Aerofighters Assault

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Developer: Paradigm Entertainment Publisher: Video System

Released: November 21, 1997 Rated: K-A 5/10

Similar to the genre change instituted by Acclaim’s NBA Jam games on the system, Aerofighters Assault’s first demerit comes from an attempt to bring a now classic series into uncharted, 3D-centric territory. Attempting to change with the times, the Aerofighters series, also known as Sonic Wings, opts to ditch its classic vertical shoot-em-up gameplay for dogfight-style air combat simulation. Given the tools for the game to succeed by bringing in developer Paradigm after their great work in the flight sim genre with Pilotwings 64, the key facets of the series are still there — a selection of different pilots each with a signature plane and special weapon, oversized bullet-sponge bosses, and an inane sci-fi/military storyline and aesthetic, albeit one that informed the visual design much better on the denser screens of prior entries. Of course, just not liking it or thinking it’s worthwhile isn’t a fair outlook just because it’s not an arcade shooter on a system where just about everyone shied away from the tried-and-true 2D era classic styles. However, it ends up being a little too basic, a little too slow, and far too boring to be worth revisiting.

Levels taking place entirely in open water, with no visible landmarks outside of the targets. There are. A lot of these.

On a technical level, it’s the usual suspects that keep an N64 title looking dated amongst its peers, particularly one with an attempt at a realistic style. Draw distance is egregious, which is especially rough when most of its few levels take place over open ocean or just generally sparsely populated areas. Its audio design is quite grating, with music that fails to provide the tension or weight of the situations at hand, cacophonous smashing and explosions that don’t even have the weight behind them to not sound artificial, and barely intelligible voice clips from wingmen that provide more distraction than even a tangible presence on the battlefield. And the flight controls, well-executed across a variety of vehicles in Pilotwings 64, are surprisingly sluggish, which doesn’t help terribly when a lot of the gameplay revolves around “attack run, U-turn, and repeat,” even against bosses that always feel like they have about twice as much HP as they need.

Even indoor levels like this one towards the end of the game really just feel too big and empty, even considering the fact you need all that space to maneuver your aircraft in.

A lot of these complaints can certainly be written off as being somewhat of-the-time, especially early into the life of the system. And while it’s not completely bereft of character or excitement — bonus games awarded after well-performed missions that spice up the gameplay, the return of the series’ lovable Spanky the Dolphin as an unlockable character — there’s just as much that fails to move the needle much at all. A boss rush mode isn’t all that appealing when bosses are one of the biggest drags of the game. And of course, it’s a real shame when the PlayStation could offer the likes of the Ace Combat series, among others. 

Continuing Legacy

Definitely one of those cases of reverse-influence. The earlier Aerofighters/Sonic Wings titles may not be the most prolific vertical shooters of their era, but represent the genre well, particularly on the Neo Geo, and the original’s SNES port is well known as a rarity for US collectors. This final, left turn of an entry? Not rare, not valuable, probably best left forgotten. Play a classic flight combat title, like an Ace Combat, they’re all good.

Additional Information

Saves: Cartridge

Compatible With: Rumble Pak

Players: 1-2

Print Guides: None

Aggregate Critical Reception (GameRankings): 59.43%, based on 7 reviews

Other Releases: JP, March 19, 1998

EU, April 12, 1998

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Featured in Nintendo Power Volume 101 (October 1997)