Ace Combat 7: Skies Unknown (PC) | Mission 05: 444

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Ace mode, all S ranks, all named aces, and on PC with the best settings I currently have. Nothing but the absolute best for all of you. Please, enjoy.
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Want proof this is a proper Ace Combat? Not even three strikes can keep us from flying.

The concept of a penal squadron is... questionable. The Soviet Union did have them in WW2, an extension of the more famous penal battalions. And it was often a far worse fate. Penal soldiers had two ways out: 10 successful missions, or injury in combat. But the latter was the only real chance - any soldier or pilot close to 10 missions would be rotated to a demining unit. But injury in combat meant near certain death for a pilot. And if they tried to run, to where? The Nazi frontlines?

But that was then. With modern aircraft, it doesn't quite work as well. A much faster, longer range and more sophisticated piece of machinery handed to a convict - they'd be far harder to control. But who knows, if they can switch the aircraft FCS on the fly, maybe they could shut it down period too - or maybe even a bomb under the seat? Maybe there's barrier squadrons, like Schwarze, or maybe Bandog would simply do the same as in M9?

I'm willing to all of those in-universe explanations. It's incredibly silly and hard to suspend disbelief in, but it was worth nonetheless.

The first mission with Spare is... far more noteworthy for its story (and banter, god I love it) than its gameplay. It's not bad, it's just somewhat bland after the initial novelty - we already had an intro bomber defense mission, after all. And I had to take the Starfighter to it - the embodiment of Spare's condition. For an older aircraft pick, it's one that's very well chosen, because rather than simply being *an* older aircraft, it's one that despite its obsolescence in every other way, it's still one hell of a rocket.

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Ace Combat 7: Skies Unknown
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