All right, I got quite a lot of gameplay time out of Ace Combat 5, which surprised me as the reviews led me to believe I wouldn't enjoy this one. It pleasantly surprised me despite its craptacular story and some braindead game design changes. I am playing this emulated via PCSX2 (kiss a butt, Sony) which is mostly a smooth experience, with all graphics left on default to get as close to the original PS2 look as I can without a CRT TV (yes, 480i looks bad blown up on a 1080p monitor, but I can deal with it), and I have an Xbox Series controller instead of a DualShock or DualSpend or whatever Sorny calls them now, but other than that, it's as close as I can get to what I would have experienced if I didn't have to pay ridiculous money for college books back in 2004.
Anyways, rambling review time.
Goods: It's more Ace Combat, I have grown to like this series and I do wish I could have played it in its heyday (no I'm not preordering AC8), the gameplay is satisfying arcade action with just enough realism to stand out against other more arcadey flight games of the time period (such as Rogue Leader and Rebel Strike on the Gamecube or the PS2's Starfighter and Jedi Starfighter, all of which I did play). The missions are more complex than AC4's mostly score-attack missions, and are more memorable as a result. The music is still amazing, I've played three games in this series now (7, 4, and 5) and this is consistently a winner in the sound department. The graphics are noticeably improved over AC4, especially the planes and explosions. The plane selection is also expanded with all the usual suspects (US "teen series", Fulcrum and Flanker for the commies, etc) but also many more one-off experimental planes, like the X-29, F-16XL, and a few others; I was particularly happy to see the F-20 Tigershark, since I played the SNES game UN Squadron when I was younger and finally saw the Area 88 OVA earlier this year, so hooray for that one. All the little touches seal the deal, like animated refueling probes and such. It's not 100% accurate (like the game's F-35C has an internal gun it lacks in real life) but it already does way more than it needed to do.
Mehs: The flight model is simplified compared to the previous game, planes all feel lighter and less like actual airplanes, but the change isn't too bad (I'd say it feels much more like playing AC7 but without high-G turns or stupid PSM). There are some new gameplay additions which are a mixed bag. Wingmen commands are basic and the wingmen AI is inconsistent, they are either near-useless (most of the time), completely 100% useless (one particular mission set in a box canyon in which they do jack shit aside from rarely scoring non-fatal hits on the enemy helicopters), or randomly overpowered (if you order them to attack enemies in front of you, they will, if the spirit of Dick Bong finds them, go absolutely beast mode and wipe out enemy flights with ease). Wingmen also talk more and will repeatedly ask the player questions, prompting a yes or no response via Dpad, which is distracting but at least it does give them some connection with the player. The game is long, about 30 missions or so, and none of them have checkpoints, while some missions proceed back-to-back without even letting the player save, which is bad, but overall it's tolerable (I beat the full campaign twice, on normal and hard, and replayed many missions in free mission mode to grind for more planes, and I do have all S-ranks on those two difficulties). On a weird story note, the player and his squad are part of a land-based air force, but about 2/3 of the way through are more or less adopted by the navy and switch to F-14A Tomcats, which is their canon plane... and they fly almost exclusively air-to-ground missions after that. Yep. (you, the player, are free to equip them with more sensible options like Hornets but still)
Bads: Holy fuck the story is awful (not as awful as AC7 but pretty close). It's full of unnecessary melodrama and features annoying chatter from both your wingmen and your allied military units, none of whom sound professional enough to belong anywhere near front-line combat. Writer's Pet Kei Nagase is whiny and annoying, no matter how hard the game tries to make her look cool (she seemed normal in AC4, what happened here?). The overall story is supposedly an anti-war narrative (as that was a very popular thing to do for big-money corporate media around this time, since Bush II was doing his thing) but the execution is awful, as the game encourages the player to cause as much destruction as possible and rewards them for doing so, meanwhile the actual plot (written and translated by actual monkeys with typewriters on both sides of the Pacific) is garbage. The big message is the two superpowers duped into an unnecessarily destructive war (Osea and Yuktobania, literally just the United States of America and Russian Federation) are "fighting for peace" by actively killing their countrymen and, in the grand finale, they finally achieve their goal of world peace by jointly invading and destroying a third nation (Belka, aka Germany, the one country you're allowed to hate apparently). It's shallow, it's full of itself, and also...
Yeah, I'm calling bullshit on the sincerity of this game's story.
Bads, continued: The system for unlocking new planes is also pretty bad. Certain planes, you just buy once and that's it, but for others (planes with variants, such as the F-15, F-14, Su-27, etc) you have to fill a "kill rate" meter to unlock their variants (which still have to be purchased with in-game money). So you'll have to grind missions in the air-to-air-only F-14A to be able to unlock the air-to-ground-only F-14B Bombcat, then grind with the Bombcat for the F-14D Super Tomcat. And to add to that, you can choose your wingmen's planes in this game, which is good, but that means you have to buy their planes, too. So unless you want to fly around in a fancy new plane while your wingmen are stuck in F-5E's, you need to get grinding (to be fair, the game does give you four F-14A's for free when you progress in the storyline far enough). Oh, the reason you need to grind this much is that each plane only gets one type of special weapon, and that's it (in addition to the usual cannon and magic Sidewinders). So in the early missions, when you are stuck with the F-5E, you'll have useless unguided bombs hanging off of your wings as you fight solely air-to-air battles (in real life, this would be a horrible idea), this wasn't a good system and it's a good thing the later games ditched it. Also, friendly AI is also hot garbage, with friendly tanks slowly crawling in between lines of enemy tanks, rescue helicopters flying in straight lines over valleys full of SAM's, etc. I did also encounter some technical issues but I'm not sure if it's actually the game's fault or the emulation; specifically, while the game usually ran at perfect 60fps for me, there were occasional hitches that felt like a DVD movie switching layers (any of you remember that?), I don't know if the actual PS2 game would do this so I'm inclined to believe it's just the emulator, and it was a minor problem so I didn't let it bother me. And yeah, not having analog buttons on modern controllers is an issue with PS2 games, but it's still playable as-is.
That was a lot in the "bad" column, and this game absolutely deserves it, but it's still a fun game overall. It's still fun to play, it kept me coming back to replay missions in new planes, and that's what counts. You can skip a cutscene, but you can't skip a good cluster bombing. In the end, I did enjoy AC5.
Next up is the final game in the so-called "holy trinity", Ace Combat Zero, the game I've seen memed the most while I was researching whether this series would be worth my time or not. Competitive war crimes, woohoo.