Ace Combat 04 - "I Have So Far To Go" "The skies belong to everyone! Now, let's take back our Shattered Skies!" I am currently playing the holy trinity of Ace Combat for the first time, Ace Combat 04 being the only one I had played a bit before. Before this one I finished Ace Combat Zero, which for me was a great experience - but also a bit of a letdown. So, onto 04. Takeoff with Emotion I knew Ace Combat 04 fairly well beforehand, having seen all the missions and knowing the full soundtrack. But it had been a while since I last really interacted with it, so I had the benefit of forgetting plenty of stuff. That wasn't enough to go in blind, but at least enough to get a somewhat fresh experience. Ace Combat 04 made me happy right from the first startup. I waited for the opening video to play and was instantly catapulted back: This video. God, this video. What I am about to explain is a bit difficult to put into words. But, watching this, I got the same vibe that I get from Ridge Racer Type 4. This clean, stylish aesthetic and early 2000s sound that makes me think of Frutiger Aero. And even on its own: Starting up with an "I have so far to go", followed by an instrumental that sounds like a heartbeat at times. The camera shots are almost artistic in nature, the cuts synced to the music... This opening is perfect, made even better by quoting the credits song1. The first mission starts. And, right away, one of my minor gripes with Ace Combat Zero is fixed: the music is so much more memorable. There is a clear leitmotif in the soundtrack, and it makes plenty of tracks stick. The music has so many standout moments. Some of my highlights were: the high-stakes Imminent Threat, the blood-pumping and snazzy Comona, the almost thoughtful and tranquil Emancipation, the heroic Farbanti and, of course, Megalith, the track for the final mission. Megalith - Agnus Dei - Megalith was the first truly epic song in Ace Combat. And it carries that title with pride and grace. Listening to this song as you dogfight against an enemy squadron while meteors fall from the sky, shot down by missiles as lasers target the fragments, is a truly stunning feeling, especially the first time. And it started a tradition, since then every mainline game has had at least one epic orchestral track that fans gush over. One last point about the music: the national anthem of the player's country, which gets chanted once after a victorious mission. I somehow always found it catchy, so I would sometimes just sing it to myself when I felt good: O'er azure skies And emerald plains Where freedom and justice prevail With courage and strength We'll fight to the end For liberty in our land. The people are celebrating and chanting the anthem after you liberate an important city. Simple, Yet Satisfying You fly planes, just like in every Ace Combat game. The entire series being arcade flight games, you might think: How much mission variety could there really be in them? And the general answer is: Plenty! The answer for Ace Combat 04 is: Not a ton? Ace Combat 04 uses plenty of Annihilation Missions, which usually are a lot of fun. You get to just explore and try stuff out, usually with a choice of whether you'd rather fight ground or air targets. Along with that, most missions allow you to resupply, which most later games restrict a lot more. This allows you to change loadouts in most missions, giving you the flexibility to do what you want and to deal with changing situations. A typical example of a mission of that type. Note the score requirement in the top left. Another thing of note: The enemy ships have names during the mission and get called out appropriately when sunk, just like the carrier Geofon which is about to be destroyed by my cluster bombs. Neat detail. Being usually fun, of course, means some aren't. A few of them, most notably "Tango Line", suffer from long stretches where nothing happens and a general issue with their length. About twenty minutes is simply too long, especially considering that if you get shot down or crash you have to do all of that again. Another weakness shows when Ace Combat 04 tries to be original. This especially happens during the second third of the game. At that point I was kind of wishing for something other than another score attack, but when it came I cursed myself. The game attempted to add variety by introducing a few gimmick missions, the worst of them (which of course follow "Tango Line", to add salt to the wound of the midgame plateau) are: A mission where you fly without radar, you have to shoot down static balloons in a very generous time window. You cannot lock on to them so you have to use the gun. It is boring, you mainly fly around moving your camera. After that there are four whole enemy planes to fight, though! Which you will probably shoot down in half a minute... A mission where you have to shoot down enemy cruise missiles. They do not fight back, you just fly towards them, shoot at them, they get destroyed. Only the final one is a challenge because it flies very erratically, however that one felt almost scripted to me in how late it died. These missions made me yearn for the previous gameplay again, regretting I ever doubted Project Aces and its love for annihilation missions in this game. Another catch for me, which I luckily could dodge thanks to emulation, is the control setup. Modern Ace Combat makes your plane accelerate and brake via the triggers on your controller, while you use the bumpers to yaw. In the old games that is reversed, which really did not feel right to me. And I was not interested in fighting my muscle memory, so I changed the emulator settings to get what I was used to. Something I am very happy with: Ace Combat 04 allows you to fly the Tornado, one of my favourite airplanes. Note that it even has one of its signature weapons, a munitions dispenser based on the Mehrzweckwaffe 1. But the gameplay works. It works really well, there are plenty of planes and weapons to use and you will usually find plenty of stuff to fight against as well. The slower turning rates of the aircraft make the fights feel more tactical at times than in the modern games, where you usually pull high-g turns and can point your nose at an enemy within two seconds. Planes are incredibly detailed, too, with a myriad of specific animations that mirror how they would behave in real life, such as the gun port of the F-22 having to open before firing due to it being a stealth plane, leading to a minor firing delay compared to other jets. It is not something one will actively notice while playing, unless one already has a preference and knowledge about these planes, but it subconsciously helps make it all feel weightier and more real. More so than it would have to be for an arcade flight game where you shoot down dozens of planes per mission while carrying 60 missiles and 16 bombs. A Game of Character Ace Combat 04 oozes character. Its story is told in drawn cutscenes, which are still frames. But their narration and musical score are so well done that you cannot help but get enthralled by them. You follow a boy who lost his family to a crashing plane, which leaves him with a lot of hatred for the pilot who shot it down. By chance he stumbles upon that pilot, the top enemy ace, and finds out how hollow the man's life is. It not only gives context for how the war is going, as the enemy planes and plans fall into more and more disarray, but also humanises the opponent. The enemy ace is no grand character, he does not stand out during the missions where you fight him. But the cutscenes help make him feel human, even a tiny bit tragic. At the same time they also show what the war is like for the people on the ground, the citizens in occupied territories or the ones celebrating after being liberated. A detail I loved: The Eruseans hung up their flag on an important landmark in an occupied city, which feels like something that would really happen. In general, to say a few words about the story: the country of Erusea invades the independent collection of states in Usea (which is the name of the continent), which might sound like allegories for Russia and the US, but they aren't. Those roles are reserved for other countries (namely Osea and Yuktobania). The war is almost entirely lost, but thanks to the efforts of the pilot "Mobius 1" the outcome of the war changes decisively, with Mobius 1 creating hope for allies and striking fear into Eruseans. Which you, as the player, do not feel bad about, because the game actively shows you the terrible things they do. For example they attempt to shoot down a civilian airliner used to evacuate refugees. The intercepting pilots comment on that in an appropriate manner: Our primary target is that passenger plane! It's a big target. Just shoot and you're sure to hit it. But eventually the people are safe, and the civvie pilot is grateful to Mobius 1. The game doesn't pull its punches in general: hospitals being used as weapons platforms, a casual mention that a mission has a projected 40% casualty rate at the best of times, enemies being called fascists, children taking part in a resistance against an invading force. It makes the game feel a lot more serious than it otherwise would, especially since it rarely forces it on you. Note that even the enemy ace, Yellow 13, disagrees with placing weapons on a hospital. Just casually stating that 40% casualties are expected. Hearing "fascists" so bluntly felt refreshing. Your allies get plenty of chances to show off with random lines, too. The voice acting of many characters during missions is audibly worse than in the modern titles, which makes sense from a budget and production standpoint, but it still feels amazing. It gives character, too, when a random pilot shouts "Come on, daddy needs a bullseye!". My minor gripe is simply that some lines repeat too often, especially at mission starts. There was one about "Wingman consideration" or something along those lines that played so often that I started to audibly chuckle whenever it came up again. Even enemy weapons have character, the main ones being "Stonehenge" and "Megalith"2. Both of them get introduced ahead of time, are mentioned regularly and shown to be a big threat. Each one also gets its own introductory cutscene, which shows how epic and powerful they are when they see action. The only issue with that: Their shown character doesn't live up to what you experience. Both battles are ultimately fairly simple and easy and can be finished in under five minutes if one decides to do so. That felt very anti-climactic and a tad disappointing, in particular with Stonehenge, since it is a lot easier to defeat. Ultimately, however, I feel like it tracks. Compared to later games Ace Combat 04 often feels a bit simple, as described in the gameplay section. The developers had not yet found the right way to make a great superweapon battle, which led to neither of them being worthy of their grandiose setups. Even if the battle wasn't epic, the setup of Megalith still is. An E-3 Sentry AWACS flying amidst falling asteroid fragments. Yes, this is as cool as it seems. But what Ace Combat 04 does excel at is making the player feel like a hero. Your allies will come to rely on you more and more, your appearance signalling hope and a change in the tide of battle. The enemies react when they see your "Ribbon" emblem, some get cocky, some desperate. It carries this feeling that Ace Combat often manages to evoke, that you, as this elite pilot, are not just important for the war effort but a symbol to the people. And as if all of this was not enough, before the final mission, a speech plays in the usually calm hangar while you choose your plane. The final words of which I chose as the opening quote for this article, but I also want to note this one: "Although we are from different nations, and of different races, we have fought, suffered and died together, fighting for what we believe in – fighting for freedom." Early Struggles,... "Shattered Skies", as Ace Combat 04 is known in North America, clearly suffers a bit from being the first title on a new console generation. The PS2 offered a lot of power for graphical improvements, which are absolutely apparent compared to the PS1 titles. But it feels, as mentioned before, like it just wasn't clear yet which direction to take. You have plenty of sandboxy but mechanically simple missions that, if it were not for scenery and music, would be impossible to tell apart on gameplay alone. Your big enemy weapons fall a bit short, there aren't any challenging boss fights and money was never short during my playthrough, allowing me to always buy whatever plane I wanted or needed, never forcing me to consider a strategy. Always being able to resupply and change loadout made this a bit worse, it felt like the game gave me too much flexibility and, in return, didn't challenge me enough. And, I swear to god, whoever thought that the "Mission Update" sound should be a blaring, grating tone that repeats for over ten seconds has hopefully never touched sound design again. It is so out of place and far too long, a quarter of the length would have been perfectly serviceable. ... Still Grand Ace Combat 04 is amazing. Even with its mid-game plateau I can see myself replaying it fairly regularly, the core gameplay loop works very well despite its simplicity. That is something I couldn't say about Ace Combat Zero, just as I can remember far more missions from 04 than from Zero. I don't know. History determines the winner. But there's one thing I can say for certain. Heroes really do exist. We've just seen one, and now he's coming home. It does have its flaws and has aged in some regards, as is to be expected from a game older than some of the people reading this. But you can tell that the framework for what Ace Combat would later morph into is being laid here: the big superweapons with epic orchestral scores, the enemy ace squadrons that usually play a memorable role and the "war is bad but planes are rad" stance the series would take again and again. The first thing you might hear in the game is "I have so far to go" as the opening charms you. And, if we imagine that this line is about the Ace Combat franchise at that point in time, I have to agree. It eventually grew into something much grander and more epic, but it would never have done that if it weren't for Ace Combat 04. The credits song was eventually remixed for Ace Combat Infinity, a free-to-play multiplayer game. For a long time this song was one of the most epic tracks in the entire series, only recently matched or overtaken by tracks in Ace Combat 7 and 8.↩ There are plenty of big superweapons in Ace Combat. The lore reason is a devastating asteroid called Ulysses 1994XF04: countries spent a lot of money on weapons to shoot down as many of its fragments as possible. That caused technological leaps, inflated defense budgets and, apparently, megalomania among many leaders.↩ https://annoflo.net/ht-ac4/ #rss #feeds #linksharing #qwibbit