
Take the way to the top, shoot and hunt enemies in the Art Of Air War and be the king of the sky warfare
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
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So, I do realize that this is a Early Access that only came out 4 months ago. So my review may not remain valid for too very long. But, as of the time I tried this, I have to say it's massively disappointing. - It only has 2 planes that I can see. A MIG and an F-16. - There only seems to be one type of gameplay, a swarm of planes against a swarm of planes. - There is no actual button I could find to close the game, thus I had to use task manager. - The game crashes on launch, but launches anyway. - It is half arcade style in that you steer with WASD, but no mouse control for more precise steering In my opinion based on having just played breifly, this feels like it's actually inferior to what you might have found in an arcade 20 years ago using 2 buttons and a joy stick. I am open to revisiting this review in the future, but right now this seems like it should be considered a closed doors beta between the developer and a couple friends, not a public release. Early access or not.
Muy flojo. Es un arcade con muy poca sensación de velocidad, poca maniobrabilidad y poca realidad. Los controles son limitadísimos. palanca de vuelo, y disparo, eso es todo. Solo 2 aviones elegibles, y nada más es configurable salvo el número de participantes. El menú es un auténtico desastre, no tiene como salir del juego, te obliga a logearte con un email, salvo que escojas visitante en la parte superior derecha, y el desplazamiento por los menús es tedioso y desesperante.
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Not Support Flight Joy Stick Logitech Extreme 3D Pro. Joy Stick Xbox360 Can't Set Stick "Press Down to Pull Up" and "Press Up to Head Down". It is importance for Pro Player.
Si y no. Es un juego de aviones? Si. Trae lo que aparece en los videos? No. Podes elegir entre 4 aviones. Solo cambia la forma. No hay para elegir mapas. Hay uno solo super básico. El trailer es pura mentira. Gráficamente no se ve como en las imágenes. Haciendo cuentas si el juego salió hace 4 años y el multijugador soporta hasta 38 jugadores y solo tuvo 4 reseñas en estos 4 años, el juego tardaría en tener un server lleno en aproximadamente 34 años. Por lo que eso me lleva a la conclusión: No vale la pena ni regalado. Bueno, si te gusta gastar en boludeces como a mi, compralo. Al menos podes crear batallas épicas con 400 aviones.
The game is very good especially in graphics, I believe that it will be excellent in the future.
Art Of Air War by Jotar and published by DZ-Games is a straightforward aerial combat game that focuses on delivering fast multiplayer dogfights without the complexity of full flight simulation. It places players directly into high-speed engagements where the primary goal is simple: take down as many opponents as possible while staying airborne. From the outset, it is clear that the game is designed to be accessible, favoring quick entry into action over detailed mechanics or realism. The gameplay leans heavily toward an arcade-style approach. Controls are easy to grasp, allowing players to begin flying and engaging enemies almost immediately. Movement and combat are simplified, emphasizing responsiveness and quick reactions rather than technical mastery. This design makes the game approachable for newcomers to the genre, as it removes many of the barriers typically associated with flight simulators. However, this same simplicity also limits the depth of the experience, as there are fewer advanced mechanics or tactical options to explore over time. Combat is built around rapid, chaotic encounters in open airspace filled with multiple players. Dogfights can erupt at any moment, often involving several participants at once, which creates a constant sense of unpredictability. Players must remain aware of their surroundings, as threats can appear from any direction. While this leads to moments of excitement, it can also make engagements feel somewhat uncontrolled, with outcomes sometimes influenced more by positioning and timing than by deliberate strategy. The multiplayer focus is central to the game’s identity. Matches are designed to accommodate a number of players simultaneously, turning each session into a busy and competitive environment. This structure works well for short bursts of gameplay, where players can jump in, engage in a few battles, and leave without a significant time commitment. However, the experience depends heavily on having an active player base. Without enough participants, the game’s core appeal diminishes, as the intensity of combat relies on constant interaction with others. Visually, the game adopts a functional approach that prioritizes clarity over detail. Aircraft and environments are recognizable, but they lack the refinement and polish found in more established titles within the genre. While the visuals are sufficient to support gameplay, they do little to enhance immersion. Performance issues can also affect the experience, particularly during intense moments, where smooth control is essential for maintaining precision in combat. Sound design follows a similar pattern, providing the basic elements needed to support gameplay without standing out as a major feature. Engine noise, weapon effects, and environmental sounds are present, but they serve a purely functional role. The overall presentation focuses on delivering the core experience rather than creating a strong audiovisual identity. One of the game’s main limitations is its lack of variety. The core loop remains consistent from beginning to end, with little change in structure or available activities. There are no significant progression systems or customization options to add long-term goals, which can make the experience feel repetitive after extended play. While the simplicity of the design makes it easy to return to, it also means there is less incentive to stay engaged over time. Despite these shortcomings, Art Of Air War does offer moments of enjoyment, particularly for players who are looking for uncomplicated aerial combat. Its straightforward design allows for quick sessions and immediate action, making it suitable for casual play. It does not aim to compete with more complex or polished flight combat games, instead providing a more basic alternative that focuses on accessibility. In the end, Art Of Air War is a modest and somewhat limited experience that succeeds in delivering simple dogfighting action but struggles to offer depth or lasting appeal. It can provide short-term entertainment for players who want to jump into aerial battles without a steep learning curve, but its lack of refinement and variety prevents it from standing out in a crowded genre. Rating: 5/10
i only really can recommend this one if its like maybe $1 , the normal price of 19.95 is ridiculous as the game has very little content. - you have just an option for a team death match and its just case of which ever side shoots down the most enemies in the given time limit wins, though at the end of the round there is no mention of whether team a or team b wins. then it just will start over again, - there is no much sense or reward at all and teh AI is fine at the start after a few rounds, it becomes easy to shoot down. the graphics i do actually like, though i cannot see how one can select the snow landscape like what i saw in a video on the store page. The AI doesnt really pull any vertical moves, everything is mostly on the same horizontal, a bit like teh Air Conflicts arcade games.. if the game had a few more match settings, and some more options in combat - more weapon choice, chaff and flares etc and also an AI with varying difficulty that actually will try to jink, or outmanuever a missile, then perhaps it could be worthwhile
no me gusto pero el juego tiene un buen concepto.
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