Blazing Angels: Squadrons Of WWII
might have been considered quite a find
half a decade ago, but right now it feels
distinctly ordinary. At any rate, it’s not a
game to show off
your tantalising
new piece of
hardware with.
SCORE
05/MAR/07
54%
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The hero glances to his right. Just
ten feet away, one of his main
engines erupts into a fireball,
painting a smoke trail across the
sky as far as the eye can see. Sensing this
might be his last chance as fighter bullets
pepper each wing, he heroically dives
headlong towards the enemy truck convoy
below – anything to stop their march
across Europe. In the split-second before
impact, he makes his peace with the world,
thinking of children and loved ones as he
braces for impact. Crash! Thwack! Crump!
The joyous airman’s craft soars steadily
skywards, barely audible over the sound of
exploding German vehicles below. Welcome
to the world of Blazing Angels.
Whilst mission scenarios such as the
above occur from time to time, being behind
the joystick of some of history’s greatest
battle aircraft remains amusing enough,
so the acerbic tone
is perhaps a little
over the top. It’s just
the only thing that’s
next-gen about
Blazing Angels is the
disc format it’s delivered on. Though linear
mission structure might be acceptable in
isolation, its combination with objectives
that require repetition of identical
manoeuvres removes the topping and
sauce from our proverbial ice-cream. An
otherwise quite enjoyable jaunt over London
amidst an air raid is sullied, for example,
by having to defend against squadrons of
enemy bombers attacking Parliament, all
arriving from the exact same co-ordinates.
As far as we’re concerned, you can stuff
historical accuracy if it means we have to
spend hours flying in circles like one wing’s
shorter than the other.
Visually it’s not exactly stunning, looking
very much like Ubisoft couldn’t afford to
pay more than a handful of art staff, instead
choosing to let that small group create all
the textures in some isolated corner, to later
stretch over disappointingly set-squared
boxes. One swift copying exercise later, say
the developers, and we have a city. Incorrect
– what we have are a bunch of structures
that you can tell are clones from medium
range interspersed with granddad’s train set
trees and non-deforming, badly nourished
anaemic grass.
Things become pleasantly action-packed
out of the rigid single-player structure, as
often happens, but the main crux of the
argument is this: why pay full price for a
game to show the PS3’s power only to end
up with a 360 title dismissed as ordinary on
its release some 12 months ago? Though
this is rhetorical, we’ll answer it: there’s no
point. There’s much better out there, sadly.
Imagine Publishing Ltd, Richmond House, 33 Richmond Hill, Bournemouth, Dorset, BH2 6EZ
Registered company 5374037 (England) : VAT No 864 6042 18
Directors: Damian Butt, Steven Boyd, Mark Kendrick, Alistair Ramsay, Harry Dhand, Andrew Hartley, Sam Watkinson