Reviews from

in the past


Took me a little bit to settle into Project Wingman: Divided into two halves, the conquest and campaign feel like they contain the missing element of the other mode- conquest is a rougelike, with a constantly rising alert level and a stingy economy forcing you to consider if it’s worth it to fight tougher and tougher enemies for the sake of a better payout at the end of a mission, but the maps are massive and barrain. The campaign has a number of massive and well-produced battles, but it doesn’t have any kind of meaningful scoring system that could force you to rethink your approach to old levels: clear something once and you're done, a far cry from the nice balance of the two the Ace Combat titles are generally able to strike. While I don’t think it would’ve been as easy as merging the two sides into one to fix some of my broader problems with the game, it’s still striking to see the two appeals acknowledged, but not combined.

Gets a lot better with time though- was going to write a lot more about the flatness of the early levels in the Campaign, but the transformative quality of the unlockable “Mercenary” difficulty addressed a lot of my problems, serving as the best kind of New Game +. You keep your fleet of planes and fight through remixed enemy placements, doubly addressing the slow pace and bog-standard engagements that dragged out the action of the early levels. Think that Project Wingman is most in its element when it’s dialing up the scale of the battles, cutting through armies of fantasy weapons-platforms, the screen crammed with sky-carriers and super-tanks and an absurd number of fighters.

It’s surreal imagery and a great threat, your missile warning constantly blaring out, and traces of railgun fire making for a distinct threat, their presence further complicating your ability to break line-of-sight with enemies. This increased difficulty also addressed one of my other initial problems with the game, which is the lack of resource-management compared to Ace Combat. You’ll pretty quickly have access to a surplus of missiles and special weapons, and the only limits on flares are a 10-second cooldown. It ends up being pretty easy to play thoughtlessly against the standard enemy arrangements, but the scope and length of the fights in this new mode made me much more conscious of my loadout and ammo supply. I knew I was going to finish the Mercenary mode when I had to really start experimenting with weapons on the fourth mission, forced to optimize and consider how to best use the newly-finite resources against lethal super-tanks that require you to destroy all their weapon emplacements first. Trying the pick them apart normally ended up being too dangerous, and I ended up refining my loadout to successfully incorporate heavier bombs over a number of failed attempts.

Good changes overall, but still wish the mission structure was more varied- would never have guessed I’d pine for the filler sections of Ace Combat 4, but being tasked to “kill everything” gets understandably old after 20 missions with no break in sight. The few times where it does break from the norm, like one mission where civilian planes are interspersed with enemies and shooting them down will fail the objective highlight how slight the modifiers could’ve been to transform the action. It’s a seemingly minor consideration, but it means you can’t fire away with your surplus of multi lock-on missiles and have to factor these neutral planes into your angle-of-approach. A time limit on a mission, some radar jammers that would impact your mini-map, or a few objectives you needed to protect could’ve similarly gone a long way as pace-breakers.

On the mind because it affects the game narratively too: An early-game mission where Cascadian forces are retreating from a major city is never able to land with the weight the presentation clearly wants, this supposed tactical failure preceded by gameplay where you’ve just spent the last 15 minutes annihilating every enemy on the map. Same goes for a solo mission which is framed as a smaller op before a larger offensive, but sees you clearing an enemy force that’s as massive as any of the regular encounters, and doubly annoying when you don’t have your Wingmen to chip away at some of the scattered emplacements.

Don’t want to be too dour though: haven’t had a chance (or the means to play it) but the Frontline 59 expansion seems to address a lot of the pacing issues I had with the main campaign of Project Wingman, and the strongest moments here make some of the more repetitive missions here easier to overlook. “Cold War” is the obvious highlight, a massive, mission-long dogfight that highlights the tenacity of the enemy pilots AI, and caps off with a great rematch against Crimson 1, your main rival throughout the game. Also one of best examples of how the great the energy of the presentation can be when everything here is firing on all cylinders: lively radio chatter and an inspired setting really managing to sell what a turning point this is for the world (and not to mention what a stellar opening this is). Could even see the somewhat lax mission design being a strength long-term, only rarely having to spend time hitting your marks in a choreographed set piece.

Rarely want to hit someone with the “It gets good X hours in,” but that’s exactly what happened here- really comes into its own over the course of the campaign and ends up being a great challenger to the normally uncontested throne of arcade flight-action.

A really loving fan successor to Ace Combat, it’s really good! At its best it looks, sounds and plays exactly like a hypothetical Ace Combat 8, with some pretty good ideas of its own like multiple weapon modules and greater air target variety with the airships. In particular I loved the AOA limiter, a lot more intuitive and free than the PSMs of AC7, and insanely fun. Boss fights are also pretty creative here with their railguns, which are a much needed complication from the standard dogfight. The music is also great. A lot of the time you completely forget that this is an indie game, which is a sign of how competent the execution is.

It has some limitations compared to AC, however. Mission variety is not nearly as good as AC5 or 7, with this feeling like a spiritual sibling to AC6 with its grand and expansive missions that largely just have you blowing up either air or ground targets. Tastes differ but in my opinion variety is king in these kinds of games, and some curveballs like AC7s stealth-spotlight mission or AC5s undercover camera mission would have been welcome.

The story feels like a very conscious tribute to AC0 but it’s unfortunately much weaker. The Federation’s characterisation is weaker than Belka and Crimson 1 doesn’t even compare to Pixy’s level of character arc. Crimson 1 in particular felt like a big misstep, the climactic final battle and emotional farewell to him feeling completely out of nowhere given his 5-10 minute total screen time.

Two glimmers of greater things are Prez and Conquest mode. If the fanbase’s fixation with Prez proves anything it's that these games (AC included) could really benefit from some elaborated character interaction. The fact that this entire character is locked behind 2-seater planes is a laudable commitment to realism but it also feels a bit wasteful. Similarly, Conquest mode makes me imagine a potentially better version of itself, with AC7s plane-building mechanic built in and a lot of extra unique scenarios, dilemmas and decisions that would make each run feel more unique and like a full-fledged roguelike. Regardless, it's fun and keeps me booting up the game every now and then for a run in a way that AC doesn’t really do.

If I ever bought a VR headset, this would probably be my #1 stop. Doing those AOA manoeuvres in VR would either be the greatest thing ever or make me instantly throw up, maybe both.

This game bounces between having a story and not; then abruptly ends. Aside from that everything else in the game is pretty tight, but what's a game like this without a good story ?

If you've ever played Ace Combat and thought that it needed twice the amount of missiles, then this is the game for you. Because of that and its complete lack of checkpoints, the game relies way more on long-range engagement and using flares to lose missiles than Ace Combat does, but I kind of prefer that over the dogfights and high-g turns of AC, even though that's entirely a matter of personal taste. The ost is also amazing. Showdown might just be my favorite song in a video game.


The labour of a tiny team is visible, yet it is really amazing given what they have to offer. In many aspects, I believe it rivals or perhaps surpasses Ace Combat, due to factors such as customisation and more 'humanity' being brought to the game, with more emotions and feelings being displayed. The voice acting, as well as the banter, keep the game alive, and I was never truly taken out of it. The gameplay is enjoyable and uncomplicated, albeit the end goal is to destroy a target, and to tail enemies till their demise. When you play this game, there are no timers or limits; only failure stares you in the face. You have to start over from the beginning of the mission if you do, due to no checkpoints, which may be annoying given how long certain missions can be. This wasn't an issue for me because I've played a lot of similar games before, and there were just a few issues, but none worth nit-picking at.

I really enjoyed Project Wingman, and will be revisiting it in the far future. Absolutely loved it.

An Ace Combat clone that I don't want to play because there are no checkpoints in missions. Sorry, but I'm not made of time.

Ace Combat made by Ace Combat fans, who understand what makes Ace Combat so special. A unique setting, unhinged plot, and killer music courtesy of Jose Pavli delivers a truly special take on the long-proven formula laid down by the AC franchise. If you're a fan of those games, you're bound to love this one.

An arcade combat flight simulator very similar to the Ace Combat series but made by significantly less people for less money while still managing to be as good as those games and selling for half the cost. It looks great, the stages are varied, you have a good variety of planes with two seaters even given you another person with you who chimes in with the regular chatter. It controls well, tends to have a better cockpit view than the Ace Combat games if that is your proffered playmode. Has a pretty strong soundtrack, entertaining allies, gameplay modifiers to turn on in the campaign, and a separate mode where you choose missions while being able to hire ally pilots to fight with you

Problems tend to be the same thing any game in this genre suffers from. Fights against aces are just terrible as they do impossible nonsense maneuvers while constantly firing at you while still being no real threat on the lower difficulties. Larger planes and naval units with multiple areas to target need to destroy every weapon hardpoint they have before you can blow them up. Exclusive to this game is that there are no saves or checkpoints in missions, which is really no issue on the easier settings but it is pretty annoying when some in game event happens that prevent you from being able to see and then starts back up with you having no way to avoid crashing. The conquest mode where you can hire some allies is a nice idea but pretty barebones and your ally units are the usual unimpressive teammates you get in these games but with no personality. The ending to the campaign is also pretty ridiculous and mechanically dull.

Even if it wasn't being sold for such a low price, I'd still highly recommend it for fans of arcade combat flight sims. The problems are rarely issues, and I suppose matter less depending on your loadout and plane and are outweighed by the positives. And that's if they don't continue development in a way that further improves the game.

Having no VR headset I don't know how well that option works.

Screenshots: https://twitter.com/Legolas_Katarn/status/1370918866344312832

el sucesor espiritual de ace combat zero, hasta la música esta al mismo nivel super infravalorado

this shit looks and feels like a AAA game, but it was made by only 3 people, love letter to the ace combat franchise and the plot gets as fucked as an AC game too (you can tell the dev's favorite game is zero btw)

it's a good game, not as good as ace combat 7 but with the vr support it's really nice, definetly worth playing if you have a vr kit

va muy duro, tiene cosillas distintas al ace combat pero esta muy muy bien, eso si de la historia no me entere ni media

AC7 but Orange, This game shows how incredibly dedicated the Ace Combat Community is. Flight controls are standard and easy to pick up, and gameplay is fun and extremely rewarding (flying backwards anyone?) The OST is up there with AC 0, 4, and 7. I recommend everyone try this out before Ace Combat 8 gets released

Shoot a missile at a guy from 10 miles away and watch it fly for 120 seconds until it misses them completely (complimentary).

Coming off AC7, I went into this game with very middling expectations which were quickly blown out of the water.
PW just absolutely oozes passion and feels about as close as a fan-game can get to the 'real thing', so you can imagine my surprise when the credits roll and seeing the dev team was literally three guys and a dream.
If you're a flight-action fan, you know we don't get to be picky, so breathe a sigh of relief that there are fans out there keeping the genre afloat and crafting completely unnecessary tunnel-runs.
Plus, because this is a small indie project, they can throw in cheeky shit like a genuine Pearl Harbor bombing mission and anime mission intro easter-eggs.

Un digno sucesor de Ace Combat que le da mil vueltas a la basura que fue Skies Unknown... aunque a costa de un poco de retroceso.

Como fanático de la franquicia, puedo decir con total seguridad que Project Wingman es un tributo bastante fiel a la filosofía de diseño y la estética general de los juegos de Ace Combat: su técnica narrativa, sus tropos y el estilo argumental, su tono, su atmosfera, su banda sonora (la cual, como todo Ace Combat, es putas increíble: https://youtu.be/bh85GHBe6xY), sus mecánicas, su bucle jugable, su diseño de niveles, sus set pieces, etc. Todo está en armonía con lo que fue establecido inicialmente en Shattered Skies... y de allí es donde parte la mayoría de problemas.

Pero empezando por lo positivo: las ametralladoras finalmente son armas completamente útiles y confiables gracias a que la retícula compensa ligera pero notablemente la desviación provocada por tu movimiento, permitiéndote acertar al blanco aun cuando no lo parece; la variación de escenarios es consistente durante toda la campaña, haciendo que cada misión se sienta diferente y ofreciendo un ritmo satisfactorio; la dificultad y la curva de progresión sobre esta superan a la franquicia en la que se inspira, este es el juego de aviones que más me ha costado y se sintió totalmente justo de inicio a fin, esto es debido a un pulido de la IA enemiga, de los controles de los aviones (sintiéndose más naturales y realistas en peso, fisicas, velocidad y movimiento) y de los niveles, se nota bastante que los desarrolladores estudiaron fuertemente las mecánicas y niveles de los múltiples juegos en la franquicia para construir este juego, y ese nivel de atención al detalle, otorga una experiencia de acción increíblemente solida.

Ahora, por lo negativo: cuando dije que "retrocede un poco" es porque Project Wingman piensa en ser más una secuela de los juegos de PS2 que de los subsiguientes a estos, lo que termina eliminando la capacidad de pulir y liberar el potencial que estos juegos tenían, es decir, aquí no tienes el High-G Turn, los Stall Maneuvers, los comando de aliados, el sistema de misiones dinámicas, el allied support, o siquiera algo tan simple como el estabilizador de la nave hecho con los bumpers, el juego simplemente retrocede en el tiempo para ofrecernos un juego más tradicional, que termina perdiendo en ambición frente a los muy interesantes avances hechos en la franquicia a través de su historia; el dinero obtenido con las misiones solo puede ser usado para comprar naves... y ya, anteriormente este se podía usar para comprar sub-armas (o partes en las entregas más actuales), pero aquí prefirieron darte todas de una al comprar un avión, dándole menos uso a tus ganancias en el combate y eliminando la progresión y customización que este apartado agregaba, además de hacerte cuestionar el funcionamiento de esta economía de guerra; la variación de enemigos es poca y su diseño no es muy inspirado, es decir, aviones con múltiples partes rompibles y railguns son lo más "alocado" que puede ofrecer la campaña (a pesar que estos son cosas que ya vimos), y es algo decepcionante cuando recuerdas los submarinos nucleares, aviones con láseres, estructuras gigantes por las que manejar, o demás bizarradas que existían en Strangereal, cosa que evidentemente este juego trataba de recrear utilizando el lore que se estaban armando con el cordium y el universo alterno de la tierra, esto no es Joint Assault o Assault Horizon, auténticamente trataba de utilizar su sci-fi para igualar a AC, pero nunca fue todo el camino.

Y por ultimo tenemos a la historia, definitivamente es mejor que el absoluto desastre incoherente y nocivo de AC7, pero sigue teniendo problemas. El hacer que tu equipo sea un grupo de mercenarios fue, como siempre, una buena elección para desarrollar el conflicto geopolítico de fondo sin construir un melodrama de guerra (como lo fue la basura de Unsung War); tratando un conflicto de independencia causado después de un cataclismo es un planteamiento interesante, pero no siento que se haya aprovechado el concepto del todo, debido a que el elemento más singular de la trama, el cordium y su repercusión sobre la tecnología de guerra no fue del todo aprovechada, solo hay como 2 o 3 ocasiones en donde este sale a relucir (que son los momentos donde resulta intrigante seguir la trama), y una de ellas es en el enfrentamiento climático el cual trata de imitar fallidamente a Zero, con un antagonista menos carismático e interesante que Pixy: Crimson 1 es básico para el rival que te querian construir, claro, su presencia es notoria, pero no sabemos mucho sobre él, y su obsesión por Monarch va en contradicción con sus ambiciones, especialmente considerando su acto final (y el dialogo que se tira... fucking KEK), lo puedes explicar como que el tipo se está volviendo loco, pero eso solo denota lo poco interesante y caracterizado que está el personaje. Pero gracias a Dios, la trama no es el foco de la experiencia a diferencia de Zero o Electrosphere, puesto que generalmente es usada para dar contexto a los niveles, ademas que su progresión es muy pausada sintiéndose como un regreso a Ace Combat 2 o Shattered Skies, de igual manera ni tienes cinemáticas in-game que hagan énfasis en sucesos o en la presentación de los villanos, por lo que la posición de la historia en el paquete se vuelve evidente: es para darle contexto a tus acciones y dotar de estilo e identidad a la obra.

Project Wingman es bueno, su pulido mecánico de lo establecido en los AC de PS2 no se lo va a quitar nadie, además que los niveles y la progresión de su campaña construyen una experiencia más que satisfactoria, pero si sufre de una historia algo insípida que no llega a la altísima calidad de Belkan War o la simple brillantez de Shattered Skies, y de no poseer la ambición por superar a sus inspiraciones, decidiendo vivir simplemente como un tributo de estos. Pero bueno, prefiero por mucho un juego que retrocede para pulir su objeto de estudio y satisfacer a los fans de este, a uno que en su ambición, retrocede bastante y le escupe a la cara a una de las mejores franquicias de acción en el medio. Project Wingman es el verdadero Ace Combat 7... o bueno, mejor dicho, el verdadero Ace Combat 5.

I can’t help but feel that I wasn’t paid enough for single-handedly winning a war.

You can tell that it's a good game because none of the local quote unquote Ace Combat fans have played it

play 2 missions thought it was too easy, so I cranked it up to hard
big mistake

prez! prez prez prez!!!! i love prez!! she's just like me fr

my sicko opinion is that project wingman is better than ace combat 7. i like the music just as much, and it somehow manages to reach the same heights of iconic characters without a single portrait. all of them are just audio, but damn do those voice actors kill it. when diplomat freaks out, i am like the sickos picture. i go HAHA... YES... YES!!!!! also go watch the max0r video on this game it's really funny

I keep reinstalling this game every few months to play the final mission because it's so damn good.

Holy nuclear genocide, hell of a ending there. Just enough to make it stand out from its Ace Combat inspirations.


Despite no prior Ace Combat experience, I REALLY enjoyed this game

My one main gripe really is that the game doesn't do a good job of teaching you how to play it, although I expect most are expected to have previous AC experience before hopping into this game. It's especially annoying that this is the case when the game is really punishing if you fuck up, setting you back 15 - 20 minutes of gameplay

Project Wingman is nothing short from the most impressive Indie game I have ever played, almost passing as a full on triple A release . It's story, characters, music and gameplay are all honestly really great. Whilst it took a while for me to appreciate the ending, upon consecutive playthroughs, the ending brings a great reality check and meta narrative that continues to amaze me. Not to mention, its fun to surprise friends who wanna watch along with the twist at the end. All of whom had reactions of varying magnitude.

This game is great, it'll have you hooked and does a good job setting itself apart from the competition. Give it a go. It's a challenging, and fun experience.

I recommend you play till the mission named cold war to see if the game is for you. After that one though, it really picks up. I think a few missions are bit weak, especially Valkyries Call due to screen clutter, and Red Sea just feels a bit boring after all the insane stuff that preceded it. But good game either way.

I'm sorry but I can't trust anyone who genuinely thinks this is better than Ace Combat lol. Entirely lacking the charm and soul of those games with a limp narrative and weak, borderline nonexistent characterization. Basically all the writing here is worthless drivel, so on the basis of the admittedly very strong sound design and music you would probably be better off muting the dialogue and turning off subtitles. Just pretend there's no story, you aren't missing out on much.

Every mission ends with extended moments of non-gameplay where you fly around the map aimlessly listening to every single character gather around to suck your cock because you are just such a good pilot and you carried the whole team/army/world and no one else really matters except you, the player. I get that they are going for a power fantasy thing here but A. the gameplay already sells that aspect of the story, and B. every single character's personality revolves around worshipping the player from like the first mission. there isn't any attempt at buildup and you never even once feel like you earned the role the game forces on you.

I guess there was no time to fit in even the most rudimentary slideshow cutscenes, so don't expect to get attached to the setting or narrative at all. This is the biggest disappointment, i think, because the world of Project Wingman actually seems quite interesting. Seeing a futuristic setting make use of Cascadian independence/secession as a plot point could be a lot of fun, but the game never tries to get the player invested in the politics of the war. One of my favourite aspects of Ace Combat 7 was the presentation of the cutscenes, which sold a narrative otherwise too detached from the player to be interesting. I get that it's a three man team making this and for what it's worth this is an immensely impressive production for what is ostensibly an AC fangame, but I can't help but feel like the plot actively suffers from the lack of cutscenes.

Then again, the story is already so weak I don't know if it could be saved at all. The main "villain" isn't even a character, he's got a number instead of a name and not for any interesting plot reason, and he only appears twice before you kill him and the credits roll without any resolution for... literally everything in the game? it's bizarre, especially considering they try to do an epic 1v1 showdown (with a character who, I cannot overstate, you know absolutely nothing about) fit with grand ideological nationalistic monologues that are both completely unearned given the content of the game prior and completely irrelevant to everything the game tells you about your character and the world. I think the biggest mistake they make is trying to do their own strangereal, which forces AC comparisons even more than the almost identical gameplay design. This game couldn't match the pure soul of Ace Combat's Metal Gear-esque melodrama in it's wildest dreams, but if this is them trying to reach those heights, I think I'd prefer they didn't bother at all.

Maybe I shouldn't be so bothered by a lame story in a very arcade-y air combat simulator but I think that it's one of the most important aspects of Ace Combat, what sets it apart from any other plane game in my mind. Regardless, I'm sure it isn't as big of a factor for most people as it is for me. For what it's worth, this is a very good game when viewed completely separate from it's narrative. Again, it's incredibly impressive for a indie game made by three people, and the gameplay and sound design are top notch. It looks pretty on a technical level, although I felt it was lacking colour and variety in the locations. I'm even willing to admit there are a few areas where future Ace Combat games could learn from Project Wingman. The main, and most obvious, being the AOA Limiter. There's no question here, as a method for pulling off maneuvers this is a million times better than the post-stall inputs in AC7. It's so fun to use here that it's annoying you can't get it on every plane and it's basically impossible to go back to flares after you've tried it once. In general the gameplay is a lot of fun, at it's best I think it often does match the raw gameplay of the more recent Ace Combats. I doubt I'll ever replay this, but I might check out the conquest mode someday.

Would be worthy of being a mainline title in the Ace Combat Series. It's amazing what only 3 people working on this have accomplished here.
A bit more polish and a lot less orange would have definitely helped. It also has one of those cursor UI's when using a controller ... eww