Reviews from

in the past


point missions are horrible but i like the story and the game overall

Review in progress:
A solid arcade-style flight game. More mission variety would've been nice (especially given the short runtime).

Where do I begin with this one? This game is a masterpiece through and through, also it was an amazing showpiece for what the PS2 could do graphically. The controls have been fine tuned and the music is awesome! The missions are all varied and fun, the weather system is really cool, the story is actually deep and adult for such a E friendly game. Ace Combat 4 is still the pinnacle of the series for many people. Although it's a fantastic air combat game. The best one is yet to come!

mission 15 rules. such a cool night time level. the rest of the game is neat too. this is my in depth review. thanks.


If there's one way to summarize Ace Combat 04 it'd go something like
"get 1000000 points to beat the mission"
"[WARNING]
"[MISSILE ALERT]"
"[WARNING]"
"[MISSILE ALERT]"
"Now here's some of the best soundtrack and storytelling in the entire series"

Fun arcade shooter with tons of planes. Kinda short but doesn't overstay it's welcome.

I enjoyed this game. I think the cutscenes between some of the missions are really nice, and they provide more context regarding the situation and the enemy. I enjoyed every mission, but I felt some pressure from the timing. I never failed a mission because of this, but I would have loved to have more time on some missions to get more engaged in air fights. Another drawback is that a lot of missions mainly focus on destroying ground targets, which is nice but less challenging than air fights.

The last mission was amazing and the best mission of Ace Combat so far (for context, I played them chronologically).

History repeats itself, and so does Ace Combat. I knew a generational leap was gonna be somewhat rough, but we emerged with some net positives despite being poorer than previous games.

It feels like an ace combat game with some changes. The first thing that felt off turned out to be the aircraft roll, planes with high mobility roll too quickly compared to its pitching which throws you off and required fiddling with the sensitivities and deadzones to balance out. Buying plans is back like AC2 but now you can also buy secondary weapons which brings a welcome variety to your standard gun and missiles.
A positive change is that the crosshairs are now clearer and with higher fidelity makes your Vulcan gun more effective and usable.
Better graphics came with strings attached, higher resolution helps dogfights as you can discern enemy positioning more quickly, but has the opposite effect on ground targets because it's a 2000s modern war game with muted colors.
Mission design is nothing new, on the contrary it regressed to being mostly get X points in Y time which gives credits to buy new planes and weapons. Special objectives are usually the 2nd half of missions after the point scoring.
Narrative took a strong hit compared to the jap AC3, now you just follow the narration of a young boy in some town that sometimes react to your missions instead of being a driving plot for your sorties.

To conclude, it is a jagged transition for the series, but it can definitely serve as a building block for later entries.

P.S. There are some issues with emulating it, if your CPU is strong enough use software acceleration for a smoother experience.

This game was a real treat, both with its surprisingly interesting story and big improvements in gameplay. It was pretty much the game that made me a fan of this series, even if the score missions were a bit much at times.

As an artifact of the early 2000s, Ace Combat 04 is fascinating. As a game, Shattered Skies sees the Ace Combat formula mature into the melodramatic arcade flier that would define its genre. Essentially an arcade game built around high scores, you're given a bottomless supply of missiles and bullets to race through a variety of environments stuffed with different baddies, chasing points and dopamine rushes from those "HIT" and "DESTROYED" notes flashing on your screen. Occasionally you're given an enemy ace to duel with, forcing you to work a little harder for those points. This is all very basic stuff, but there's an obvious hook in taking an arcade game and giving it an afterburner.

There's also an interesting conversation around history here. Shattered Skies is a clear relic from that first decade after the Cold War, tapping into loose Russian and Western analogs, explicit visual references to the Gulf War, and a specter of decisive, doomsday super weapons looming in the background. I don't think it says anything particularly profound about this period of time, but the context is there and it's not subtle.

I also think it's interesting to think about this series' narrative and Shattered Skies' place within it. We're still some ways away from the science fiction soap opera of more modern Ace Combat games, as well as their more explicit ideological battles about mythmaking, warfare and people's place in both. Instead, we're given a fairly grounded story about citizens of an occupied nation wrestling with a difficult relationship with their occupiers, seen here as pretty sympathetic at at least a surface level. Through this story, Shattered Skies offers us a basic thesis statement that "war is bad," something seeming to conflict with its other, more implicit thesis statement that "fighter jets are cool." It's basically Mobile Suit Gundam with less robots and more Lockheed Martin. I'm mostly comfortable with this contradiction, but I won't say it doesn't give me the occasional reason to pause.

Finally, Ace Combat 04 squeezes in an obligatory trench run mission. Look, I love Star Wars and think the trench run from the first movie is great. It's also maybe better experienced through a movie, because crawling a fighter jet through a narrow chasm with literally nothing else happening isn't exactly the thrilling climax I think the developers hoped for. A mission earlier in the game, when a different super weapon forces you to race through a canyon, fares way better at this, if only because Ace Combat is better experienced when there's room to fly.

I definitely was expecting something a bit more like ace combat 3 in terms of story when I first played this, and I am definitely not a crazy ace combat lore buff so I can't really comment on the deeper meaning of the war in the story, but I can say that this game is a neat little dogfighting game. The missions are varied enough to keep things interesting and the gameplay is tight enough to be fun. mobius 1 go brrrrrr

Le ha sentado genial el salto a ps2 a la saga, es una animalada lo bien que funciona todo mecanicamente, lo bien que se ve y las posibilidades que debió abrir el cambio de generacion para la saga es algo que no me esperaba con este juego. La ost es una pasada y la historia es simple pero efectiva

greatest ace combat game of all time. there is no other ace as cool as mobius one. Mobius One, engage

Ace combat is special because the games start off with you shooting planes to protect your base and end with you flying to space to blow up the top secret super weapon named "Laevatainn" or some shit that's designed to assassinate foreign leaders by shooting radioactive sniper bullets from orbit. Ace combat is very special because of how it builds up to that shit in a really measured and believable way

It's like the metal gear of flight sims ("sim" lol), but also the exact opposite in a lot of ways. An exercise in minimalism, Ace Combat 04 uses the simplest possible gameplay and structure to tell the most satisfying story it can, and also it is cool and fuckin you shoot giant planes and super weapons and stuff. In-mission dialogue, pre-flight briefings, steady power scaling in the gameplay, and the rare cutscene are all used so precisely to make peak in the fewest words possible

hehehe plane go brrrrrrrr fwoooooooosh RATATATATATA WHAAAAAAAM KABOOOOOM WOOOOHOOOOOOOOOOOO

Relatively short game which I think works for it in this case. My one issue is most of these missions aren't actually objective base but rather point based. Alot of times you finish early and then are stuck waiting on a 10 minute timer to finish

A simple game with incredibly fun mechanics and an unexpectedly poignant story about the cost of war.

This game didn't make me feel like a fighter pilot.
It made me feel like Pete fucking Maverick Mitchell.

<< Mobius 1, engage. >>

A estreia da franquia no PS2 foi um pouco decepcionante, ao meu ver.
Os gráficos não mudaram tanto, mesmo considerando ser de início de geração. Creio não ter impressionado na época, e com certeza não impressiona hoje. Apesar disso, serve bem pra dar palco às situações do jogo

O controle do avião segue o mesmo, com alterações irrisórias. O que mudou, porém, foi como você usa os misseis e armas. Essa foi a primeira vez na franquia que eu errei tantos misseis! Chega a ser frustrante até...

A estrutura de missões ter ido em direção a pontos invés do antigo alvos seletos me desagradou um pouco também. Você vai passar a avassaladora maioria do tempo de jogo atirando em objetos imóveis no chão, e também por muito mais tempo que antes, já que agora, mesmo que você cumpra a meta de pontos, ainda tem que esperar o timer zerar. Terminou a meta 3 minutos antes? "E quem disse que isso é problema meu?", o jogo fala. Vai ficar mais 3 minutos fazendo nada de relevante, pode destruir mais uns objetos inanimados no chão pra passar o tempo se quiser. E mesmo quando o timer zera, um outro objetivo é instituído e o timer volta a ter outro tempo. Ao menos, o segundo objetivo costuma ser bem rápido de se concluir

A história foi um ponto positivo. É BEM mais simples e direta que a do jogo anterior, mas ironicamente, entretém mais. A narrativa é legal, e "plot twist", se é que podemos falar assim, das partes mais avançadas do jogo, é bem legal. Me senti meio que vendo um filme de sessão da tarde sobre aviação... no bom sentido!

A trilha sonora felizmente desviou do Jungle e agora é mais séria, orquestrada, padrão filme mesmo, porém, não é tão marcante assim, com exceção das duas ultimas músicas finais

Mesmo a história tendo sido mais agradável, e a última missão tenha fechado o jogo com uma chave de ouro, ainda não foi o suficiente pra salvar esse jogo pra mim... Com exceção do primeiro, que não conta, foi o jogo que eu menos me diverti de todos, ao menos até agora

I have so far to go...
and only heaven knows
The sun keeps shining (everything is about to change)
and the wind keeps blowing


the person that thought filling this game with 10-20 minute score attack missions was a good idea should've been kicked off the team on the spot

Comecei a série pelo Electrosphere, que, ao menos em tom, parece ser o diferentão do bando. No salto dele pra cá lá se vão a ficção científica, a estrutura não-linear da história e a meditação filosófica da relação corpo-máquina que todos os bons mechas (avião é mecha) tem. Agora estamos no Não-Estados Unidos/Balcãs sendo invadidos pela Não-UE/Ásia; um conflito que, embora fictício e localizado em terras inventadas, usa de aviões muito reais, pra alegria de quem gosta desse tipo de coisa. Essa mescla entre geopolítica mexidão e máquinas de matar da nossa vida real faz bastante jus ao nome do universo da série: Strangereal.

A narrativa de Shattered Skies é interessante: as cutscenes são do ponto de vista de um garoto cuja cidade ocupada você luta pela liberação, porém o protagonista piloto jamais é identificado por além de seu codinome, e nunca demonstra nenhuma personalidade. Ambos estão no mesmo lado da guerra, porém um é inocente e tem que viver com as consequências das ações do outro, para o bem ou o mal. Lojinhas de aviões e armas; quase todas as fases sendo algum modo de score attack, missões cheias de tempo morto e objetivos sem sal; aliados e inimigos não característicos (o avião do antagonista principal é igual o de todos de seu esquadrão). Enquanto as intermissões buscam humanizar todos os lados do conflito, a jogabilidade os despersonaliza. Com toda a relação e troca de figurinhas Nier/Drakengard e Ace Combat, consigo ver bem como isto pode ter sido intencional. Ainda assim, não foi algo que me tocou em certa profundidade, por mais que consiga ver um pouco do que estão fazendo.

Não obstante, voar de vinhão é voar de vinhão. O prazer de ser um vetor ligeirinho com todos os eixos tridimensionais liberados é sempre uma graça, noções arcadey de empuxo e gravidade te impondo um balé, briga entre a natureza e máquinas tão formidáveis - Ace Combat te faz pensar que essa nós vencemos. E esta fantasia a série sabe vender muito bem. O romance do samurai moderno, o piloto de caça: os barulhos, o cockpit, o HUD, os trancos e barrancos de curvas sinuosas entre montanhas e duelos acirrados entre pilotos, que assim como goleiros, se respeitam por terem algo em comum apesar dos lados distintos do conflito - são um certo tipo de doido. Acertando tanto do básico, é difícil não brilhar. Só acho que 04 falhou em engajar e cobrar mais da relação homem-máquina, com fases que são em grande maioria uma chatura com longuíssimas sessões de bombardeamento monótono e poucas dogfights - quiçá um comentário intencional em como a guerra torna o assassinato rotineiro? Não estou vendido na teoria.

No que estou vendido, porém, é na série. Não só pela promessa do Ace Combat Zero ser a soma de tudo que venho gostando, e sim também porque existe uma deliciosa simplicidade viciante nessa série, ademais dos n prazeres mecânicos citados acima. Vamo que vamo pro 5, esses vinhões não vão se voar sozinhos.