interesting to know one of the Custodes doing in between Hiatus break btw hope If The Emperor Had A Text To Speech Device come back at some point but that's a story for another day
Did you know there are three kinds of aces? Those that seek strength, Those that live for pride, And those that can read the tide of battle, Those are the three. And Donuts is somehow four of them.
The fact that in the final battle *YOU* get a boss blare... fuck yeah. Gave me chills when that happened. Because the music track? Where previously the song was Kings... now all that's left... *Is your Coronation.*
It feels so wrong to watch an actual review of this game that isn't some form of unhinged ravings of a madman. Excellent composition, very good pacing overall, and its very matter-of-factly. It's also interesting to watch this after all the patches the game has had. The final boss's secret phase didn't have a health bar back then, and the plasma orbs were orange, along with the entire game being *a lot* more orange in general. Maybe it's time for me to revisit this nearly-polished gem
I like the fact when playing PW is that you're basically flying centuries old aircraft, to me it feels like using a prewar weapon in New Vagas like the M4. Basically the same time frame of humanity going horseback to the fucking F22
I'm intrigued, why did the name "Prospero" made you think that it was going to get nuked so hard that even the clouds would shoot out cordium infused lightning? I was just thinking about it since apparently that name triggered that response on most people I' ve read their comments and I wanted to know why
@@artupower1375 in Warhammer 40K lore, Prospero was a planet. Keyword: *was*. Prospero *burned* during the Horus Heresy. Imperium forces sought a bloody reprisal for treachery and straight up glassed the planet until it was uninhabitable.
@@artupower1375 As others have said, Prospero was a planet in 40k that essentially got burned to the ground in a notoriously brutal incident. The level of cataclysm on the planet Prospero makes this look like a fire cracker... But, this one was equally memorable.
@@imapopo2924 the hilarious part is though, it wasnt intentional. some guy who worked with the dev team had that name, so when they named the city after him they didnt realize it was also a 40K reference. they stated as such on the discord.
PREZ IS BEST GIRL!!!!! I honestly feel like P:W is much better than anything we've seen from the likes of Ace Combat for years and captures the feel of early Ace Combat. A feat that I really feel like has not been part of Ace Combat since before AC6 (even if I loved that game). That three people made this game is astoundingly impressive!
Excited to see the new project they are working on. I don't think it's D2, but it has the main people behind PW making it and Jose doing the soundtrack again. It's also gonna be It's own IP which is neato
Finally, someone who uses the leitmotif instead of Showdown to showcase music. I love the leitmotif and how it is constantly evolving throughout the game's music.
How the hell is it 3 years old already? Relatedly: WHEN PW 2 Interesting note about the changed names as well; since, obviously, the countries from the before time dont exist anymore, neither do the companies that made everything for em. So it makes sense the planes names were changed, they're not what we knew, they're rebuilt from either left over designs or reverse engineered surviving aircraft from our time. Or in some cases made new and wholesale like the Chimera.
After playing through the entire game with the Trainer F-4, I can say no game in the past decade has given me as much as a legitimate life or death feeling as fighting Crimson at the end with said F-4
This game absolutely came out of left field and surprised the crap out of me. Super impressive for being wholly developed by just one person. You can tell that it is an incredibly well-written love letter for the Ace Combat series, and it does not disappoint. It may have some graphical issues here and there, but these are so minor and insignificant that it doesn't matter. All the stuff it does right, it does _very_ right, and the few things it does wrong are so inconsequential that you can easily overlook them. I think the most impressive thing is how you could show this game to someone who's never heard of it, tell them it's a beta or something of the next Ace Combat, and they would PROBABLY believe you. This is easily the most "AAA" looking indie game I've ever seen in my entire life, and the fact it was functionally made by just ONE person is absolutely incredible.
The best part of the project wingman is the hot point function, where you can equip AA, AG weapons freely rather than fixed like ace combat series! As far as a game designed, and made by a 3 men team this is just out stranding work!
After watching The Witch of Mercury, I now I understand why the mission Prospero is called like that, is not only the name of the city, but a reference of The Tempest of William Shakespeare, where the main character is called Prospero, only here, the Federation summons a apocalyptic fire storm.
Excellent Review. I think you did a great job of structuring and editing the video to be entertaining and informative as well. Also, that´s maybe outside of your control but your narrator voice does a good job. You managed to capture the feel of the game for this review which is pretty impressive.
the huge thing that PW got that had me super satisfied was the fact that you can choose more than one alternate missile type, and depending on how many pylons you got, that was how many shots you had, not the arbitrary amount chosen for balance by the balancing team.
Wdym, the early planes still arbitrarily have lower overall ammo count and the endgame planes (with even less pylons) have more. The only arcade combat flight game I know that actually implement the system as you say, is the Sidewinder/Lethal Skies series where the end game planes doesn't immediately make the other planes irrelevant since they have less pylons and are limited by internal bays (with the tradeoff being more maneuverable and stealth/better electronic countermeasure).
Ok, you got me at dropping nuclear payloads😂 Sounds dope. Considering how much I have learned to hate warthunder, I just wanna fly some jets, I think I may very well buy this game.
Great review. Enjoyed the while thing, and your clear passion to your craft as opposed to just making content for money and begging for subs is few and far between these days. Thanks for having me aboard now.
@@Jetbat based on quality cause i understand what it takes to make a video this channel is beyond underrated if this is not concrete proof youtube is luck nothing will if quality is not a problem and variety is neither then what dont you dare say consistency you try and put 300 total hours in 1 day let alone week with low end equipment also smart of this dude to upload or upscale videos in 1440p to get some extra bit rate where some reddit sub downvoted me for daring to speak the truth
I like the end when you get a boss health bar because when I saw the hit man insignia I had just realized it being there and the similarity to crimson’s insignia because after all you are both kinda two sides of the same coin both being feared ace pilots with the only difference being the lengths you will go to to win
My only complaint with PW is that the end game planes are all single seaters so no prez. It's fine until Merc difficulty, where the final mission is so difficult that playing through with a two seater is very close to the boundary of virtually impossible. I kinda wish that some of the super planes, if not all of them were two seaters so that you could enjoy the entirety of PW with best WSO and not have to resort to modding but it is what it is.
can't believe I actually played it on keyboard and mouse and somehow managed halfway of it. haven't finished it not because it was hard but because I didn't have time for it.
Having only come into Ace Combat after I played Project Wingman first, my single most hated aspect of Ace Combat is the god damn time limit. If you give me an entire field of enemies to kill, let me have the option to chill out and kill them. Don't just place them there but then force me to only kill a certain group or restart the mission. I beat AC7, AC4, AC5 and Zero. And I hated the timer in every single one.
@@Ikcatcher Literally 100% of AC7 missions are timed, so that's at least 25% of all the missions in all four games (assuming they have about the same number of missions) After a long discussion on the AC7 forums about timers specifically, I have been repeatedly told that mission timers are a staple of Ace Combat. Which leads me to believe that you are wrong.
@@inertjohnjunk it depends on the game. Ace Combat in general don't have a bajillion amount of enemies at once per-mission (except AC6) so the timer is for the most part inconsequential and irrelevant; however there are a few games in the series where the timer is annoying because: 1. They're too faqing long and drags the missions like in AC5, 2. They're somewhat short for early planes and beginners like in AC7. I for the most part prefer the sweet and shorter + more variety of missions in AC games (PW missions can be very draining), I don't think timers are that big of a deal and can sometimes be a source of thrill in and of itself. The lack of urgency in PW is necessary with the massive amount of enemies, but it can also make you fly for a quarter of an hour doing the exact same thing you did in the past few missions; I think some of the missions would've benefitted from a timer to spice up the gameplay. Fun fact: in the older PS1 games, the timer was presented as fuel so it adds an immersive aspect to the game. Some planes have better range and therefore give you more time to loiter.
@@shira_yone Since I've only played PW and AC7, I can only compare those two, and the timers in AC7 are preposterously annoying. There is nothing good about them, they are simply too short. Multiple times during my first playthrough it literally turned into a puzzle-game rather than a dogfighting arcade game. I had to do certain things in a very specific order or I simply would not have enough time to get enough score. Arbitrary timers are never good. Fuel counts are fine, but they should then be realistic, or at least give a reason for why they are so short. There is never a reason given for why the time windows in AC7 are so short. Maybe except for the penultimate fight against Huginn and Muginn, but that timer is so long it's hilarious and Huginn and Muninn are so easy to hit the fight was over before I realized it was a boss fight. I have never heard a positive defence of the timers that wasn't immensely subjective, downright incorrect, or maliciously dismissive of other people's experiences. The real solution to your problem with the lack of timers in PW, and the relatively long missions, would be checkpoints, which I wouldn't be opposed to as an option, but I would personally not use them.
@@inertjohnjunk you said there is nothing good about them when I just gave some reasons why and how they can be good, it's not very nice to generalize an argument as dismissive when it seems like that goes both ways. There's plenty of non-arbitrary timer in AC7 so _"never a reason given"_ sounds just as downright incorrect to me. Like the ICBM launch (or the trucks/SSTO supply ships carrying experimental weapons), clearly you have to destroy them before they get out of your reach. It can work greatly when the story and what happens in the mission gave a sense of urgency. It's pretty believable that most mission should've been time sensitive as it would be irl (I'm saying this not to advocate realism, I'm saying timer aren't really that arbitrary in the first place); I don't mind if timer don't exist for all mission, but if the choice is to have timer on all missions or none at all, I'd pick the former. Clearly the ideal scenario would be timers for some mission and no timer for others. I think your experience with timer is just soured by 7's poor balancing (as the timers became laughable when you use better planes), as I said before it's practically a non-issue and have been used to great effect in previous entries. Checkpoints would be neat in PW, but it won't necessarily change the mission structure fundamentally; checkpoint or not the missions would still be pretty long some even having 3 to 4 phases. Some mission like the night time infiltration strike mission would've been a tad more exciting and I think most people would find better overall if it were instead a timed mission, with the priority being to hit the main targets as fast as possible and not just wiping everything off as usual (or it could be an altitude restricted mission, or it could be a limited ammo mission, it could be anything really). My main issue with PW missions aren't that there's no timer, it's that there's less variety in what you do in them overall (no timer is just a side effect).
Am I the only one that wants a chase camera that stays still and just have the plane rotate on screen 🤦🏽♂️🤦🏽♂️🤦🏽♂️ I hate the whole screen spinning when I barrel roll
26:26 fuck this goddamn tank, still made me restart this mission in 2023, also Mercenary mode seems blatantly impossible to me and I aced all missions on ace difficulty in 4, 5 and 7 and most of zero.
I've completed mercenary mode several teims, and my advice is... Hold S. Keyboard and mouse is superior to controller, weirdly. Genuinely, if you haven'tr tried it with KB&M, do. You should be holding S as long as you're actively in a dogfight with someone. I'm not exaggerating. Even if you wanna go guns on them, just strafe them, but hold S for the sake of all that you hold dear, keep pulling up. Mercenary removes the limit on the number of enemies that can chase you, lock onto you, and fire missiles at you, at the same time. Most missiles in PW can be dodged by simply pulling up as hard as you can, "towards" the missile indicator. Any exceptions should be easy to learn once you've got that trick down. However, if you can't complete Mercenary mode even with one of the three super planes, I don't know how to help you other than that advice. The PW. MK1 should turn the game into a cakewalk. Even with some of the difficulty increasing modifiers on.
@@inertjohnjunk I can do it on controller just fine by holding triangle/Y. It's hard but definitely doable, I did Mission 4 merc on the -not-Viggen and last mission rocket only with the Harrier all on controller. The key is to keep your airspeed and not slow down too much, afterburner button is your friend.
Personally, I feel like this game is slightly overrated. It's a solid game but the story isn't all that great to me. If I were to sum it up, it would pretty much be "sore loser destroyer". I do appreciate that the game has a non-happy ending but it also felt somewhat unrealistic. I never liked the whole "country is losing so they nuke themselves" concept, even in Zero however Zero makes it up by having just a better story overall and probably one of the most memorable characters within the series.
Looks pretty but I have become a snob since I learned more about real air combat in the last 15 years or so and I am over such chaotic arcade games. Seeing all the stuff that makes no sense just pisses me off now.
@@fadinginthenight Ace Combat was a Playstation exclusive, except for Ace Combat 6 which Microsoft bought for XBox only and people hated them for it. So it looks like Microsoft just made a new IP similar to Ace Combat to attempt to grab the same market. Kinda like they did with Forza to counter Gran Turismo.
@@harryshuman9637 Microsoft has nothing to do with PW... Sure it was on gamepass for a while but that doesn't mean they made it. Also yeah it's not available on PlayStation, but that could also be down to individual choice. This game copies AC by love not to steal it's thunder
@@harryshuman9637 i don't see why Microsoft would bother keep an indie game with a small fanbase exclusive to xbox. AC is available on Xbox anyway; they don't need an exclusive, and a small one at that. PW exists because some dude wanted to have AC on PC but it didn't exist at the time