Usability Improved
, Starting with the Tutorial
This title features numerous improvements over its predecessor, starting with the core gameplay feel. Usability, in particular, has been refined, and a prime example of this is the implementation of the training mode. However, unlike the “training mode” found in fighting games, this is essentially a tutorial designed to teach players about the game’s various functions and elements.
Since the tutorial allows players to familiarize themselves with the game’s unique features beforehand, it’s an essential tool for beginners and casual players new to the series, as well as for users who want to learn about the game’s various functions. The content covers a wide range of topics, from basic fighter jet controls and fundamental combat techniques to landing at bases on the map and taking off for frontline resupply missions.
The Training Mode, where you can freely take down pre-placed enemies while testing out various features and controls, is not available in the Campaign mode; instead, it can be accessed through the “Military Exercise” option in Online Mode. Since it allows you to practice under various conditions—such as the presence of enemies on land, at sea, or in the air—it’s honestly a feature I wish had been included in the Campaign mode as well.

Additionally, the aircraft presets—a feature that players have long requested—become available starting on your second playthrough. This feature allows you to instantly recall fine-tuned aircraft configurations, making it very convenient for subsequent playthroughs. Furthermore, the skin selection feature not only lets you choose from a variety of colors but also allows you to adjust the level of dirt on your aircraft across 10 levels.
Aircraft emblems can be applied to the left and right sides of the nose, the left and right wings (including the upper surface of the left wing and the underside of the right wing), and the left and right tail surfaces. This is a landmark feature—the first since *Ace Combat X2*—that allows for much more precise placement.

In addition, there are “Assault Records” that explain the background of the named aircraft you’ve shot down. Unlike the previous game, these include flavor text, allowing you to gain a deeper understanding of the named aircraft and their stories.


Furthermore, when playing with a PS5 controller, you’ll feel a slight vibration as you scroll through menu options. This provides tactile feedback from the game, making the controls easier to grasp. The game also supports mouse control for the menu UI, and you can disable motion blur in the graphics settings.
In the gameplay settings, you can configure options such as contact damage reduction, reticle behavior modes (enemy prediction vs. no prediction), automatic dirt accumulation, camera behavior, and adaptive triggers. Since the contact damage reduction feature can be enabled regardless of difficulty level, it also serves as a helpful feature for beginners.
Among these features, the one that brings the most significant change to gameplay is the “Continuous Target Lock-On” feature in the controller settings mentioned earlier. When this feature is turned on, simply locking onto a target once keeps it locked on continuously—a truly excellent feature.
This makes it easier to align your gun reticle with enemy aircraft during dogfights, making it simpler to score gun kills.


However, when enemy aircraft or targets circle around behind your aircraft, the direction you’re facing and your direction of travel become misaligned, making it difficult to gauge your aircraft’s roll and altitude. For this reason, it’s also a feature that’s difficult to keep turned on at all times.
To address this situation, I couldn’t help but think that UI improvements will likely be needed in the future to make it easier to understand your aircraft’s attitude and altitude.
Looking at other parts of the system, I noticed a section dedicated to accessibility. The configurable options include color support and a text-to-speech feature.
While color support is present, you cannot specify colors in detail, and the text-to-speech feature does not read out menu options; rather, it appears to be intended for reading text in the online chat window (English only). It’s hard to say that the features are as robust as those in other titles, and I get the impression that it’s still a step short of where it needs to be.

Online Mode—The Lobby Creates a Space for Player Interaction
Online mode unfolds as players arrive at the base as mercenaries. First, players customize their character’s appearance—including hairstyle, eye color, and body type—before entering the lobby.
In this lobby, players can view other players’ characters and the aircraft on display in the hangar. In addition to communicating via chat and gestures, players can edit their aircraft sets and open containers obtained in various game modes. If anything, it could be described as a layout where the various functions accessible from the menu have been placed throughout the lobby.
While based on *Ace Combat Infinity*, there’s no doubt that this title has improved upon that game’s weaknesses—specifically, player interaction and the online experience. Beyond the lobby, the message feature—which allows players to communicate during matches—is a welcome addition, offering not just preset messages but also a selection of stickers.



Although you can’t watch other players’ gameplay on the arcade games inside the hangar, you can play titles like *Pac-Man* and *Galaga* for free.
In the *Tekken Fight Lounge*—which serves as the lobby feature in the company’s *Tekken 8*—posters of classic arcade games were displayed but the games themselves weren’t playable, so I’m genuinely happy that they’re now playable.


In this online mode, you can play “Co-op Assault,” where two teams compete to defeat designated enemies and rack up the highest total points; “Co-op Warfare,” where you compete for points while also being able to attack the opposing team; and “Deathmatch,” a player-versus-player mode where everyone is an enemy.
The aircraft players can pilot are determined by their rank, so in the early stages before you’ve risen in rank, the selection of available aircraft is limited. Furthermore, unlike the campaign, aircraft are purchased rather than unlocked through a progression tree.


Additionally, parts and other items can be obtained not only through the Ace Pass but also as rewards for daily and weekly challenges. The game is designed so that the more you play, the more rewards you receive.

Each match in every mode lasts about 5 minutes. Since matches aren’t too long and outcomes are decided in a reasonable amount of time, you can play without getting tired. On the other hand, since the match dissolves immediately after a match ends, you can’t play consecutively. I can’t help but think it would have been nice to have a setting that allows you to continue searching for matches even after a match ends.
There’s also a tutorial specifically for online mode where you can learn the rules. Furthermore, online mode includes a standard training mode where you can freely fly around the field and engage in combat.
There, you can configure whether enemies appear on land, at sea, or in the air, allowing you to practice shooting and other skills under various conditions. You can also practice not just on your own, but alongside other players.


Naturally, the selection of aircraft available at the start is limited; you’ll need to play repeatedly to raise your rank and unlock attack aircraft, fighters, and other types. When actually playing “Co-op Assault,” you’ll strongly feel—as expected—that each player’s skill level plays a major role. After playing a few matches this time, I managed to secure a high ranking in the match, but unfortunately, we were unable to secure a victory as a team.
Co-op Warfare takes the gameplay a step further into player-versus-player combat; matches often unfold such that player-versus-player combat only begins after both teams have thoroughly annihilated ground and air enemies to their heart’s content.Since players are challenged to choose which type of craft to pilot and how to maneuver it, it felt somewhat like a MOBA-style game mode.
Last but not least is Deathmatch. This is a simple free-for-all game mode where everyone except yourself is an enemy, and players aim to climb the ranks by taking down as many enemy craft as possible.
What sets this Deathmatch mode apart from previous competitive modes is that it greatly benefits from the game’s battle balance. While it’s true that you can avoid being taken down by continuously evading enemy missiles with high-G turns, there’s always a moment of vulnerability—such as a brief stun—so I found it difficult to continue fighting without taking any damage at all.

Machine guns were particularly effective. The game’s battle balance, where the heavy movement of the craft enhances the fun of risk management, made for a very entertaining experience. A tactic that worked well involved considering my craft’s performance and my opponent’s actions: using standard missiles to reduce their speed, then closing in to a certain distance to build up damage with machine guns.
I believe this is a game mode worth exploring, just like the campaign. Honestly, given how polished it is, I even thought it might be worth making it a permanent mode.
On the other hand, while the lobby itself is designed with a sense of realism, there were moments when I felt the guidance leading into gameplay was insufficient. In the version I played for the press, the location to start matchmaking wasn’t in the hangar—which is the most prominent area—but rather in a less conspicuous spot near the base gate, away from the hangar. As a result, I saw several players who were unable to start matchmaking.

When compared to the “Tekken Fight Lounge” featured in the company’s 3D fighting game *Tekken 8*, I feel there’s still some room for improvement in terms of usability—particularly regarding the ease of access to matchmaking.
Because of this, there were several moments when I wondered if players hadn’t realized that the missions—the main attraction of this mode—require access from that specific location. Since this is simply a matter of the layout being hard to find, I don’t think it’s a deep-rooted problem; I believe it can be fixed in a future update if the layout is changed.


Overall, the game offers engaging content that makes the most of its battle balance, including Co-op Assault, Co-op Warfare, and competitive modes like Deathmatch. That said, while it’s thoroughly enjoyable as it stands, it remains to be seen what the gameplay environment will be like once aircraft levels reach the cap. I’ll be keeping a close eye on how balance adjustments are handled moving forward.








