Ace Combat Zero |
PS2 |
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Review by Matt Paprocki |
Namco |
Action |
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Graphics: 7 |
Sound: 8 |
Gameplay: 8 |
Overall: 8 |
For the fans of the Ace Combat series, it's best that the game
doesn't change radically from one edition to the next. Any actual gameplay tweaks are
buried inside changes made elsewhere in the game, and it's hard to find fault in this
approach. It's been successful for years, and that's a streak that The Belkan War
continues. ![]() Inserting an "ace" system into the game, Namco makes players think before they shoot. If you're uncaring, blasting non-enemy though still threatening targets, your co-pilots respond. If you take down helpless or disarmed foes, it drops further. Aim only for chosen targets, and you rise to the status of a hero. Sadly, the only change this makes is to the story. You're never actually punished, reprimanded, or docked funds (for buying new planes and weapons) for going off track. The FMV cinematics occasionally bring back ugly thoughts of Sega CD gaming, but it's interesting to replay some missions to see how (if) they'll change based on your action. Co-pilot chatter also reflects your style during combat. As with the majority of the Ace Combat games, missions vary from blatantly easy to frustratingly impossible. There's an extra focus on ground assaults this time around, and you have the added benefit of choosing your method of assault during your briefing for certain missions. It's a way to add some needed replay value, especially since there's a total lack of online play. This is a series made for multi-player dogfights, and we're still waiting. ![]() As if on target with an easy shot, Ace Combat Zero doesn't offer surprises, special features, or anything else new. It's a guaranteed hit because the previous games were so powerful in all the right places. For all the years of plane-blasting fun we've had though, it's forgivable that nothings changed, and fans will be right at home. |