Forgive me if a thread has already been made, but I couldn't find one.
I'll admit I really hated this game the first time I played the demo. A lot of this was due to playing it with the new 'optimum' controls. When I switched it to the original controls it was much better, but I still had a lot of problems with it. To be honest, a lot of my problems are nitpicking and probably due to being a tutorial mission. However, that is what they decided to put in the demo, so that is what I have to go on. First of all, they should really give an option right off the bat for the control scheme. It isn't even in the main menu, you can only change it once you get in the game. If I hadn't given it a second chance, I would have never even considered buying the game.
This brings us to the 'optimum' control scheme. I won't bother with the control differences, because that is why it is there. However, why does it feel like you are controlling a camera attached to a string attached to a plane. This is especially bad in first person view. It is incredibly disorienting when the camera shifts directions before your plane decides to catch up. The problem is third person view is so tight you can barely see anything.
The next big change is the new dogfight mode. First of all, this takes the tiny FOV from the third person view to a new level. There were times when the plane was obscuring around 75% of my screen. Luckily the dogfight mode requires almost no input from the player as the game takes over most of the control and you just hit X or O until the enemy dies. This isn't a big deal as long as you aren't forced to use it, but the TGT_Lead planes pretty much require you to use it because they seem to have infinite flares and recharging health making them incredibly difficult to kill normally.
The other big issue for me is the parts that aren't flying a plane. The demo includes a helicopter mission, and it is incredibly boring. It isn't very fun to fly and there doesn't seem to be much skill involved. Circle strafing seemed to pretty much be the key to beating anything that could fight back. There are some other issues though. I don't know if it was the level (brown as far as the eye can see), the HUD, or what. But something made it incredibly difficult to see the HUD. It also had the same issues with the third person camera, so I was playing in first person. Maybe if you could turn everything off except the targets it would be better, but I think it would still be tough to see. Also there are some nitpicks. Why does the barrel roll require you to hit the missile button. A lot of missiles got wasted this way. Also the gameplay sections were bad enough, but there were a few instances where I had to just wait around for a couple minutes while the AI on the ground got around to triggering the next event. I hope the other non-plane parts are better.
Here come the nitpicks and possible tutorial level issues.
Bouncing off the ground/buildings/water. Better not be in higher difficulties.
Recharging health. Same deal, but it shouldn't be in for enemies either.
Square doesn't expand the map anymore. I know the 360 buttons aren't pressure sensitive, but did you have to take this out Namco?
Holding circle doesn't make the camera follow the missile. Not very important, but why take it out?
I already mentioned it, but the mandatory DFM enemies.
Real world locations. This isn't a big deal, but I liked the fictional worlds. Also I worry we won't get any cool setpieces like stonehenge as a result.
The graphics. The effects and such are certainly an improvement over the PS2 games, but the ground textures and buildings look awful. Everything seems to be hazy as well. It has been ten years since Shattered Skies, but I'd almost say it is more pleasing to the eye. Not as flashy, but nicer to look at.
The stupid blood/oil on the lens. Come on...it is already tough to see what is going on sometimes, do you have to make it worse?
The machine gun feels incredibly weak. Also has infinite ammo.
Pressing R2 and L2 to level your plane out. Nothing used the dpad in the demo, why make it two buttons?
Same with the camera angle, you tend to stick with one angle. It doesn't need to be R3. Though none of the options are great, so maybe you'll be changing more.
This is probably more my issue, but I often hit the flares button when I used the decelerate/turn move. It would be nice to be able to remap it.
The target arrow. It is too close to the center and the design is too busy. I've already said a lot about the cluttered screen. This doesn't help.
No more points? Maybe it is in a different mode, I won't make a big deal over it.
The missile lock occurs way too early. Often when the enemy isn't even on screen. Hopefully this is a difficulty thing.
I'm also hoping there are still replays and post mission arrows/trails for the whole battle. I always loved watching those. I liked the version in 4 much better than the newer ones though.
Anyways this post got extremely long. I still have some hope for the game left despite my huge number of problems with it. Unforunately it went from a day one purchase to maybe sometime in the future.
I'm curious how many others feel the same way. I've seen a lot of people who loved the demo and thought the dogfighting mode was great. Obviously I didn't.







