I’ve beaten Sidewinder MAX!
The third installment in a fairly prolific but very obscure series of flight combat games, Sidewinder MAX is an unique and interesting entry in the console flight game skies… though not always in a good way.
The first Sidewinder (released in NA as Bogey Dead 6) was an Ace Combat clone. The 2nd game (exclusive to Japan) tried to mix things up by reducing the weapon quantity and make airplanes less agile, though it was still fairly arcadey. MAX fully commits to the more realistic direction. Planes are very wobbly and sluggish at low velocity (usually being most agile in the 500 to 600 kph windows) and you can only carry as many missiles as your plane has hardpoints. Damages to your subsystems is tracked and will affect your plane’s characterics accordingly (being hit in the fuel tank will make your fuel consumption more prononounced for instance). On normal difficulty and higher, you will suffer blackouts and redouts if you swerve too abruptly (though this is purely visual). Enemy planes are very strong and clever, so every battle is intense, as short as they are (you always return to base automatically after 5 minutes). Basically, it’s not Ace Combat.
Initially you start as a nameless pawn with no choice over their plane and weapon loadouts, but after a dozen of missions, your superior dies in a landing accident and you get promoted to flight leader. This lets you do things like change you and your flightmate’s weapons, put in requests to refuel at the start of missions and switch airplane (which can, and most often are randomly refused), and most interestingly, you can draw up your own mission plan! Yeah, you can decide your own insertion point, squad objectives and flight path though the missions are so short and simple it never really warrants using. You can even do things like turn off the plane safety fuel calculation: when it’s on, your afterburners will become unusable when you 30 fuel or less. Turned off, you’ll be able to use them as much as you want but you’ll automatically return to base when you reach unsafe levels.
All of this may sound and is very neat and the moment-to-moment plane gameplay is good, but the game suffers from a lot of jank:
The controls have very annoying limitations. Unlike most flight games (including all other Sidewinder installments), the machine gun must be selected as its own weapons and cannot be used independantly of your missiles. It can also only be fired when you’re locked to a target and within 1000m of distance. This makes ground combat in particular very tedious, as ground enemies have small hitboxes.
The bigger problem with this, though, is that it makes some missions unwinnable. You see, many missions require destroying buildings, and building can only appear as a target on your HUD if you have a specific missile primed. They can’t be destroyed by anything else, so if a mission requires you to destroy 6 buildings and you and your 3 other flightmates are assigned a plane that can only carry one such missile, well you can’t win period. This is especially frustrating because you can only switch planes before seeing the mission briefing and knowing what targets you are supposed to destroy, and even if you do know what’s head for most of the game, your request to change planes may be randomly refused. The designers seemingly anticipated this would be a problem, because Sidewinder MAX includes the curious feature of letting you progress irrespective of mission success and failure. Yeah, except for an handful of plot-critical missions (indicated by having this track play during gameplay), if you don’t accomplish your objective but mission control gives the RTB order, you’ll be able to progress through the storyline anyways. The consideration is nice, I guess, but winning that way doesn’t feel good.
Another problem is that the game just loves to waste your time. There are so many text boxes you have to sit through during “coffee time” and briefings are lengthy with lot of slides and slow transitions, including such pointless details as showing the roads of whatever area you’re going to (dude, I’m in a plane!). It becomes especially maddening in the final chapter where you’re promoted to Squadron Leader and have to discuss with the general to assign’s everyone plane, a tedious process that involves three separate screens you can’t simply refuse to do even if you’re happy with the initial dotation. The game’s “abort mission” prompt returns you to the title screen so if you found out you didn’t make the right choices and need to go back to the drawing board, you have to sit through all of it again. It’s maddening!
The plot goes as follow: After the head of the royalist government is killed in an event known as the “Black April Incident”, the third-world country of Eskara is caught in a bloody civil war between the pro-capitalism Reform Alliance and the socialist Gospill-Goshawk government. The mercenary outfit “Fighting Birds” has been hired by the former to even the odds.
The game places a big focus on story. There’s a lot of dialogue . There’s an ingame encyclopedia covering the geography, history, and factions of Eskara. After each missions, you can hit the base’s pub and talk to your fellow pilots and the base’s staff, with dialogue changing depending on the success or failures of your mission. The voice acting and cutscenes are entirely in English (interestingly provided by big voice actors like John DiMaggio and Tara Strong rather than the cheap native english speakers living in Japan that games like this typically employ) but there’s not a lot of it so you won’t be able to follow much of the plot unless you understand Japanese or whip up google’s translation app (which has some trouble with the game’s font).
The game’s gritty and realistic tone extends to its mission design: though some levels are a bit more creative, every mission boils down to either destroy all air targets, some ground targets, or some buildings. Sometimes a dam or a bridge. The other Sidewinder games have naval combat, but not this one. There’s only one escort mission. The game has 33 missions which is pretty big for the genre’s standard but this is achieved through shameless padding: the 2nd chapter alone has four missions where you need to hit very similar tank columns, and four other missions where you attack the same airfield! There are no crazy missions where you have to fly through a canyon like in Ace Combat, or anything similar videogamey.
Even the ending is subdued: you’re simply tasked to destroy a few ground targets and then return to base to hear the head of the enemy government make a speech where he promises to open the country to foreign investment, followed by one last training session with your buddy. It’s pretty downbeat but I take it.
The following Sidewinder games (which unlike this one, were released in the west under the title “Lethal SKies”) would take the games strong flight gameplay, add more fanfiful mission design and boss battles against crazy vehicles, and ruthlessly streamline the everything else. This was a good thing.
Though I may make it sound like a tedious bore, Sidewinder MAX really is a pretty cool and unique game, but only skilled (and patient) flyers need apply.