture Farbanti, the Erusean capital. After aiding ground forces in the operation, Sol Squadron and Mihaly appear. As Trigger dogfights with Mihaly and Sol Squadron, his aircraft’s electronic systems malfunction, and Mihaly orders his forces to withdraw, citing the dangers of flying in unknown conditions. It turns out that the Eruseans destroyed the Osean communications satellites in retaliation for the destruction of their own satellites, creating a debris field in orbit that have since damaged other satellites, causing surface communications to become unreliable. While ground forces successfully capture Farbanti, the loss of communications forces the Oseans to regroup and consider their next action. Pushing through Ace Combat 7‘s third quarter, the intensity and urgency of each mission has increased, creating momentum that compels players to keep going to see what happens next. I’ve been thoroughly impressed with Ace Combat 7 thus far, but the later missions are in a league of their own, allowing players to test their skills as they unlock more aircraft and upgrade components.

Ace Combat 7 has succeeded in putting the “ace” back in Ace Combat; previous titles similarly had rookie pilots ascend to fame as their exploits become the stuff of legends. In Ace Combat 5: The Unsung War, Blaze of Razgriz began as a green pilot assigned to Sand Island, but becomes increasingly well-known after participating in various operations. This feeling was largely absent in Ace Combat: Assault Horizon. While William Bishop was a capable pilot in his own right, players never feel as though Bishop has advanced through the ranks to become a legend because he already entered the story as a capable pilot. Instead, his doubts and fears are a part of the narrative; while not the worst thing to experience, Assault Horizon’s story was also far removed from the more introspective and engaging approach older Ace Combat games had. However, in Ace Combat 7, the design elements from earlier titles make a triumphant return, and for me, nothing was comparable to watching Trigger become a fearsome legend that struck fear into those who saw the Three Strikes. I’ve long known that Mister-X, Mihaly, was a pilot of legendary skill, so to hear other pilots speak of Trigger as though he were a saviour (for allies) or dæmon (for enemies) was a clear sign that Trigger was fast advancing as a pilot. From taking down experimental drones to fighting Sol Squadron and Mihaly to a standstill on his own, players feel very much a part of the Ace Combat universe, immersing them into the game and making every successful mission a rewarding experience that encourages players to continue onto later levels with a sense of excitement.

Screenshots and Commentary

  • While the F/A-18F is on an alternative branch to unlocking the F-22, I figured that its payload of anti-ship missiles (the AGM-84 Harpoon) would make the aircraft a potent choice against the ships encountered in the tenth mission. As the mission begins, the new AWACS operator, Longcaster, remarks that he’s going to be eating lunch while operating. The pilots have their hands full and an irate Count wonders why Longcaster’s mind is on sandwiches while they’re in the middle of battle.

  • The eleventh mission is an annihilation mission, and the name of the game will be to destroy as much stuff as possible before the timer drops to zero. There are two platforms in the mission area, and they are covered with targets. Some missions in Ace Combat 7 are total and utter chaos, making them immensely fun to go through. Attacking ground targets without Assault Horizon‘s air strike mode means that one must determine their own angle of attack to maximise damage dealt per run.

  • The worth of having the LASM as a special weapon mean that most frigates and destroyers can be wiped in one shot. These missiles are exceptionally effective against ships, but lack splash damage, making them less effective in other functions. Their flight path is also limited, so the ships protected between concrete walls are much harder to hit with the LASMs – I typically used them against ships that were in open water, and instead, used a combination of guns and missiles to engage the ships that were protected.

  • Being a direct upgrade to the F/A-18, the F/A-18F Super Hornet has a longer flight range, improved handling and better electronics. The Canadian government is struggling to replace its aging inventory of Hornets, and the Super Hornet has been one aircraft up for consideration, going up against the F-35. While the F-35 is considerably more expensive than a Super Hornet, its performance is superior overall. This subject has been the point of contention, and at this point in time, we ended up picking up F/A-18s from Australia as an interim solution, although personally, I’m not sure if this was the best decision.

  • The platforms have a central support structure within that is designated as a core, and these will cause entire platforms to crumble once they sustain enough damage. I suspect that experienced players with a mastery over their aircraft will be able to hit these targets with relative ease, although for me, I ended up taking more than a few passes to hit the cores and destroy the entire platform.

  • A large platform off the coast has a small segment that players can fly into, and with the right skills, one can make short work of the cores here to bring the platform down. I’ve found that my scores for Annihilation missions are weaker than standard missions, but on the whole, Ace Combat 7‘s scoring system has been much more consistent than Assault Horizon‘s. I know that there are coveted S-ranks to gun for, but scoring A-ranks on missions I’m seeing for the first time isn’t too shabby.

  • Being able to fight at Stonehenge and defend the facility is the ultimate form of fanservice in Ace Combat 7: Stonehenge was a railgun system that first appeared in Ace Combat 4 and returned in Infinity. With Unreal Engine 4 driving things, Stonehenge looks as good as it ever has, and it is a thrill to finally fly here for the first time on PC. I felt that, since I would be in a mission involving railguns, I wanted a railgun of my own. I thus equipped the F/A-18F’s Electromagnetic Launcher (EML), a highly powerful single-shot weapon that accelerates heavy slugs at hypersonic velocities towards their targets for massive damage.

  • This twelfth mission involves fending off ground and air targets from Stonehenge while Osean technicians work towards restoring the eighth railgun’s functionality. There are three sites to defend from ground assault, and occasionally, bombers will appear. The mission can seem daunting, but fortunately, it can be thought of as a highly visceral tower defense mission – bombers are the first priority, and when the AWACs announces bombers are approaching, one should drop whatever they’re doing and take them out first.

  • When there are no bombers in the skies, ground targets should be dealt with. There are three groups, each attacking a support site; each group consists of tanks, armoured personnel carriers, anti-air guns and surface-to-air missile launchers. Tanks should be destroyed first (there are both standard and AD Tanks that deal massive damage to ground facilities), followed by APCs. Anti-air weapons can be engaged last. In this manner, players can effectively take down forces engaging Stonehenge. Once all targets are eliminated, rocket artillery and helicopters carrying soldiers will appear.

  • I ended up taking on the helicopters, leaving the other aircraft to deal with the rocket artillery. The radio chatter in Ace Combat should not be ignored, as it offers insights on which areas are sustaining more damage and when enemies are incoming. As players clear the ground and skies, the Osean crews prepare Stonehenge for firing, but encounter issues with using a decades-old weapon. When it was first constructed, Stonehenge was an incredibly sophisticated weapon – chatter on the ground shows that disrepair has fallen upon the weapon. As the weapon reaches full charge, the Arsenal Bird appears.

  • Using the EML is typically reserved for hitting slow-moving or distant targets for massive damage: the EML can one-shot almost anything, and bombers go down with ease. However, I ended up saving my slugs for the Arsenal Bird’s propellers. Ignoring the MQ-101 drones in the air, I made a beeline for the Arsenal Bird, lowered my airspeed and positioned myself behind it to fire. Using what is essentially a miniature Stonehedge bolted onto my aircraft, I blasted at the propellers to slow this leviathan down.

  • On the ground, the crew operating the automated targetting systems for Stonehenge have been destroyed, forcing the ground crews to aim manually using range tables. Major Deanna McOnie is in charge of this operation, and while a calm, collected leader throughout, traces of desperation can be heard in her voice. Despite the lack of faces during gameplay, the voice acting in Ace Combat 7 is solid, and for me, marks the first time in a Strangereal Ace Combat game where the English dialogue sounds appropriate, without being too corny in nature.

  • Once both propellers are destroyed (made easy by the EML’s sheer damage per shot), the Arsenal Bird will slow down, and the mission comes to an end. Even after the Arsenal Bird deploys its active protection system, an energy shield that can repel conventional weaponry with ease, the shot from Stonehenge cuts through the shield and tears the Arsenal Bird in half. The burning remains land in the desert below, and the Eruseans are suddenly down a powerful air-denial weapon.

  • Mission thirteen has Strider Squadron attacking Erusean ICBM sites to prevent them from using these as a response to the loss of an Arsenal Bird. Players must switch out their special weapons for a laser targetting pod that designates ground targets for bunker-buster bombs. After a target is painted with a laser, players must keep their aircraft on their intended target until the bomb strikes. There are five real silos, but a large number of fake ones. The first silo is always guaranteed to be real.

  • It is worth locating a silo and softening its defenses up before attempting to laser a target for the bombs: silos are often placed in unwieldy locations, and placing too much faith in the HUD can result in a bomb missing its mark. By flying over a suspected silo, one can ascertain where it is located, and then designate the target with enough certainty that a bomb will strike it. If one misses, there is a bit of a reloading time while players must wait for the allied bomber to prepare its next bomb.

  • Using a targetting pod to designate targets is Ace Combat 7‘s answer to Assault Horizon‘s Launch mission, which allowed players to fly a B-1B Lancer or B2 Spirit through a radar-covered valley before using air strike mode to pound ground targets to pieces. While players cannot pilot bombers, using a targetting pod gives players plenty of freedom, showing that even without the scripted cinematics of Assault HorizonAce Combat 7‘s traditional gameplay mechanics are superior in terms of player choice and correspondingly, enjoyment.

  • Having only played the mission once so far, I’m not too sure if the ICBM sites are fixed, or if the genuine ones will rotate around at random to truly test player skills. An experienced pilot will likely determine an optimal flight path that will allow them to hit each site in the minimum time, so that knowing which sites house real ICBMs is irrelevant. Once all of the silos are destroyed, players are given a new challenge: intercept the ICBMs launched from a dam below before they accelerate enough to move out of firing range.

  • Successful destruction of an ICBM thankfully only requires good missile hits, unlike the Trinity bomb of Assault Horizon‘s final mission, and results in a spectacular detonation that fills the screen with light. The further I push through Ace Combat 7, the more obvious it is that many of the mechanics in Assault Horizon were unnecessary: the old mechanics seen in Fires of Liberation and earlier have evidently worked, so going back to these roots results in an improved experience. One thing I would very much like to see is properly remastered versions of Shattered Skies and The Unsung War for PC in the Unreal Engine.

  • Whereas Assault Horizon utilised the night mission setting for a bomber mission, Ace Combat 7 has players flying through a narrow valley while avoiding searchlights en route to a Erusean base. In Assault Horizon, I would not have had the confidence to perform such manoeuvres, but the controls in Ace Combat 7 have been flawless. I’ve been playing with a keyboard-only setup, using WASD for acceleration and yaw, arrow keys for pitching and rolling, and then the spacebar for firing missiles. The only thing I can’t effectively do is turn the camera, but I do have enough precision to do most everything else in game.

  • The canyon players must fly through for mission fourteen narrows, and to add a further challenge, players cannot exceed a height of six hundred metres lest they be picked up by enemy radars. It’s another test of patience for players, but those who can make it through the canyon can be assured that they now have a sufficiently strong command over the controls for the remaining challenges left in Ace Combat 7.

  • By the fourteenth mission, I’ve unlocked the F-15E Strike Eagle. An upgrade to the F-15C, the F-15E is superior all around and comes with six-target air-to-air missiles (6AAM), which excel for hitting scores of slower air targets. Highly manoeuvrable targets will evade these multi-target missiles, but for slower targets, they’re fairly effective. The F-15E also comes with self-forging munitions for anti-ground capabilities, as well as the legendary tactical laser system. For now, I’ve not chosen to unlock the other special weapons on the F-15E.

  • After coming out of the valley, I clear out air and ground forces while Osean ground teams move to capture the base. The Erusean base stands no chance, and when the operation is complete, Erusean forces are taken as prisoners of war, although the Oseans seem to be in high spirits and declare to their POWs that they’ve even brought in pizza. While some game journalists count this as clichéd, remarks like these do much to enhance the humour of the game, reminding players that Ace Combat is at the end of the day, a game meant for entertainment.

  • Gaming journalists tend to take themselves too seriously in this day and age, and it suddenly strikes me that we’re nearing on the five-year mark since a rather major incident involving alleged favouritism in a “game” for being an important contribution to gaming (despite said “game”‘s exceptionally poor production values and messages). The resulting fallout sparked flame wars on social media sites, and also diminished the relevance of gaming journalism, a field that is shrinking from the advent of YouTube channels that allow prospective players to see gameplay in greater detail.

  • While I still find value in gaming articles that deal with release dates, mechanics and other developer insights, I’m increasingly finding myself taking to YouTube to assess how a game plays before making a decision. This is how I came to pick up Ace Combat 7 with conviction after its launch, and I’ve been loving every second of it. I’m strongly considering purchasing The Division 2, as well: the game looks to have taken all feedback from The Division to produce a superior game overall. My only constraint is time: I would very much like to finish Valkyria Chronicles 4 first. Back in Ace Combat, after strafing the base repeatedly, I complete the fourteenth mission in good time, and fly over the base in a victory lap.

  • The fifteenth mission is set over the Erusean capital of Farbanti, a sprawling city with a portion of its central financial district underwater from the Ulysses 1994XF04 impact. The first part of the mission is an annihilation mission, but despite the plethora of ground targets to attack suggesting a multi-role aircraft would be suited for the task ahead, I felt that equipping the F-15C and its pulse lasers for the first time would be more effective, as the pulse lasers would allow me to deal with air and ground targets alike.

  • It turns out that even in their base form, the pulse lasers are incredibly effective: only a few shots are needed to destroy aircraft, and even from a distance of five kilometers, shots from the pulse laser can still reach an enemy aircraft. I upgraded my lasers with an increased hit-box size, allowing them to hit targets with greater certainty, and was superbly impressed with how they made short work of enemy aircraft outside of missile range.

  • One thing that I did need to be mindful of was that there’s actually more after players have reached the scoring requirements for the annihilation mission. I’ve expended much of my ammunition destroying ground targets, and flying to the return line in some missions can take some time. My solution was that at check points, I would simply restart at the checkpoint, allowing me to fully replenish all stores and return my damage to zero.

  • Ace Combat games have come a very long way in visuals: even Ace Combat 6: Fires of Liberation looks dated compared to Ace Combat 7. Urban settings have been greatly improved; rather than flat texture maps denoting low rises seen in earlier titles, smaller 3D assets are present to give even individual cargo containers and storage sheds three dimensions, adding much to the game from a graphics perspective.

  • Once players hit the time limit, Sol Squadron and Mihaly appear. While the goal is supposedly to shoot down Mihaly, this strictly isn’t possible, and players should instead focusing on whittling down Sol Squadron. The pulse lasers make short work of anyone who isn’t Mihaly, and the wisdom of having returned to the ever-reliable F-15C becomes clear here. The mission ends when Sol Squadron sustains enough damage; as players turn their attention to the remaining bogey, their HUD suddenly flickers.

  • I will be returning in early April to conclude my thoughts on Ace Combat 7, where I will explore thematic elements and my final thoughts on the first true Ace Combat title for PC. Patient readers will have noticed that after a few anime posts this month, I’ve slowed down and reverted to writing about games. Things have been busy on my end, and admittedly, I’ve been watching much less anime than I have in previous seasons. With this in mind, I am actively watching Endro! and have every intention to write about what turned out to be a pleasant surprise.

At the three-quarters mark, I’ve unlocked both the F-15C and F-15E models: the F-15C is the ultimate air superiority aircraft whose performance makes it well suited for air engagements, while the F-15E has better all around performance and can be outfitted to be effective against ground targets, an upgraded F-15C is no slouch in performance. Possessing pulse lasers, the F-15C is a solid contender in aerial battles, with the lasers’ range and damage making them a powerful choice against enemy planes. Against Sol Squadron in Farbanti, I engaged my opponents with confidence. Besides improved aircraft, I also greatly enjoyed the alternative perspectives that Ace Combat 7‘s third quarter has to offer. Fighting to defend the Stonehenge superweapon from Erusean forces, players find themselves at the opposite side of the fence; Ace Combat 4: Shattered Skies had players mounting an assault on Stonehenge to prevent occupying Erusean forces from using the weapon. Stonehenge was originally constructed to intercept Ulysses 1994XF04, an asteroid measuring 1600 kilometres across. While the weapon managed to reduce casualties, it was not a silver bullet. The weapon has become an iconic part of the Ace Combat lore, and seeing the complex in Unreal Engine 4 was a breath of fresh air. It was an honour to finally fly over the superweapon that is a major piece of the Strangereal universe, and this time, rather than attacking its rail guns, players must defend it long enough so that the decades-old complex could be used to down an Arsenal Bird. With one Arsenal Bird down, and Farbanti captured, Ace Combat 7 is shifting into high gear for its final quarter.