Ace Combat 6: Fires of Liberation

released on Oct 23, 2007

Throughout Ace Combat 6, the player must pilot a fighter jet or other aircraft to destroy foes both in the air and on the ground. As an arcade flight game, it simplifies flight controls and gives the player a large amount of bullets, missiles and other weapons, putting them up against a very large amount of enemy forces. In addition to missiles and a vulcan cannon, the player can equip special weapons such as heat-seeking missiles, bombs, rocket launchers, and others. The player can lock on to a number of foes, and assist different tactical squads by switching between their respective HUD readouts. The game includes 4 default multiplayer modes: Battle Royale, Siege Battle, Team Battle, and Co-Op Battle. In Battle Royale, the basic Deathmatch game mode, up to sixteen players shoot each other down to earn the highest points at the time limit. In Team Battle, a basic Team Deathmatch game is created. Points are awarded based on the type of aircraft destroyed. A unique type of multiplayer game, Siege Battle is played with two teams, Attacking and Defending. The Attacking team attempts to destroy the target (usually heavily defended by flak) within the time limit. The Defending team tries to halt their attack. The co-op battle mode consists of two single-player missions without AI that can be played with up to three other players.


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I still think this game holds up.

jogo de época, não jogaria agora. Mas aproveitei os bons momentos que ele teve

Though the story can be a mess, it still does not fail to make me patriotic for a functional country.

But as flawed as the story is, the gameplay was the true highlight. Not only is this the point where the flying system was updated, giving us a even smoother experience than the ps2 games, but the ground combat is just wow.

The fact the game requires us to assist ground forces and actually makes us cares about them makes me so much more annoyed that Ace Combat 7 never implemented this system. It is actually such a good feature and I really hope ac8 will have it, whenever that game comes out.

I played online a few times and kept playing against the same guy

Amazing how such a good ace combat game came out for the xbox 360. This game alone made me happy that I had a 360 console in that console generation.

This was a gem to revisit as I hadn't played in quite some time but had many, many fond memories of it. The game was really emblematic of the seventh generation of consoles were visuals made a substantial jump and the sense of scale fully embraced a sense of "bigger is better" to great effect. The ground would be littered with targets, so many it might obscure the mission objectives, and the skies would be full of planes, flak, and missile contrails. Even from a distance, you could see where the dogfighting was just by the contrails circling in the skies. It both is and was amazing. We had a full battlefield as a playground at last.

However, where this game gets some rightful flak (pun not intended) was its story. Even on release, it felt rather weak especially coming off the red hot 4/5/0. One thought you might get something like that but instead it was mostly focusing on a mother trying to reunite with her daughter who was in occupied territory. This was mostly at odds with the storytelling of the PS2 games. In Ace Combat 4, you were the nemesis to the Yellow Squadron the narrator looked up to. In Ace Combat 5, you were center stage as the main character instead of being ancillary to the story's presentation. In Ace Combat 0, you were the legend the journalist sought out. However, in this, your story happens almost entirely in gameplay while Melissa's story and Voychek's story takes place during the cutscenes with little intersection of the three until the end of the game. It was strange at the time and it's still strange now but I gave it some thought and suppose I finally get what was attempted.

While execution was lacking, it's very interesting that in a game where so much happens concurrently whether you're involved or not, the story was reflection of just this. The conflict was bigger than you so Talisman's story was just one of many going on at the same time. This is even reflected in the final mission. Whereas in 4/5/0, the final mission was the immediate personal thing, 6 made it a point to include a lot of radio chatter regarding how not reacting properly to the final threat led to issues miles away, back home in the city you'd spent 14 missions to retake and make safe once again. I can respect the attempt made in this game's story presentation even if I do find it of lesser quality than the other games.