Game Ramblings #122 – Star Wars: Squadrons

More Info from EA

  • Genre: Space Flight Sim
  • Platform: PS4
  • Also Available On: Windows, Xbox One

Now I’ll be honest – I didn’t spend a single second in the multiplayer here. By all accounts it’s pretty fun and well made, but that was not at all what I wanted out of this game. What I wanted was a pretty specific thing – a quick hit of space flight in the vein of the Rogue Squadron or Starfighter games, and this really hit the mark there.

Compared to those two series I mentioned there’s really two main things that make Squadrons work so well as a modern game, and the first of these is perspective. The entire game is absolutely designed as a first-person experience and it makes the games work far better. I know that sounds silly, but it’s the same reasoning why I vastly prefer first-person views in racing games. The immediacy of input when you have a fixed perspective gives much better feedback to the player when they’re changing directions. That sort of immediacy in third-person more often than not feels awkward, so you get things like drag and delays on camera booms of third person cameras, which works well to smooth out the camera but gives the feel of delay on input.

It’s a fairly subtle change on the surface, but it results in a much better pace of gameplay. You see the results of input faster, so your reactions are faster, your dodging is faster, your kills are faster. However, that doesn’t just mean everything can just be faster – it means there can be more. Avoiding enemy fire effectively means there can be more enemy fire. Killing enemies fast means there can be more enemies. Quicker controls means there can be tigher spaces and debris that aren’t annoyances – but actual interesting gameplay opportunities. It all works well to ramp the spectacle at the same time as ramping the gameplay, and feels far more interesting than what came before.

The second real change is around handling of AI. It’s not so simple as to say they’re competent, but that they’re controllable. In a way it reminds me a lot of another Star Wars title – Republic Commando. The AI on their own can do a fine job, but where the real benefit comes in is in telling them what their focus should be. Have a guy on your tail that you can’t seem to quite shake? Direct the AI at them. Want the AI to focus on the main target while you take out TIE Fighters? Direct the AI at them. Again, this is a pretty subtle change, but its impact is immense. The battles become less about one-on-one or going after a specific target, and more about managing the flow of battle as it comes to you. If there’s only a main target left, you can all pile onto the target and take it out, but for larger battles you have a lot more flexibility to direct both yourself and your team in a way that pays the most benefit to you.

There’s some smaller systems that also work into this, but are more loadout based. On the surface, the loadout option to add a rechargeable repair droid to your ship seems like a safety valve for less skilled players. However, when I used it it allowed me to play extraordinarily aggressively, often to a stupid level, running right at larger ships and running through their shields while laying in damage. There were also options for main guns and missiles that allowed me to disable enemy ships, giving me options to disable and move on while sending my AI folks in for the cleanup. It’s things like this that add that touch of customization that modern games really lean into. It’s a level beyond merely picking your ship, and leans into making the game work for you instead of you fitting into the game.

I guess all of that is a long way of saying that this was fun and it really felt like it pushed the space flight Star Wars gameplay in a nice direction. You can feel hints of the Rogue Squadron and Starfighter games in there, but this is definitely a more modern approach. It’s also focused in its execution. Ya there’s single and multiplayer, but it’s not trying to be something it’s not. There’s no open world, there’s no overarching metagame, there’s no distractions. It’s space flight done well that doesn’t overstay its welcome. In that, it did exactly what I wanted it to do.

Game Ramblings #81 – Ace Combat 7: Skies Unknown

More Info from Bandai Namco

  • Genre: Arcade Flight Sim
  • Platform: PS4
  • Also Available On: Xbox One, Windows

TL;DR

  • Really entertaining arcade flight sim with solid combat mechanics
  • Gorgeous visuals that are a huge step up since the last main entry
  • Expansive skill tree / equipment tree gives a bit more variety and depth to the game’s upgrade path

It’s been too long.

Seriously though, Ace Combat 6 came out in 2007. There was a PS3 spinoff, some really weird free to play stuff, and a decent PSP title, but nothing in the main line for over a decade. I’ve always really loved this series, and from where I’m sitting writing this I can see the PS2 entries lined up, so I had every digit crossed hoping this game was going to be a great return to form for the series. I’m happy to report that it more than lives up to the quality of the series’ past.


That tweet does more than about anything I can do to explain how gorgeous and exciting it is to simply fly around in Ace 7. The controls are as fluid as they’ve ever been. It simply feels easy to fly around, which is really nice because it allows you to focus on everything else going on. This being an Unreal Engine 4 title though, it comes with some real nice bells and whistles. Diving into clouds is simply breathtaking. Water hits your camera, your vision goes away, and it really feels like you might just get lost. Dive into a thunderstorm like I did up there and you’re in for even more fun surprises if you manage to get hit by lightning.

Combat is still largely what it has been in past titles. Deck out your planes in an assortment of missiles and bombs. If it’s a sea-based mission, maybe setup some air-to-ship weaponry. If you’re diving around through canyons, maybe use some seeking bombs for ground targets. The ease of controls just make it all super accessible. Flying is on your stick, throttle is on your shoulders, and weapons are all on your face buttons. This leaves you always on the right buttons when in a dog fight, and boy do those deliver.

It’s not always going to be small planes you’re up against. There’s definitely larger things to destroy.

This game is a relatively modern take on combat, and weaves a story around the transition between pilot-based combat and drone-based combat, along with the implications of this if the drones are able to operate independently on their own. This leaves a lot of room for drone movement to lean well into the fantastic, and give you dog fights that are well outside the norm. While you’re weaving and bobbing, the drones are sometimes literally running circles around you. The fights become a lot more opportunistic in the past for when you can actually launch missiles or machine gun fire that have a chance to hit, but this all feels pretty fair. There’s still a lot of skill in managing to avoid being attacked, particularly since there’s a lot more room for the drones to come in behind you quickly, and you have to be a lot more on the ball for activating your attacks in really small windows of time to get hit your target. Overall while it felt very familiar, it was definitely a new experience in a lot of ways having to be so quick to react.

The aircraft tree is your new way to buy planes and upgrades, and it’s pretty significant.

It’s also worth mentioning how much I enjoyed the equipment upgrade path that Ace 7 brought in. Past games have always had the ability to buy new planes, but this one goes full RPG and brings in a skill tree. The various branches of the tree have planes and weapons in them, but they also have upgrade tokens that can be purchased. At plane loadout time, these tokens can then be added to your plane via a point-cap system to modify the plane to your liking. Want tighter yaw to really push through turns? Lean into maneuverability upgrades. Frustrated by how slow some of the special weapons reload? Lean into upgrades that improve reload speed. Because they’re point capped, you can’t necessarily build some uber broken plane, but this whole system provides a really nice way to just generally get upgrades as well as provide some nice customization to your planes if you really find one that you like.

Flying is fun right from the start, and it’s never looked better for the series.

Realistically this game isn’t for everyone. End of the day it’s a game about flying and shooting, so it’s gonna hit a limited market. However, it’s the kind of pure joyous action that I always get a kick out of, and never really understood why more games like it weren’t available. Having been 12 years since the last main entry, I’m glad that Ace Combat is finally getting another chance to shine because this is a damn good entry in the series, and finally one that pretty much everyone will have access to play.