Ace Combat 4's "Strategy"
Posted: 2009-01-17 04:34pm
First and foremost this is not a review. It's not a game guide either. This is just really something I felt like writing. I talk like I lived in the universe of Ace Combat 4 and analyze the only game in the series with a plot that made strategic sense. It's an essay of sorts, presented in the style of a military analyst. It's also not meant to be really "authoritative" it's kind of a fan-fiction. One open to critique and discussion. If this works out, i'll do it for other games.
Contents:
Part 1: Introduction – “Why write this?”
Part 2: The History of the War Before the Game.
A. “Erusea” – The antagonists.
Erusea’s weapons of war.
B. “ISAF” – The protagonists.
ISAF’s weapons of war.
Part 3: Ace Combat 4: Shattered Skies (First half to be posted by end of today. This is the "real" meat of the essay, so if you want to just skip to this part feel free.)
Strategic Analysis of: Mission 1 “Sitting Duck”
Mission 2 “Imminent Threat”
Mission 3 “The Northern Eye”
Mission 4 “Blockade”
Mission 5 “Lifeline”
Mission 6 “Invincible Fleet”
Mission 7 “Deep Strike”
Mission 8 “Shattered Skies”
Mission 9 “Operation Bunker Shot”
Mission 10 “Tango Line”
Mission 11 “Escort”
Mission 12 “Stonehenge Offensive”
Mission 13 “Safe Return”
Mission 14 “Breaking Arrows”
Mission 15 “Emancipation”
Mission 16 “Whiskey Corridor”
Mission 17 “Siege of Farbanti”
Mission 18 “Megalith”
Part 4: Erusea’s Mistakes. (To be posted sometime this week.)
Part 5: Why game developers don’t write gooder better. (To be posted sometime next week.)
Part 1: Introduction to this Fan “Faction.”
Some time ago I played Ace Combat 4. (No shit right?) AC4 is the most praised game of the series for featuring what many considered the most finely tuned combat model of the series. Others praised the game for its narrative, which was presented in a simple and interesting fashion. Finally, others have praised the game for its sensibility. Few have taken the time to look beneath the game’s face with enough suspension of disbelief to realize just how well the storyline of the game comes together. Not in narrative, but in strategy.
The decisions made by the game’s national “characters”, the militarist state of Erusea, and the multi-national coalition ISAF (Independent State Allied Forces), fall within the patterns of normal human decision making and judgment. Even when the game begins to place the storyline further onto the importance of normally wanky “super weapons” it can still be explained rationally. Not only can it be rationalized, but the real teller of the storyline’s quality, it can be rationalized easily.
At this point I have to admit I’m only a moderate fan of the series. The limits of Ace Combat’s game play essentially cut the experience short due to its naturally simplistic nature. (LoL turn to win.) Frankly, if Ace Combat 4 had been a book, it would have been an excellent read. This may be somewhat insulting to the game play.
Attempts have been made to improve the flight model, but ultimately Ace Combat will always be Ace Combat. An arcade flight game with skins of modern jets. The storyline of the 4th game being so interesting is merely a symptom of whatever member of the writing staff happened to be thinking with his brain cell that day. Few of the other games in the series show the same care to narrative detail as Shattered Skies did. I haven’t played AC5, AC0 was boring in terms of both game play and writing, and AC6 has ultimately garnered a reputation as a watered down B-flick.
Frankly, Ace Combat 4 was still fun to play. I couldn’t enjoy such a game on narrative alone, since that goes against my judgment. But good narrative can certainly make a game better. For another example of the success of narrative in conjunction with solid game play, see Gears of War. (If this is successful, I’ll probably write a similar analysis on it.)
That being said, I haven’t been able to play AC4 in some time. At the time of writing the PS2 in my house is currently bricked, and the 40GB Playstation 3 incapable of running last generation titles. So if I make minor errors of memory in my analysis, feel free to correct them. I’m going to start with a description of the major factions of the game. After that, I’ll post part of my analysis of the wartime strategy. It’s not finished, but I’m working on it.
Now, onto discussion of the factions.
Part 2: The History of the War before the Game.
The games of Ace Combat take place on a fictional AltEarth that, for the purpose of storytelling, has developed the same kinds of technology, governments, and social groups as we have on Earth. Not just similar, but exact. Everything from John Deere industrial tractors to the presence of the F-14D Tomcat, its models, as well as the M1 Abrams Tank, and even the Iowa class battleship, exist in the world. The differences of AltEarth are quite minor compared to our own. This is just a grand description of the game world. The story of the war begins in the intro of the game.
Years before the game took place it is made clear that AltEarth was threatened by the impact of a planet-killer Asteroid “Ulysses”. Ulysses was detected very late and many frantic attempts were made by the governments of the planet to stop its landfall. The coastal nation on the continent of Usea, Erusea was successful in developing a weapon to stop or at least seriously diminish Ulysses. The land based artillery platform Stonehenge.
Stonehenge was a massive facility consisting of 6 skyscraper sized artillery guns firing nuclear slugs deep into space. No details are given on these slugs, but they were successful in moving Ulysses away from the planet. The game gives totally credit to the survival of the planet to Stonehenge, and no further game in the series has contested it. The game credits Stonehenge with destruction of the Ulysses asteroid, but breaking a single planet killer asteroid to lots of tiny continent killer rocks would not equal survival. So using suspension of disbelief, Stonehenge obviously moved Ulysses out of the planet’s path.
It wasn’t a complete success of course. The use of nuclear slugs meant Ulysses was partially fragmented, and some smaller pieces did make landfall. Dotting AltEarth with the scars of a planet killer that ultimately missed by a hair. These craters are frequently seen in the game, appearing everywhere from desolate mountain ranges, and right next to major cities. (Indicating a wide scale rebuilding effort post planet fall.)
The fall of these smaller asteroids left many nations destitute and broken. Economies were ruined, industry was annihilated, and confidence in civilization was broken. The planet was ripe for decades of post-disaster wars. This is exactly what the Ace Combat games portray in varying quality.
“Erusea”
It is fairly ironic, that of all the nations to construct purpose super weapons in the planet’s history, only Erusea’s was truly successful in saving the planet and was also successful in its ah-hem, unintended uses. The impression we get from the game is that Erusea was rendered destitute by the massive funds it had placed in Stonehenge. This was rendered worse by the landfall of many small asteroids right on Erusea. The nation must have been complete chaos after the crisis. This would explain the seizure of power by a right wing, military government. This government is never explained much in writing, but the game’s narrator did call them “fascists” in his youth. Giving us a fairly good idea of how the world saw them. Combine that with the frequency of fascist governments in AltEarth’s history (See: Ace Combat 5/0) it’s not outward to say that Erusea had become a violently expansionist and nationalist nation. Its seething hatred of the planet it saved was probably compounded by what it perceived as abandonment. After they had built the weapon that saved the world, no one came to save them from bankruptcy and collapse. This was undoubtedly Erusea’s bane and more importantly, its casus belli.
However, Erusea, the individual nation on the north western peninsula of its home continent, Usea, had to contend with some problems. For one, it was only one nation, rivaled against a continent full of other nations and their overseas allies. The industrial limits could not be surmounted. Thus, Erusea would have to rely on its own brand of warfare, taking advantage of new tactics to propel itself to continent wide dominance. For this, Erusea created and used, 3 “Cards” of its strengths that would cover for its weaknesses.
Contents:
Part 1: Introduction – “Why write this?”
Part 2: The History of the War Before the Game.
A. “Erusea” – The antagonists.
Erusea’s weapons of war.
B. “ISAF” – The protagonists.
ISAF’s weapons of war.
Part 3: Ace Combat 4: Shattered Skies (First half to be posted by end of today. This is the "real" meat of the essay, so if you want to just skip to this part feel free.)
Strategic Analysis of: Mission 1 “Sitting Duck”
Mission 2 “Imminent Threat”
Mission 3 “The Northern Eye”
Mission 4 “Blockade”
Mission 5 “Lifeline”
Mission 6 “Invincible Fleet”
Mission 7 “Deep Strike”
Mission 8 “Shattered Skies”
Mission 9 “Operation Bunker Shot”
Mission 10 “Tango Line”
Mission 11 “Escort”
Mission 12 “Stonehenge Offensive”
Mission 13 “Safe Return”
Mission 14 “Breaking Arrows”
Mission 15 “Emancipation”
Mission 16 “Whiskey Corridor”
Mission 17 “Siege of Farbanti”
Mission 18 “Megalith”
Part 4: Erusea’s Mistakes. (To be posted sometime this week.)
Part 5: Why game developers don’t write gooder better. (To be posted sometime next week.)
Part 1: Introduction to this Fan “Faction.”
Some time ago I played Ace Combat 4. (No shit right?) AC4 is the most praised game of the series for featuring what many considered the most finely tuned combat model of the series. Others praised the game for its narrative, which was presented in a simple and interesting fashion. Finally, others have praised the game for its sensibility. Few have taken the time to look beneath the game’s face with enough suspension of disbelief to realize just how well the storyline of the game comes together. Not in narrative, but in strategy.
The decisions made by the game’s national “characters”, the militarist state of Erusea, and the multi-national coalition ISAF (Independent State Allied Forces), fall within the patterns of normal human decision making and judgment. Even when the game begins to place the storyline further onto the importance of normally wanky “super weapons” it can still be explained rationally. Not only can it be rationalized, but the real teller of the storyline’s quality, it can be rationalized easily.
At this point I have to admit I’m only a moderate fan of the series. The limits of Ace Combat’s game play essentially cut the experience short due to its naturally simplistic nature. (LoL turn to win.) Frankly, if Ace Combat 4 had been a book, it would have been an excellent read. This may be somewhat insulting to the game play.
Attempts have been made to improve the flight model, but ultimately Ace Combat will always be Ace Combat. An arcade flight game with skins of modern jets. The storyline of the 4th game being so interesting is merely a symptom of whatever member of the writing staff happened to be thinking with his brain cell that day. Few of the other games in the series show the same care to narrative detail as Shattered Skies did. I haven’t played AC5, AC0 was boring in terms of both game play and writing, and AC6 has ultimately garnered a reputation as a watered down B-flick.
Frankly, Ace Combat 4 was still fun to play. I couldn’t enjoy such a game on narrative alone, since that goes against my judgment. But good narrative can certainly make a game better. For another example of the success of narrative in conjunction with solid game play, see Gears of War. (If this is successful, I’ll probably write a similar analysis on it.)
That being said, I haven’t been able to play AC4 in some time. At the time of writing the PS2 in my house is currently bricked, and the 40GB Playstation 3 incapable of running last generation titles. So if I make minor errors of memory in my analysis, feel free to correct them. I’m going to start with a description of the major factions of the game. After that, I’ll post part of my analysis of the wartime strategy. It’s not finished, but I’m working on it.
Now, onto discussion of the factions.
Part 2: The History of the War before the Game.
The games of Ace Combat take place on a fictional AltEarth that, for the purpose of storytelling, has developed the same kinds of technology, governments, and social groups as we have on Earth. Not just similar, but exact. Everything from John Deere industrial tractors to the presence of the F-14D Tomcat, its models, as well as the M1 Abrams Tank, and even the Iowa class battleship, exist in the world. The differences of AltEarth are quite minor compared to our own. This is just a grand description of the game world. The story of the war begins in the intro of the game.
Years before the game took place it is made clear that AltEarth was threatened by the impact of a planet-killer Asteroid “Ulysses”. Ulysses was detected very late and many frantic attempts were made by the governments of the planet to stop its landfall. The coastal nation on the continent of Usea, Erusea was successful in developing a weapon to stop or at least seriously diminish Ulysses. The land based artillery platform Stonehenge.
Stonehenge was a massive facility consisting of 6 skyscraper sized artillery guns firing nuclear slugs deep into space. No details are given on these slugs, but they were successful in moving Ulysses away from the planet. The game gives totally credit to the survival of the planet to Stonehenge, and no further game in the series has contested it. The game credits Stonehenge with destruction of the Ulysses asteroid, but breaking a single planet killer asteroid to lots of tiny continent killer rocks would not equal survival. So using suspension of disbelief, Stonehenge obviously moved Ulysses out of the planet’s path.
It wasn’t a complete success of course. The use of nuclear slugs meant Ulysses was partially fragmented, and some smaller pieces did make landfall. Dotting AltEarth with the scars of a planet killer that ultimately missed by a hair. These craters are frequently seen in the game, appearing everywhere from desolate mountain ranges, and right next to major cities. (Indicating a wide scale rebuilding effort post planet fall.)
The fall of these smaller asteroids left many nations destitute and broken. Economies were ruined, industry was annihilated, and confidence in civilization was broken. The planet was ripe for decades of post-disaster wars. This is exactly what the Ace Combat games portray in varying quality.
“Erusea”
It is fairly ironic, that of all the nations to construct purpose super weapons in the planet’s history, only Erusea’s was truly successful in saving the planet and was also successful in its ah-hem, unintended uses. The impression we get from the game is that Erusea was rendered destitute by the massive funds it had placed in Stonehenge. This was rendered worse by the landfall of many small asteroids right on Erusea. The nation must have been complete chaos after the crisis. This would explain the seizure of power by a right wing, military government. This government is never explained much in writing, but the game’s narrator did call them “fascists” in his youth. Giving us a fairly good idea of how the world saw them. Combine that with the frequency of fascist governments in AltEarth’s history (See: Ace Combat 5/0) it’s not outward to say that Erusea had become a violently expansionist and nationalist nation. Its seething hatred of the planet it saved was probably compounded by what it perceived as abandonment. After they had built the weapon that saved the world, no one came to save them from bankruptcy and collapse. This was undoubtedly Erusea’s bane and more importantly, its casus belli.
However, Erusea, the individual nation on the north western peninsula of its home continent, Usea, had to contend with some problems. For one, it was only one nation, rivaled against a continent full of other nations and their overseas allies. The industrial limits could not be surmounted. Thus, Erusea would have to rely on its own brand of warfare, taking advantage of new tactics to propel itself to continent wide dominance. For this, Erusea created and used, 3 “Cards” of its strengths that would cover for its weaknesses.