Ace Combat Joint Assault is the second title in the series to see release on the PlayStation Portable. While the first title brought the popular series to the handheld, this second iteration adds in the ability to play with up-to-three other friends locally or with other random pilots via the Internet. The general gameplay has remained consistent, so players can expect the typical Ace Combat gameplay, which is strongly focused on dogfighting and ground target destruction.
What initially surprised me about Ace Combat Joint Assault were the controls. Coming hot off the heels of my review of Tom Clancy's H.A.W.X. 2, I found myself extremely frustrated with controlling a fighter jet. Joint Assault, while not drastically different, seems to do a much better job of making single stick control feasible. This is made even more impressive using the PSP's analog nub, which typically isn't the best for controlling 3D games.
These controls allow for some smooth jet-handling in the game's mission mode. Here, players find themselves completing a set of objectives which all relate to destroying targets on the battlefield or in the sky. Upon defeat of all outstanding enemies, players will encounter a second set or the mission will come to a close. On occasion, players will experience more mundane activities like mid-air refeuling, take-offs and landing; again, quite similar to prior titles in the series.
Pushing through the campaign mode proves that dogfighting with a variety of enemies is enjoyable, as is evading missiles and taking out ground threats. Unfortunately, this enjoyment quickly turns to montony and tedium. Players will find themselves completing the same types of objectives over and over for the duration of the game. Furthermore, missions tend to be parabolic in nature, having some real high points, and severe lows that entail doing little more than covering huge distances with no engagement.
Escort missions here provide for an entirely different experience, forcing pilots to worry about not only their vessel, but that of which they are required to protect. This is an enjoyable departure from the typical mission fare.
Real world locales also help in making the game a bit less monotonous. Having ditched the fantasy setting Ace Combat games typically exist in, this alternate reality provides players with the opportunity to fly through the air space of places like Egypt, London, and Tokyo. When the missions hit their lows, it's at least moderately enjoyable to spot recognizable structures from these famous cities and locations.
A deep breadth of real world aircraft will also be a big draw for those in-the-know. Each jet handles differently, and can be further customized using money generated by completing the missions and keeping your aircraft minimally damaged throughout the mission. As someone who has little knowledge of fighter planes, I found myself merely comparing stats and grabbing the best plane available for the mission at hand. Thankfully, the game lends some assistance and will alert players when they choose an aircraft that's unsuitable.
While these distractions reduce some of the campaign's tedium, the game really shines in its co-operative mode. Players can head into battle with up-to-three friends locally, or with three fellow pilots via the Internet. With extra pilots all working toward the same goal, enemies are more quickly defeated, and the game as a whole feels more dynamic. This is clearly the manner in which the game was meant to be played, though it still suffers from many of the same issues that players will experience playing solo.
The up-to-eight player competitive multiplayer also proves to be interesting, as players are taking on more intelligent enemies head-on.
After having played several of the titles in this genre, it's clear that some improvements are necessary to attract the wider market. Many of the missions are mundane, and the quest as a whole feels repetitive. Only those who have an affinity for the vessels in the game will appreciate the subtleties of the experience and overlook the tedious tasks.
Review Policy
In our reviews, we'll try not to bore you with minutiae of a game. Instead,
we'll outline what makes the game good or bad, and focus on telling you whether
or not it is worth your time as opposed to what button makes you jump.
We use a five-star rating system with intervals of .5. Below is an outline of
what each score generally means:
All games that receive this score are
standout games in their genre. All players should seek a way to play this game.
While the score doesn't equate to perfection, it's the best any game could conceivably do.
These are above-average games that most players should consider purchasing. Nearly
everyone will enjoy the game and given the proper audience, some may even love these
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faults and some strong points but they average out to be a modest title that is at
least worthy of rental for most.
Games that are awarded two stars are below average titles. Good ideas may be present,
but execution is poor and many issues hinder the experience.
Though functional, a game that receives this score has major issues. There are little
to no redeeming qualities and should be avoided by nearly all players.
A game that gets this score is fundamentally broken and should be avoided by everyone.
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