Monday , 21 April 2025

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Preview: Aces Of Thunder

Aces of Thunder, developed by the team behind the acclaimed game War Thunder, is approaching its release date. This upcoming title has generated significant excitement among VR enthusiasts, especially after the letdowns of Ace Combat 7 on the original PSVR and Project Wingman on PSVR2. I recently had the opportunity to soar through the skies in an in-progress version of the game on PCVR, to see how it’s developing.

Release Date: 2025
Developer: Gaijin Entertainment
Publisher: Gaijin Network Ltd
Price: TBC
Previewed On: DPVR E4 Black
* Access Provided For Preview *

I want to emphasise that this is a version of the game that is still in development. This means that certain aspects of the version I have access to may change, some features are currently unavailable, some elements require fixes, and it does not include all the content.

To begin with, I found myself immersed in the test flight mode, which I believe will serve as a crucial starting point for many players who may not have extensive experience with flight simulation. This mode is essential because it teaches you about the intricacies of flying, such as factoring in wind speed, and emphasises the realistic experience of piloting older aircraft. By mastering these elements, you’ll be well-equipped to engage in the intense dogfighting and ground support combat that the game offers. The combat itself is highly realistic, making precise control of your aircraft vital and introducing an element of unpredictability. You might find yourself facing challenges like a bullet piercing your fuel tank or engine right from the start, losing a wing and entering a free fall, or enduring multiple hits yet still managing to fight back. This level of realism means that the game isn’t designed for quick, casual play; instead, it requires you to learn how to handle each plane effectively to maximise your performance.

As this is a preview build, I haven’t had the opportunity to dive into multiplayer yet. However, the preview showcased a substantial number of single-player levels that truly emphasised the flight simulation aspect of Aces of Thunder, proving it’s not solely focused on dogfighting. These missions presented a variety of objectives, such as offering cover to new recruits on their initial flights, providing support to ground forces, engaging in aerial battles, or simply navigating through rings. Regardless of the mission type, each came with its own set of challenges, further demonstrating the realism that Gaijin Entertainment has achieved. While I enjoyed the single-player missions and gained insights into each aircraft during test flights, I believe the true depth, longevity, and challenge will emerge in the multiplayer mode. This will introduce an extra element of unpredictability to combat, as players become more adept at controlling their aircraft, making each dogfight a unique experience shaped by individual combat styles.

One aspect I would really appreciate in the final version of the game is the inclusion of a tutorial. It would be great if this could be a distinct option in the menu or at the beginning of the single-player missions. Given the level of realism the team has achieved in both combat and aircraft operation, it might deter some players, particularly those unfamiliar with flight simulators. There’s a significant amount to grasp during test flights, and having some clear explanations and guidance on what to anticipate would be incredibly helpful.

The team mentioned that in this version, VR controllers are functional, but they can be re-mapped and aren’t fully optimised yet. They suggested using either a gamepad or a HOTAS setup for a better experience. Personally, I encountered some challenges with the incomplete customisation options for the gamepad, so I primarily relied on the tracked VR controllers for tasks that could be managed accurately with the current settings. I also utilised the face buttons and analog sticks for other functions. A particularly helpful adjustment was disabling the throttle control from the left analog stick, as it also serves the rudder; throttle can be manually adjusted within the cockpit. One feature I would love to see included in the final release is the ability to disable the ‘toggle grip’ option, allowing users to release interactive cockpit elements without needing to press the grip button again.

As I mentioned earlier, I had the opportunity to preview the PCVR version, which is still under development. This version does not include any graphics settings. According to an email from Gaijin Entertainment, the current configurations are optimised to ensure a stable 90fps on both the PS5 and PSVR2, delivering full clarity without any upscaling. Therefore, I cannot determine whether what I experienced was set to low, medium, or high settings on the PC. However, I did find that with my setup, which includes a 2080ti, an i9-9900 3.6GHz, and 32GB of DDR4 RAM, along with my DPVR E4 resolution set to 150% in 90Hz mode, I enjoyed a smooth experience.

Even though I’m unsure of the current graphics settings, the visuals I experienced through the HMD were still stunning. The cockpit details were impressive, featuring clear dials and realistic imperfections like scratches and dents on the metal, which truly enhanced the feeling of being inside these fighter jets. Looking outside, the environments were incredibly detailed, with a rich array of buildings and natural elements that made the scenery come alive as I soared above. While the textures might appear slightly lower when flying close to the ground, this rarely detracts from the experience since you only catch a glimpse of them briefly, often just before a crash during an intense dogfight. Coupled with an excellent sound design—ranging from the ambient noises to the impacts of bullets hitting the aircraft and the creaks of the metal frame as you maneuver—this combination keeps you fully engaged in the experience.

The Verdict

My experience with the Aces of Thunder preview on PCVR has certainly been a positive one. The Gaijin Entertainment team has made impressive strides right from the start, delivering not only authentic combat but also the immersive realism expected from a flight simulator. The unpredictability of dogfights adds to the excitement; a battle can end in an instant if a bullet strikes your engine, or it can evolve into an intense aerial duel. However, I still have some questions regarding the preview build and the details shared by the team. My primary question revolves around the final control scheme for those who wish to use VR motion controllers. Additionally, the mention of hand-tracking in their communication raises further questions about its implementation. Nevertheless, based on my experience with the preview and the solid foundation they’ve established, I am confident that the team will refine the controls to enhance realism. I am eagerly looking forward to the full release later this year.