Review: Pacific Fighters

by Nick Haywood on 1 November 2004, 00:00

Tags: Pacific Fighters, Simulation

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Plane Handling


Ok, let's move on from there and look at the planes themselves.

Well, I've not got any idea how a Seafire should fly or whether a Corsair should stall at whatever speed so I can't really comment on that, but suffice to say that as usual, the 1C team has done itself proud with the way everything flies. Zeros turn tightly, P-47s dive and pick up speed like dropped anvils… and the Beaufighter, not seen in the series before, is sublime. Oh, we're back to new planes again, aren't we? Ok, another gripe. Looking at the plane set for PF, let's also take off those types that were released in the AEP add-on pack…. And that leaves us with something like 8 or so actual new aircraft, never flown before types…. So the guff on the box, is just that… guff.

Now having firmly established that the planes 'feel' right and that there aren't really as many brand new planes as UbiSoft would have you believe, let's see what the actual game itself has to offer.


As with all the other games in the series, there are plenty of options to keep you entertained. In fact, the front end of the game is identical to all the others. You have a choice of a quick mission builder to just choose what you fly and who to fly against and a comprehensive full mission builder which allows you to set up waypoints, make mission events and do pretty much anything you want. On top of these, and where you'll probably want to spend most of your time is either in the single missions or the career modes, so we'll focus on those.