
Become an ace pilot and soar through photorealistic skies with full 360 degree movement; down enemy aircraft and experience the thrill of engaging in realistic sorties! Aerial combat has never looked or felt better!
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $59.99 | 56.8Kreviews | 88% | — | $87.3M |
| $74.99 | 27.6Kratings | 90% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1237 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
while not the best AC, it's pretty damn good, the dlc missions are among the best in the series, which more than makes up for the sorta mid first half of the game this game has unfortunately attracted the worst kind of peoples, VR gimmick users and Flight sim fanatics, if it wasn't for them this game would have an overwhelmingly positive rating also you HAVE TO PLAY THE PS2 GAMES, the story expects that you do
Overall, I can’t help but feel mixed. It’s Ace Combat 7, of course it’s worth playing but by the end, I was glad it was over (in hindsight, for an arcade flight game maybe a lower difficulty would have been more enjoyable). The core of Ace Combat are the missions but there are too few in type: escort, score-attack, timed, canyons. Score-attack felt like the most prevalent. And while I don’t take issue with the mission type itself, what it amounted to on Hard and Ace difficulties was arbitrary point quotas within aggressive time limits constantly forcing me into hyper-optimized and repetitive paths rather than deliberate combat engagements. Of course Hard and Ace difficulties are going to be a challenge, but it felt artificial like the difficulty wasn’t earned and the buffer for mistakes was entirely removed. Every opponent was punishing without any satisfying challenge or increased complexity in their mechanics. More often than not progress was exhausting trial-and-error or required exact memorization. Escort missions. That’s all I need to say. One too many and any support was less than useless. Again, higher difficulties made for needlessly punishing runs having no room for error and fail states that restart almost the entirety of the mission. For a game as recent as 2019, the design of these missions was astoundingly antiquated. They offer nothing we haven’t seen from the series for the past 20 years but we are still having to suffer through them. Wingmen provide negligible assistance. With their damage output suppressed to nothing, friendlies exist as little more than ambient background decoration. Entire missions completed and entire battlefields cleared outright unassisted. No one plays ace combat for the plot, but what an absolute mess. I have an idea of the overall narrative, but the execution was handled appallingly. Characters introduced and written off, nobodies made out to be important and key figures reduced to the background. The culmination of some event the writers either forgot about or were themselves confused by. After three playthroughs, I still have no idea whose side I was on, nevermind that by the end [spoiler]no one else really knew who was from which country but at least they could all agree that the real bad guys are the drones[/spoiler]. Characters were some of the worst I had to sit through in any recent game. They feature entirely via Radio comms, just constant cliched dialogue of team work and camaraderie or your CO saying how worthless you are etc. Characters are on average absolutely insufferable to listen to and at their best are complete non-entities. Worse still by transferring from unit to unit to unit and having a rotating litany of team mates and support by the end I could not remember a single character and quite frankly [spoiler]could not care less if Strider 2 died in the final run, he followed me by his own volition and did nothing. Who even is he?[/spoiler]. To be fair, the plot was easily ignored as were the characters but that still leaves a lot of antiquated and poorly implemented gameplay mechanics: the punitive score-timer, the instant fail-states, the numerical difficulty, and limited mission types.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese*, Polish, Portuguese - Brazil, Russian, Korean, Traditional Chinese, Spanish - Latin America +1 more
| $59.99 |
| 1.5Kratings |
| 76% |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 1.2K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Lets me live a life I couldn't live in real life.
Overall, this is a good game I'd recommend. However, anyone who is considering playing this game with HOTAS (Logitech X-56 in my case) should know that it's not possible to configure your HOTAS controls in the in-game settings menu, and you have to go into the game files to set things up. I know this game was primarly made for controllers, but Project Wingman, an indie game made by a team of 3 people, managed to implement the ability to configure your controls, so I don't see why a big budget AAA game couldn't.
es
i like fighter jets also peak music
It is an awesome game and a must-have for any Ace Combat fan, as well as a great game for players who enjoy fast-paced, adrenaline-fueled thrill rides in short doses. but the story can't repeat the magic of older titles of the series 7 / 10
Immersive Arcade Fun: This is my first Ace Combat game I've played, and one thing I want to say off the bat is I found the story mediocre overall. It's not bad, the cutscenes look amazing, the dialogue during missions from characters can be charming and badass, and there are some really interesting concepts touched upon throughout. I personally feel it wasn't delivered very well - perhaps a bit rushed. However it does give the impression that the world of Ace combat is very vast, so maybe Ace Combat 7 is an odd entry point for new players. The gameplay is incredible, it gives the feeling of being overwhelmed and under pressure in the best possible way. Due to this it feels like its worth my time to to try out different aircraft, parts and strategies to get better scores on the campaign missions. The maps/environments are beautiful along with the general sounds which are informative as well as cinematic. It comes across that multiplayer rooms are very rare so you are most likely getting a campaign only experience. As I picked this up on sale this is fine by me, I also never intended to play PvP. When this game goes on sale, I recommend picking it up.
I am genuinely sad that my first ever steam review of a game is going to be a negative one, but here we are. And maybe sad is not the right word, because I am irritated if not outright angry. Let’s start from the beginning. The issue that encompasses all my specific issues stems from the fact that the game is an obvious PC port of a console game and carries with it all kinds of short-sights and compatibility issues. For me personally, it is the way the planes are controlled. I don’t have a stick, so it is a choice between controller and MKB. And the options to customize them are extremely limited on what can be changed in the category that matters to me. MKB has one specific issue that I cannot ignore so it quickly becomes unplayable. In order to maintain a directional input with the mouse, you need to keep moving it in that direction. And well, my desk space is not unlimited. And every time you must lift the mouse you stop the input and add “noise” each time you lift and place it from the surface. In comparison, Freelancer (old game, great game), had a neutral position, and moving the mouse from it induced specific input, like controller stick. You move the mouse back from toward that neutral position to stop the input. I have seen this done in other games as well. Why that is not present here, I don’t know. It was allowing you to manage the movement in all axes that matter with just the mouse. But here, you have to still use the keyboard for some of the axes, acceleration/deceleration, and whatever else you might have to do. And don’t forget that some keyboard gets stuck when certain buttons are pressed together. Then we go to the controller… This is apparently the intended input as it is mainly PS4 game (exclusive VR locked to PS4, for example). I have an xbox controller. Left stick is not in a good position (for me) to make precise movements that isolate X and Y axes. That means that each time I want to pitch, I also turn ever so slightly, and vice versa. I saw ppl complain about xbox controller sensitivity and I think this is part of it for me as well. But I cannot change anything in the game regarding that. In comparison, Call of Duty has quite comprehensive setup for the controller and sticks you can do in-game (not to mention also having aim-assist on top of it). Here, there is nothing. Some people are using third party software to remap the input, but a game should work from the box, not require from you to install additional software. I was considering getting a HOTAS and a Stick for this (been thinking about it regardless of the game for some time as I am interested in planes), but then I read that BANDAI NAMCO made a deal with Thrustmaster to only support specific versions of their peripherals (not even their full lineup). That is extremely consumer unfriendly. And, again, some people have found work-arounds for that (through third party software), but that falls again in that category I mentioned on the controller side. Let’s move to the gameplay side. Here, I feel my view will be a bit skewed, as my main issue is controlling the plane first. And that is a very basic part of the whole game. And if that is not working well enough for me, everything else gets refracted through that lens. I managed to go through 6 missions (including one that is apparently notorious for its difficulty), and did a few tries on the 7th. I played on Normal difficulty, which is second to the highest. The game is difficult in the sense that the room for error is small. Not about getting shot down (that is one thing), but the objectives themselves require you to be very focused on them. The game uses dialogue between the other pilots as exposition while at the same time you are busy dealing with whatever is happening on the screen. The cognitive load this causes is quite high. And my main problem is not that I must listen to what I need to do, but that this second channel I need to track (the dialogue) is full of fluff that is meaningless until it is not. Do I need to know if there are some ppl betting on who will crash or who will not? The game both gives you the impression of something that is not serious while it pushes you to achieve very tight game objectives. And there is little to no indication on what you should prioritize vs what you should try to ignore if you missed it in the dialogue. Briefings pre missions are informative, but they also are not covering the whole mission, in the sense that “there might be surprises”. So, you NEED to listen to pointless banter while dodging missiles, trying to align your plane with targets, checking your radar for missiles that you need to dodge, and fighting the controls. Dodging incoming missiles is its own can of worms. You can see them on your radar, so dodging at the right moment or even ignoring them if they are not guiding properly toward you is possible. But you can get locked into having to dodge repeatedly missile after missile, while the game requires you to NOT waste time. In many situations, it seems dogfighting is counterproductive. That is not necessarily a bad thing, but sometimes you are not the one choosing. Even if your aim is to just extend and continue to chase objectives, you still lose time dodging missiles, and whether or not that happens feels completely out of your control. Mission variety is good (the ones I managed to play). And I think the design of them is good. But my struggle with the control side of the plane makes certain obstacles far more challenging than what was probably intended. Planes and weapons. What I tried was good. The planes had distinct enough feel. But that feel is more about what their stats say than what the plane is. It is an arcade game after all, you won't see the game differentiate a delta wing's instantaneous vs. sustained turn rate the way a sim would. You will feel an A-10 be more sluggish than an F-16 though. The way weapons are depicted is also interesting (again, the ones I managed to try). There are good options to choose from, and what you choose WILL matter in a mission. You have broadly two categories from my POV – guided and unguided weapons. Guided means that the game will lock on targets for you. With my issues with controls, those were the preferred options. Unguided require precision that I struggle to replicate in game (certain unguided weapons have AoE effect, so the guidance requirement varies). I saw videos of players online being extremely precise with their handling and aiming, but I can tell you for sure, they are NOT using an xbox controller. Aiming at a ground target with your plane cannon requires precision (precise SMALL movements) that the controller is not capable of without tinkering with the sensitivity (and I can’t from the game alone). I played a bit with the dead zone of my controller, and it helped me a bit with the general controllability of the plane, but that also killed the precision part even more as it shortens the space in which you move from little to all the way. If the game was allowing me to use the d-pad AND, it would have been A LOT better. But I don’t have that option out of the box. I feel I have two competing problems that the stick fails to solve. To summarize, the game is not accessible enough for me. And mind you, I don’t want the game to be easy. The game IS challenging, it is intense, and those are good things for me. But I want the challenge to be fair. And if I am struggling with the basics because Bandai Namco did not spend enough time to create solid input device customization, that is on them, not me. One last thing to mention here, and I am trying to be careful with it. The community of that game is not very helpful. I tried looking at guides and saw elitism and memes in large portion of it. The expectation that you need to “git gud” answers every complaint toward the game. So, have that in mind if you decide to give it a shot.
к полетам эта игра не имеет никакого отношения. как будто elite dangerous запустил
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