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In the 01/19/2019 edition:

Ace Combat 7: Skies Unknown Review - Sortie It Out

By Edmond Tran on Jan 18, 2019 10:30 am

There's more to war than just weapons and politics. Ace Combat is a series that showed us just that, hitting its stride in the early '00s with an enchanting mix of jet fighting and human melodrama. But in the past decade, its entries suffered from putting less importance in its signature stories. It dropped four games' worth of fictional lore in favor of real-world locations, traded pathos for machismo, and attempted to add cinematic blockbuster bombast to the clinical nature of flying jets, all at the cost of losing its identity. Thankfully, Ace Combat 7: Skies Unknown brings the series back on course and is a significant return to what it was in its prime: a thrilling interpretation of modern aerial combat that also tells a war story with heart, a conscience, and personal stakes.

The narrative of Skies Unknown dives back into the fictional series universe last seen in 2007 and deals with a conflict between the familiar powers of the Osean Federation and the Kingdom of Erusea. You play a silent, faceless Osean pilot who will go through some changing allegiances, but half of the plot actually occurs in cinematics that run parallel to and separate from your actual missions, and come from the perspective of seemingly minor players around the periphery. It's a war story that pivots with the actions of its small cast of characters as much as it does military victories, and leans heavily into themes of the human condition--the greys of fabricated ideas like nationality, borders, and cultural identity as well as the ethics of advancements in technological warfare.

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To be clear, there aren't many nuanced discussions to be had between the pronounced personalities of the cast; this is a drama first and foremost. Radio chatter is filled with bold statements of ideology ("As long as our nation stands the young will carry on!"), and sometimes it feels like there's a naivety in the writing for entirely different, slightly juvenile reasons ("How penal is this penal colony?"). It's regularly hammy and melodramatic, but the entire endeavor is so wide-eyed and earnest, so endearingly heartfelt and ultimately optimistic in nature, that it's easy to let yourself be swept up and moved by it all.

Larger-than-life voices amp you up over the radio when you're flying into a sortie, adding an infectious passion to the affairs. They remind you what you're fighting for and sometimes make you feel bad and question your actions. The overlapping conversation can be a little distracting when you're trying to dodge a missile, but it's that vital human element that keeps you really invested in this game about shooting down planes.

But that's not to say that aerial combat in Ace Combat 7 is anything but superb. The fundamental actions of chasing down enemies at high speeds, out-maneuvering them to line up a clear shot, or banking hard to avoid an incoming missile while your dashboard beeps and flashes wildly at you is enough to keep you on the edge of your seat constantly. Skies Unknown strips away recent mechanical additions to the series seemingly in service of returning to simplicity--gone are the wingman commands of Ace Combat 6: Fires Of Liberation and, thankfully, so are the in-your-face, on-rails close combat mechanics of Ace Combat: Assault Horizon.

Your focus lies solely on your plane and your surroundings. There's a variety of familiar factors to take into consideration while flying--different air and ground-based threats, the topography of terrain when fighting at low altitudes--but a significant new element is clouds and the tangible risks and possibilities they invite. Juking into a bank of clouds can break missile locks and give you the element of surprise, but come at the cost of reduced visibility, the possibility of icing up your plane and hindering maneuverability, and even things like strong wind currents and lightning strikes messing with your ability to keep control of your jet. Clouds are legitimately useful strategic considerations, on top of just being a pretty thing to admire, and they make the skies of Ace Combat 7 a more interesting place to be.

There's also an impressive variety of distinct scenarios across the game's 20 campaign missions. Generally, the scope of most battles are quite large and require you to split your attention between different kinds of skirmishes across the map with a broader objective in mind. But many missions also come with unique challenges that make for some memorable moments--dogfighting in a thunderstorm at night, stealth canyon runs, and avoiding huge area-of-effect blasts in the midst of a busy battle are some enjoyable standouts. The game's few boss-style encounters are a highlight too, as you go up against impossibly good ace fighters and the game's white whale superweapon--which itself fills the map with a terrifying amount of hostile drones. There are a few scenarios that aren't as exciting, however--hunting for trucks in a sandstorm and chasing ICBMs grew tiring pretty quickly, and the game's final challenge was a tricky exercise in plane maneuvering that feels like it necessitates multiple retries by design, which puts a damper on an otherwise grand finale.

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The act of retrying will inevitably come with a pang of resentment, too, since checkpointing in Skies Unknown is sparse. Checkpoints typically only occur only at the halfway point of a mission, and it's common to get 20 minutes into a battle before failing to hit an objective and having to start from the very beginning. This can get frustrating in the tail end of the campaign, where threats are more abundant and more relentless and the overall demands are higher. Granted, there is a light emphasis on score performance, and your mission score persists even if you need to retry from the halfway point, but a little more generosity wouldn't have gone astray.

Ace Combat 7 features a straightforward, peer-to-peer online multiplayer component featuring 8-player Battle Royal (free-for-all deathmatch) and team deathmatch modes. Dogfighting with other human beings is certainly a lot more challenging and frenetic, and because matches are only five minutes in length, they consistently feel fast-paced and full of excitement. The planes and equipment you unlock as part of the campaign carry over to multiplayer and vice versa, but everything has an assigned value and you're able to play matches that have a limit on how much you can bring, which helps keep a level playing field.

Online sorties also feature a weighted scoring system where leading players are clearly marked and have a higher score value attached to their destruction. In my experience, it's an idea that works well in practice, stopping you from being a target if you're doing poorly and keeping you on your toes if you're doing well. It also allows for some great match dynamics too--there were plenty of times where I was falling behind in score, decided to zero in on the leading player, and made a spectacular comeback to take the lead in the last few seconds.

The PlayStation 4 version of Skies Unknown also features an exclusive VR mode consisting of an Ace Combat 4-inspired mini-campaign. There are only three missions, and their objectives are less complicated than those of the main campaign, but even so, the experience of flying from the cockpit of a plane is engrossing. The feeling of speed and height is literally dizzying, the ability to freely look around and track a target with your gaze is terrific, and the act of pitching and rolling your plane is so effective at eliciting a feeling of actual g-force that I personally had a hard time doing more than one mission at once without breaking out into a nauseous sweat. It's a shame that there's no option to play the main campaign in VR--the head tracking and freelook alone would be incredibly useful--but the mode is a great addition nonetheless.

Good aerial combat is important for a game involving jet fighters, but it's a given quality for Ace Combat. Skies Unknown boasts a beautiful photorealistic world, entertaining mission variety, and a reason to get excited about clouds. But most importantly, it carries renewed devotion to the history and stories of its fictional universe, and with that, it brings back the human, emotional center that makes it remarkable. Ace Combat 7 is a fantastic return for a series that is at its best when it wears its heart on its wings.


The Walking Dead: The Final Season Episode 3 Review

By Justin Clark on Jan 18, 2019 03:42 am

The irony of a game about the zombie apocalypse dying an unnatural death only to be resurrected later shouldn't be lost on anybody, nor should the fact that The Walking Dead returns with a story that is very much about the latent humanity present in even the shambling corpses roaming the Earth. It is, for certain, a game worse for wear, limping on to a long-overdue finish, but it's a game full of purpose.

Broken Toys picks things up in the direct aftermath of Episode 2's climactic battle. Lilly and her underlings have taken a few of the Ericson Boarding School kids hostage to be traded and trained as child soldiers. Clementine has Abel--the grungy drifter who's been tormenting her and A.J. since Episode 1--hostage, the only lead as to how to get her new friends back. The interrogation of Abel is the closest Broken Toys gets to well-trod, familiar territory. Clementine has to walk a careful line between presenting a serious threat to a man who's clearly ridden this bloody merry-go-round a few times before and setting the best possible example for A.J.

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By way of Abel's distinct character traits, this episode is more introspective and pensive than the series has been for some time. Abel's not afraid of dying; he's afraid of turning for a reason that eventually comes to define Broken Toys as a penultimate turning point and the likely set up for the finale: the idea that there is still something human in the Walkers.

Abel simply doesn't want to become trapped in a zombie body. But to James, the Walker Whisperer introduced in Episode 2, it's also a reason to show mercy and pity towards the Walkers. Naturally, the game gives you plenty of leeway to consider or discard this possibility out of hand. James' proof, after all, is tenuous, presented in a strangely poignant moment where Clementine must walk amongst the Walkers. And yet, the episode's script, credited to Lauren Mee and Mark Darin, does powerful work bringing the idea home to Clementine in other ways.

This is the episode where the theme of the whole series starts to take shape. An older generation full of perpetual fear and greed is making way for one where each others' humanity and ability to adapt and compromise is recognized, acknowledged, and nurtured without the need for bloodshed. The grudges and enmity of the world before Walkers don't seem to apply to these children, or, really, any of the children growing up knowing little to nothing else. We've seen this stretching all the way back to Gabe and Mariana in New Frontier, and, conversely, in Season 2's Sarah, a girl sheltered from the way the world is and mentally shattering when exposed to it.

The standout moment of this episode is right in the middle: an impromptu party for the Ericson kids to remember what they're fighting for before wandering into the lion's den. The kids who were actually students at Ericson before the Walkers all still have delinquency files stored that they start reading off, but after it becomes clear just how many children in the file are dead and how little the people they used to be even matter anymore, the box is put away. They sing. They hold each other. They move on. Together. It's a powerful thing, and presented in stark contrast to what Lilly's people are going through just down the river, rehashing the same old petty fights Clementine's seen her whole life. Clementine's found home and peace with her own generation, one that has known nothing else but death, and the greatness of the episode lies in watching her choose to nest in it, for her and A.J. to feel like there is a future.

This is the episode where the theme of the whole series starts to take shape.

However, that still means one hell of a fight to protect it, and the latter half of the episode is a descent right back into darkness. All the skills acquired from the previous episodes come to bear in the assault on Lilly's boat. The lack of impact from Clementine's bow is still a factor, but it's also much less of a linchpin on the one major Walker battle in the episode. Instead, the action side of things is hampered by some painful dips and judders in frame rate, the likes of which we haven't seen since Telltale's early days. Considering the fraught development history of this episode, it's understandable, but it's nonetheless a hindrance from time to time.

As far as the final stretch of the episode goes, it wouldn't be The Walking Dead without things falling apart for the survivors in horrible ways, and Broken Toys saves the worst for last. The last 20 to 30 minutes are full of double-crosses, horrifying mutilations, a breathless Mexican standoff, and a moment where Clementine must decide the fate of A.J.'s soul faster and with more urgency than anything presented in the series prior--and with devastating emotional fallout.

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It's all set up for a finale that, if all goes to plan, hits two months after this one, and finally brings The Walking Dead in for the landing it deserves. But despite the blood and bombast that ends the episode, there's another moment in Broken Toys that does more to show you the light at the end of this bleak tunnel: a dream sequence, flashing Clementine back to the little girl who sat with Lee on a hijacked train in Season 1. She just got her hair cut and learned to shoot because she was worried about the future. In Broken Toys, the voice may be that little girl's, but the words are a woman's. A reluctant leader's lament for all that's been done, the emptiness that could be, and the weariness of what must be done to get there.

And yet, smartly, this ghost of Lee isn't crafted as some all-knowing magical father who tells Clementine exactly what she wants to hear. We're forced to remember Lee was making it up as he went along, that his road to being the person Clementine needs was paved by his--and by proxy, your own--mistakes. But there was love, and there was hope, and for the first time in this series, Clementine being ready to face the uncertain future has nothing to do with being able to shoot or how short her hair is but the fact that she is surrounded by people, a place, and a purpose like never before. Whatever awaits Clementine at the end of this road, she goes there with a full heart. If the finale lives up to the future set up in Broken Toys, so will we.


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