
Okay, dead honest—my first impressions when I saw the first screenshots of this game were “what kinda blatant Ace Combat ripoff am I looking at?” Between the “totally-not-Kei Nagase” on the cover title and the brackets around the transmissions, it was kind of hard to go into this seriously. But… you know, maybe keeping my expectations low helped me warm up to the ideas I see here in Aurora Flight by Studio Wakaru (すたじおわかる).

From moment one, I can tell you that I struggled to navigate the game menus. I’m still not completely sure what the “equip” feature does. Pulling the trigger on this review relied on the fact that it very recently came out with an English sub patch, but it’s not complete. Thankfully the main menu is all the English you need to get rolling, and thankfully the game is fully Steam compatible with all the controller support that comes with, so no extra configuration was required.

What to make of the lackluster story I’m presented with? Would it even be considered spoilers to put a screenshot of the briefing of the third mission of the game right here? Well too bad, here it is! Bam!

The fact is that there’s nothing engaging here at the moment. The story starts with following a conflict on a far away planet where resources are being claimed by rival corporate factions. You fight for Terracom, an Earth-aligned corporation that has deployed your squadron on the frontier planet Zenoa. As you advance through you can feel this being an excuse plot for the time being. Perhaps someone will be able to make something of it right now, but it could use some further work.
The first mission is so cliché that I groaned. Down the bombers. Kay. Fine. Got it. Tutorial time. We’ll live. It’s disingenuous to put this down. Every single flight shooter does this to get their new players acquainted with the gameplay style. And frankly, it’s darn good it did. Given all the Ace Combat signs I’ve been presented so far, I didn’t expect a true sim-lite flight model and the throttle mapped to the side stick and weapons mapped to the triggers. I needed a bit to get my bearings, and the time was appreciated.

The flight model is competent, if very jerky. I was stuck in a third person mode for the entire flight and I kinda wished I could switch to first-person in flight, but I wasn’t able to find a way. This feature may be available in the options menu but I refer back to my inability to read the script of the Land of the Rising Sun. It took me a bit to find out that yaw was mapped to the X axis of the side stick, which is not a default I support due to the layout often inadvertently pushing throttle inputs, but I will give credit that the default deadzone for the stick seemed to prevent it for the most part. I couldn’t get over how sensitive the control inputs were, though. I was recoiling my not-a-Rafale through the air constantly, and though I got better with time, I think a sensitivity adjustment is in order.
Weapons are simple, and honestly I think the decision to simply forgo on magazine limits and give all offensive and defensive options recharge rates was a wise one. I’ve been coming around on this as an option in an evolving flight shooter landscape where ammo number inflation has been a steady creep making the numbers effectively meaningless. I was thrilled when I got my first gun kill. The tutorial talks about how the gun is for advanced users only, and frankly, they’re right, as getting a gun kill is a challenge. The throttle suffers from some of this inflation, as you do properly bleed speed in a turn, but it’s more of a trickle, and accelerating in level flight will get you that energy back in a heartbeat.

There’s not much to say about the sound effects and music at this time; I chalk some of that up to the beta-status the game is in, and some of it to expectation for the target audience. Though I do get a little bit of Ace Combat 3 vibes from the low-tempo atmospheric choir-like track of the third mission. Missiles fire off with a “whoosh”, and the gun sounds like I’m shuffling a pack of playing cards. Voice acting is present, but you’ll hear a cacophony of identical voice lines as you engage enemy aircraft and you or your wingman get a missile impact.
Graphics are similarly underwhelming. The cityscapes rendered in each mission I played in were nothing more than featureless blocks across an endless landscape. Because of the control jank, I was unable to get a fix on the models of the aircraft I was flying against. The second mission claims that you’re fighting old Earth-model prop planes, but beyond the sound effects, I wouldn’t have been able to confirm that. Colors are muted, unless you make a close range hit on an aircraft during the night, then you’ll be blinded by the light.

So… The game needs work. I’m convinced that the radar doesn’t actually function, despite being able to manipulate it with the face button controls. I would be facing down incoming enemy aircraft but nothing would appear on screen. I suspected tuning for range at first, but I couldn’t get it to show anything of value in any mission I played.
Given that this is 2025 we of course have to have clouds in the game, but they behave somewhat oddly here, almost acting more like ocean waves rather than a Stratus system.
But despite it, I can’t help but be somewhat enamored by what I’ve seen. We have a good base system here, and honestly I got some of the same comfortable gameplay flow that I’d get from a good flight shooter. Of course it’s a beta—I can’t call this ready for primetime or recommend it to someone looking for a complete experience. I’ve been bitten in the past by early access games too much to tell someone to rush out and buy this. But keep an eye on it; put it in your wishlist. I have cautious optimism towards this humble sortie.
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Writer

T.J. "Millie" Archer is Life-long realist and aviation enthusiast. Once the co-founding Administrator of the Electrosphere.info English Ace Combat Database. In the present day he is freelance, roving the internet in search of the latest aviation news and entertainment. [Read Profile]