So far, so similar then. Has Ubisoft managed to add anything to the PS3 version of
Blazing Angels? Well, yes, sort of. There are two two more missions than the earlier version of the game, six new planes have been added as well, bringing the total up to 52 and the difficulty level seems to have been lowered slightly. I'm not sure if that last point is true because I have already played the game and therefore am familiar with the controls, HUD and mission objectives or if the game has actually been tweaked to make it less frustrating.
However, it's basically the same game as I played last year, just as enjoyable, but almost exactly the same.
Graphically, the PS3 version has not moved on much over the 360 version from last year. Sure the water is nicer and there is a slight improvement in draw distance, but there are also some horrible scissoring artefacts at times and the frame rate can stumble a bit when there is a lot of smoke in the air, if you fly through an explosion for example.
The HUD has been given a bit of a makeover, providing a bit more information than you had previously, you can now see your speed and damage represented around the squad commands display and landmarks that you have to defend will show up on your radar, not just enemy units and friendlies.
However, the main addition to
Blazing Angels on the PS3 is the ability to control your planes with the tilt sensors of the Sixaxis pad. These controls act just as you would expect, with subtle banks and turns being just as easy to execute as sharp turns and rolls. It really adds to the feel of the game, but you can turn it off, mid mission of needs be, if you find you don't like the way it feels.
I was as sceptical as many other people with regard to the motion-sensing abilities of the PS3's controller, what with their obvious "reaction to Nintendo and Immersion" development schedule, but the pad really shines on this game; I'm now looking forward to playing many more flight-sim games on the PS3.
There are things that have not been fixed in this updated version of the game as well as those that have been improved. The targeting system is still as brain-dead as ever, the cut-scenes still aren't skipable and the arcade mode control scheme still doesn't give the level of control I would expect. There is a simulation control method that gives you more of a flight-sim feel to the game, including more control over your rolling, but you have to resort to the analogue sticks in order to control your yaw, so you slip continuously when banking if you are only using motion-sensing to control your plane.
Despite the gripes, graphical glitches and otherwise lack of change in the game,
Blazing Angels: Squadrons of WWII is still as much fun as it was last year, and now it has the Sixaxis control method, which for me is the succulent cherry on top of a cream-covered cake.
SPOnG Score: 87%
As I said last year, Ubisoft has the chance to turn Blazing Angels: Squadrons of WWII into a hugely successful franchise, if only the few minor niggles that remain in the game could be sorted out.