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The critically accled Ace Combat series has long been
known as the best way to get your flying kicks on the
PlayStation, so it is no surprise that Ace Combat 3 takes things
to new heights in terms of terrific visuals and overall gameplay.
The standard mission design of previous games in the series
remains intact, giving players complete control over their
aircraft as they zip around in a fully 3-D environment. There are
plenty of fun planes to fly this time around, from agile
superfighters to lumbering bombers. Their maneuverability has
been toned down from previous games in the series, which makes
lining up targets more of a challenge, but it becomes second
nature with a little practice.
Don't be intimidated by some of the fancy moves available to
thrill-seeking flyers here. After all, what's the worst that can
happen when you decide to risk a daring loop and roll? The truth
is that Ace Combat 3 is ultimately more about pyrotechnics and
fast action than about realistic flight physics. Ace Combat 3
isn't the leap in technology over its predecessor that we
expected, but it's still a great way to satisfy your urges to fly
the unfriendly skies. --T. Byrl Baker
Pros:
* Much-improved graphics
* Plenty of planes and missions to fly Cons:* Linear gameplay
isn't quite as compelling or replayable as that in Ace Combat 2
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Review
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Namco's Ace Combat has a reputation for quality that is
practically unassailable. The first game was a flawed but
functional arcade-style shooter (which is Namco's forte, after
all), but the second episode was such a substantial leap in
quality (comparable to the leap from Ridge Racer Revolution to
Rage Racer) that everyone sat up and took notice. Ace Combat 2
was extremely playable: It had a multitude of missions, branching
paths, and a wide array of planes to earn depending on the paths
you took and your level of success, for which you were given a
score at the end of each level. Seeing as how Ridge Racer Type 4
was the expected logical step forward in terms of playability and
graphic expertise, surely then, so too must Ace Combat 3 be. Yes,
the game reeks of high production values, this much is true. Two
discs are filled to capacity with high-quality animation, as
evidenced by the (as always) stunning opening cinema, an expertly
crafted amalgamation of hand-drawn cels and CG animation. The
same animation is featured throughout the game with cutscenes and
mission briefings outlined in glorious detail between each
successful sortie. The graphics too, have taken an incremental
step forward, with lush light sourcing, cleverly hidden horizon
draw-in, sexy aircraft designs (once you've the better
ships of course), and nice environmental effects. Due to the
wide-open nature of the game, the graphical upgrade has less of
an impact than that of watching the Ridge Racer series mature,
but the game is pretty, there's no doubt about that. The sad
thing is how predictable the game turned out, despite having a
cast of characters, which presumably are meant to immerse gamers
more deeply in the game by giving off the sensation that they
have more invested in the game world - care for the characters
and care for the game. Unfortunately, despite the efforts made to
create the complete Ace Combat experience, the game suffers in
spite of them. Here's why. Anyone who has had the pleasure of
playing Ace Combat 2 will be disappointed with the modifications
to the control scheme. Bizarrely, the controls have taken a step
toward being more sim-like, defaulting to the same setup found on
Ace Combat 2's expert control setting. Setting AC3's control to
easy mode won't help restore that arcade-like control, either. In
both modes, the R2 and L2 buttons controlling left and right
banking, along with the D-pad or analog pad, naturally. The L1
and R1 buttons control the thrust. If using the Dual-Shock pad,
you use the left analog to control steering (although it might
seem fairly sensitive to some), while the right analog controls
the exterior view. By pressing the right analog stick, you can
view your ship from virtually any exterior angle you want, in a
full 360 degrees. The usefulness of this feature is suspect,
however, since the purported reason for being able to check
bogies on your tail looks better on paper than it does in
practice. Anyone with a decent understanding of their radar
screen will outmaneuver any nents in a dogfight anyway. This
feature actually becomes a detriment when you're in hot pursuit
or being pursued. While thing the controller around, your
right thumb accidentally rubs the right analog stick, causing
your view to swing wildly to an isometric view (for example), or
perhaps you'll find yourself looking at the profile of the plane.
Either way, this alone makes for some extremely frustrating
moments while navigating this game, and it happens more
frequently than you might imagine. Secondly, the planes aren't
nearly as maneuverable as they were in the last edition of Ace
Combat. Some planes, such as bombers, naturally, cannot do barrel
rolls, but somehow the controls seem needlessly fussy for a game
so clearly indebted to its arcade origins. Yes, the game screams
of quality and class, which is what we have come to expect from
Namco. The soundtrack is an exhilarating blend of the subtle and
not-so-subtle techno/electronica compositions that Namco games
seem to favor. The sound effects are detailed and expansive given
the nature of the game. Naturally, the in-cockpit ambiance is
decidedly different from the sounds you hear when playing in the
third-person mode. There is also a high replay value, although
that too is subject to your own personal tastes. Like the second
AC, this game takes you on different paths depending on your
actions in the game. These branching paths will make playing the
game in all three difficulty modes a different experience each
time you play. Before each mission you can also choose from a
selection (usually two) of weapons to outfit your aircraft with.
Usually these choices are limited to a machine or a supply of
heat-seeking missiles, all with varying names. Sadly, you'll
never want to pick the far more exciting Vulcan (machine s),
since they're so difficult to hit anything with. Lock-on
missiles, being the surefire way to finish missions quickly
(thereby improving your score), will almost always be the first
and only choice. --James Mielke
--Copyright ©1998 GameSpot Inc. All rights reserved. Reproduction
in whole or in part in any form or medium without express written
permission of GameSpot is prohibited. -- GameSpot Review
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- ALL-TIME CLASSIC.
- GREAT FOR ALL AGES.
- SONY PLAYSATION VIDEO GAME VERSION.
- SUPER HIGH REPLAY VALUE.
- SEVERAL HOURS OF FUN.