![]() ![]() The game has a plan to show you something cool and it takes away control without any indication. During another level I was shot at while trying to land I tried to pull up to engage the enemy so I wouldn’t be killed on the ground but the game wouldn’t let me. ![]() ![]() One level had me protecting cargo planes while they landed, but when one was shot down the game kept going. I had trouble with a boss midway through the game, and when he nearly killed me it triggered a cut scene, so I was never supposed to win. It doesn’t help that things are so scripted I’m often unsure whether I’m playing or the game is playing for me. There’s a clichéd twist where you’re betrayed by a friend, but this adds no drama to the story since there are no consequences to him switching sides. ![]() There’s a shaky cam during dogfights (a new mechanic which I’ll get to shortly) but it doesn’t add excitement, it just makes enemies hard to see. You’ll enter a first-person perspective during briefings and some cut scenes, but there’s rarely something interesting happening around you so there’s no reason to actually look around. It’s blatantly evocative of other modern military media, but copies them without understanding what makes them good. This is the first Ace Combat game to take place in the real world, though it’s not at all realistic. Assault Horizon is so scripted it’s simple. Yet it ignores the most important part of Activision’s behemoth: the precise gameplay. The random first-person controls, the helicopter turret sequences, the pilot with a skull painted on the face of his helmet, the Black Hawk Down-esque level, the AC130 level, the jumping between locations and characters, and last but certainly not least, the overly scripted nature of the world all draw attention to this. Ace Combat: Assault Horizon desperately wants to be Call of Duty. ![]()
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