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Overall Rating: S (as in, on the Holy Trinity's place)

Story and Writing: A-


-Lot of ideas and potential explored, but yeah, given the whole rush job thing and
plenty of not fleshed-out characters (Fencer? Skald? Tailor? What did they do
again?) ...yeah. Not to mention the cut dialogue. The DLC missions, tho,
acknowledged that military/intelligence people like David North and Kei Nagase tell
a better story than civilians/journalists like Albert Genette and Melissa Herman,
since they play bigger roles outside of cut-scenes. Significant writing upgrade
though, with even apparently stupid decisions like Wiseman drawing Mr. X's
attention and Harling apparently going into the ISEV handwaved by Wiseman caring a
lot for his men like Knocker and Yellow 13, but far successful because unlike the
latter, not one LRSSG member besides himself died, and the whole Harling thing
being handwaved by A) Osea/the IUN being preoccupied by the war and burning too
much time, B) Sky Keeper being unable to track everybody from point A to B, and C)
thank Labarthe for exposition. Chopper and those trainees still make me
r/saltierthancrait lol
Unfortunately, brings to mind that one YouTube comment by Zygemaru/something <<eVeN
aSsAuLt HoRiZoN hAs A bEtTeR sToRy ThAn ThIs>>. I wish I could unload an EML/MPBM
shell into them at ultrasonic speeds >:(
Gameplay and side content: S-
Nigh-perfect, brings back AC3's difficulty, the PSP games' parts and emblems
system, six paint schemes, etc. HOWEVER, PA apparently couldn't think of NFS/Forza-
level customization, huh? Also, if we can PSM, why not the enemy too? Where are our
wingman commands and plane selections as Strider 1?
Level Design: S+
A LOT of variety.
Charge Assault: Bomber intercept/tutorial
Charge the Enemy: Base assault and drone dogfight
Two-pronged Strategy: Air superiority and sky fortress encounter
Rescue: Handful of Hope-esque radar evasion (except no transport escort), air
superiority
444: Bomber intercept, EXCEPT the bombers and fighters are already besieging the
base, making it much more intense
Long Day: Land-based annihilation and UAV furball. Pure fun.
First Contact: Small-scale land attack, UAV intercept, and ace squadron duel IN ONE
PACKAGE. Oh, and careful of the thunderstorm rain :)
Pipeline Destruction: Michael Bay-level EKSPLUSIONZ annihilation, and then UAV
fight AND tanker intercept IN A FRIGGIN MEGA-SANDSTORM. Just...insane...
Faceless Soldier: Radar raid and supersonic missile evasion huh? Tough nut to
crack, but hey, okay. Nice 8492-esque twist and formation unity.
Transfer Orders: Tricky as F, but if you are fast and tactical enough, the ground
and air targets should be easy to dispatch.
Fleet Destruction: Basically Aegir Fleet 2.0 except the fleet is in deep waters
sailing status. Also, nice heavily defended marine platforms.
Stonehenge Defensive: Really tense defensive mission, reminds me of The Empire
Strikes Back's Hoth battle. Also, wow-inducing Arsenal Bird furball; the ground
units are in on it too.
Bunker Buster: Directing bombers to do the dirty work, no SP weapons, AND IRBM
intercept? Unique.
Unexpected Visitor: WOO-HOO! Basically Comona, Breaking Arrows (with planes as
targets), Lifeline's Yellow encounter (except you can choose to either drive Mimic
off or simply ignore them lol), and Juggernaut's Costner variant ROLLED UP IN ONE.
PA really did fire up their cylinders this time, and I hope they do the same with
future ACs. We'd be in for one Tartarus of a ride.
Anchorhead Raid: Invincible Fleet 2.0 + Heartbreak One's Grabacr encounter +
Infinite Warfare-esque assassination targets = HSQ above 3000
Ten Million Relief Plan: Haven't even experienced it yet, but I predict that it
will be an epic Zero-esque final showdown mixed with Demons of Razgriz, set in the
very place where the franchise began (the Skully Islands).

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