Preview: Ace Combat 7: Skies Unknown – Top Gun for VR

The Ace Combat franchise has been a highly successful series that’s going to spawn its seventh iteration in 2018 with Ace Combat 7: Skies Unknown for PlayStation 4, Xbox One and Steam. In addition to the standard console and PC versions Bandai Namco has developed a virtual reality (VR) component which will be exclusive to PlayStation VR, and during the recent Electronic Entertainment Expo (E3) 2017 in Los Angeles, VRFocus got some hands-on on time with the experience, taking to the skies in the latest fighter jets.

Well just one plane to be more precise. The demo available to attendees equated to around 10-15 minutes of gameplay starting on an aircraft carrier. From here the demo fired you into some sunny, cloud filled skies, above some exotic looking islands. There was no time to waste looking at the pretty scenery as you were instantly put into a dogfight with several hostiles.

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If you’ve played flying experiences like EVE: Valkyrie you’ll be instantly at home with Ace Combat 7: Skies Unknown. Cocooned in the cockpit – decidedly less roomy than the space title – you can instantly see every knob, dial, button and instrument panel, recreated in fantastic detail even though you can’t use any of them. It’s your heads-up-display (HUD) that gives you all the info you need, most importantly when your missiles are locked on to take out those pesky enemy fighters. There were two different sets of missiles available, depending on your range, as well as machine guns for that up close and personal touch – really only useful for expert pilots or for those that waste all of their missiles.

Being an Ace Combat title, it’s all about arcade action in the skies – its not trying to be a simulator – so all the flight control were handled by the left stick, with the face buttons and triggers for firing weapons and activating the afterburner. All simple and self explanatory, it only takes a couple of minutes to get the hang of the basics and you’ll be flying (almost) like a pro in no time. The initial dogfights don’t present too much of a challenge, once you’ve got a target lock-on just let the missiles do their job but you do need to keep the enemy in your sights just in case they manage to evade.

The real joy in Ace Combat 7: Skies Unknown – and any VR cockpit-based title – is the ability to properly look around for those targets. While they do become highlighted in your HUD, flying at thousands of feet above sea level whizzing through the clouds hunting down opponents really does immerse you in the combat. The title provides just the right amount of control to make you feel like a Top Gun pilot without being super realistic and overwhelming.

What wasn’t clear in the brief demo is how much VR gameplay there is to enjoy. As VRFocus has previously reported Ace Combat 7: Skies Unknown will feature a separate VR off-shoot from the main campaign featuring portions of the main title as well as specific VR features, but as yet they’ve not been fully announced. With what’s already been shown it would be a shame if the VR portion only included small gameplay segments rather than a fully realised videogame.

In its present state Ace Combat 7: Skies Unknown promises high octane flying action for PlayStation VR players that’s sure to encourage legions of fans to try the VR compatibility. As long as Bandai Namco manage to provide enough content to satisfy then PlayStation VR is likely to have another killer exclusive title when the videogame finally arrives next year.

E3 2017 ‘Day 4’ Roundup: DisplayLink’s Impressive Wireless VR Solution, Bethesda on VR Support, ‘Walking Dead’ in VR, and More

Here’s our roundup of news from ‘day 4’ of E3 2017. New The Walking Dead games were revealed, Bethesda clarifies VR platform exclusivity stance, we go hands-on with Ace Combat 7, and try out DisplayLink’s XR wireless solution for the HTC Vive.

Multiple The Walking Dead VR Games in Development:

Image courtesy AMC

A new partnership to develop multiple original VR titles within the extended The Walking Dead universe was announced at E3 2017. In an interview with IGN, Skybound Entertainment and Skydance Interactive Presidents of Interactive Dan Murray and Peter Ackermann discussed details of a new series of “immersive narrative storytelling” titles currently in the works, promising new characters and a new storyline. The games run on Unreal Engine, and are targeting all three major VR platforms.

Bethesda Plans to Support “as many platforms as we can”:

Photo courtesy Bethesda

A recent tweet from Bethesda looked to quell fears in the community about VR platform exclusivity. Having showcased Doom VFR for PSVR and HTC Vive and Fallout VR for Vive at the Bethesda keynote, followed by the reveal of Skyrim VR for PSVR during Sony’s presentation, the VR community have reacted to the obvious omission of the Oculus Rift. The missing association is understandable, as Bethesda’s parent company ZeniMax was engaged in a legal battle with Oculus/Facebook earlier this year. However, the products due to launch on SteamVR should automatically work with the Rift, unless Bethesda take extra steps to lock out the hardware.

Ace Combat 7: Skies Unknown PSVR mode hands-on:

image captured by Road to VR

Showcased at the Bandai Namco booth on the E3 show floor, we got some hands-on time with Ace Combat 7: Skies Unknown using PSVR. The game has been pushed to 2018, and unfortunately won’t be entirely playable in VR. However, the team promises to deliver ‘several hours’ of gameplay in a separate VR mode, which features ‘100 percent the same mobility’ as the non-VR campaign.

DisplayLink XR wireless tech hands-on:

Photo by Road to VR

We tried DisplayLink’s ‘XR’ wireless VR headset solution, a reference device demonstrated with the HTC Vive that aims to arrive on the market as an adapter for existing wired VR headsets or to be built into future headset designs. The 60GHz-based wireless technology and custom compression techniques can handle “up to 24 Gbps” of video throughput, which DisplayLink Executive Chairman Graham O’Keefe claims is enough overhead for next-gen headsets with even higher reslution displays.

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Hands-on: ‘Ace Combat 7’ Campaign Not Playable on PSVR, Separate Mode to Offer ‘Several Hours of VR Gameplay’

Stepping into the Bandai Namco booth at E3 in Los Angeles, I got a hands-on with Ace Combat 7: Skies Unknown’s PSVR mode. Far from being just a single mission, the VR mode is apparently going to offer “several hours of VR gameplay” according to David Bonacci, Brand Manager at Bandai Namco Entertainment America.

Announced back in 2015 as a PSVR exclusiveAce Combat 7 has seen several delays, the latest of which has pushed the release of the iconic dogfighter back to sometime in 2018. Delays notwithstanding, Bonacci maintains that Ace Combat 7’s PSVR mode will have “100 percent the same mobility” as the non-VR campaign, meaning every bit of speed and topsy-turvy fun of the flat screen game will be available on PSVR.

Going hands-on with the demo using a dualshock 4 controller, I launched off the aircraft carrier at high-speed, raising the nose of the fighter at the steepest pitch it would allow me. Prompted by an authoritative voice over the radio telling me to watch out for the game’s vaguely slavic-sounding enemy, I start a 10-minute bout of acrobatic stunts that would have likely emptied my brain of its precious bodily fluids and left me blacked-out and on the floor had it been real life. If you’ve ever played the arcade dogfighter, you know what I mean.

image courtesy Bandai Namco

The vista was graphically impressive, with the sun glinting off the ocean and lighting everything with a warm hue. Clouds obscured the green islands below at points―the sort of weather for a pleasure cruise. Condensation formed on my glass canopy as I sped through the middle of a grey-ish rain cloud―all at mach ‘whatever’.

Despite tons of high-flying twists, the experience was exceedingly comfortable. As a fast-paced flight filled with some serious potential for Top Gun (1986) moments, the demo threw a couple of types of baddies at me, ranging from normal fighters to smaller, more agile drones. Winding like a corkscrew, I never once felt the dreaded flop sweat and nausea of simulator-induced sickness.

Spoiling some of the fun, enemies seemed like an eternal jumble of tiny pixels in front of me, fuzzing into a blueish background. This issue can be blamed on two main factors: PSVR’s limited resolution, and the unavoidable problem of being literal miles away from enemy fighters. You can’t really knock Ace Combat for being Ace Combat in that department, as you almost always rely on the plane’s targeting system to keep an eye on distant baddies, VR headset or traditional monitor. While lower perceived resolution doesn’t effect the gameplay at all, highlighting a singular, low-resolution object that you’re constantly straining to see is a bit of turn-off visually.

Bandai Namco is playing it pretty close to the vest on exactly what “several hours of VR gameplay” really means too, so we can’t say for sure yet. Rest assured, we’ll at very least know by the time we publish the review (in 2018) to find out if PSVR owners should drop the big bucks on a game that may or may not offer value specifically to the VR-conscious buyers out there.

The post Hands-on: ‘Ace Combat 7’ Campaign Not Playable on PSVR, Separate Mode to Offer ‘Several Hours of VR Gameplay’ appeared first on Road to VR.