The Ace Combat series has done a fine job at delivering some pretty decent jet combat kicks for a while now. Namco isn't slowing down with this franchise on the PS2 yet, and thus dog fighting fanatics or those have been skipping out on this series will have another chance to get their hands on pretty much the only accessible but realistic console flight simulator out there. My friends, it is time for Ace Combat Zero: The Belkan War.

This iteration of Ace Combat takes a unique approach to progressing the game along: it functions like a memoir, or documentary of the events occurring fifteen years before Ace Combat 5. It's done with a bit of charm, too, actually having live actors playing the pilots and characters that make up the story of which you're a part of. What you're doing is following what led up to Ace Combat 5 by seeing interviews and watching clips of historical battles, then actually experiencing them first-hand just as the people who lived them.

Ace Combat Zero: The Belkan War brings some rather tasty treats to the table. The first is your wingman, who actually does a decent job of watching your back. The AI in Ace Combat Zero has had its fair share of improvements, which is a good thing because you're going to need a wingman who knows what they're doing: the enemies have drastically improved AI as well (more on this later). Your wingman can be issued simple but effective commands, such as support/cover, attack ground, attack air, but the usefulness of each is that they actually follow through. We actually had a few kills stolen from us by our wingman, but that can be attributed to a mixture of AI that isn't brain dead and the fact that I totally sucked at this game.

Also new are the rival aces, which are either a single opponent or a squadron of some pretty tough pilots that pose a much greater threat than the dime-a-dozen fighters that you commonly go up against. We went up against a squadron of four at one point in time, and they really put up quite the fight. Not only did they show some pretty solid tactics independently, but they help each other out and do a pretty nasty job of ganging up on you.

Then, there is the style rating. Depending on how you complete your missions, you're given a final grade depending on the tactics you use. Take everything out (and I mean everything), you'll get a mercenary rating. Take the more conservative approach and only destroy the specified targets, you get the more conservative grade. It's more of a cosmetic addition, really, with your wingman commenting according to how you approach your objectives, but it does add a bit of incentive for how you choose to make your way through the game.

The hardcore audience shall be satisfied! There are a ton of unlockables in Ace Combat Zero: The Belkan War in the form of medals and rival jets shot down. Not sure how much incentive this will provide for everybody, but for the player who needs to get everything, Ace Combat Zero: The Belkan War definitely has a generous helping.

Fans of the two player dog fighting will be happy to know it's back in Ace Combat Zero: The Belkan War. A good thing, too, as it's tons of fun. Head to head versus in Ace Combat 4 was pretty big deal for fans, and it's understandable why: there really isn't anything like it in a two player game. Matches are quick, bite-sized, and intense, and could probably foster their own brand of entertaining trash-talking, so it's a joy to see them back.

Again, Ace Combat has always been one of the more accessible jet titles out there, and the important thing is that in The Belkan War this element is remaining completely intact. Really, the The Belkan War feels like it's shaping up to be sort of a last hurrah for the franchise on the PS2, what with the inclusion of everything fans of the series have liked in the past as well as some fresh additions. Definitely check back with us for a review.