Project Wingman review

Need to know

What is it? An arcadey air combat game set on a devastated future Earth.
Expect to pay: $25/£19.49
Developer: Sector D2
Publisher: Sector D2, Humble Games
Reviewed on: Ryzen 7 3700X, RTX 2060 Super, 16 GB RAM, SSD, Logitech Extreme 3D Pro Joystick, Xbox 360 Wired Controller
Multiplayer? No
Link: Official site

When I see an airplane combat game touting full HOTAS support, head tracking, and VR integration, I go in expecting something pretty hardcore. Project Wingman isn’t really that, and it’s not trying to be. It’s more like a modern Top Gun game, sticking you in the cockpit of a jet as a superhuman mercenary ace for some pulpy, cinematic dogfighting action. There’s lots of detail and variety in terms of different aircraft and loadouts, but it’s definitely not a simulation in the sense of the games I grew up with, like IL-2 Sturmovik.

The controls are very arcadey, even without Novice Mode enabled. It’s possible to land on about 100 feet of runway by coming to almost a complete stop mid-air and then barely kissing the ground with your wheels at the last second. G-forces are not a thing, as making hairpin turns in any direction while travelling hundreds of miles an hour won’t bother you or your aircraft. Flying upside-down or sideways at top speed and maintaining a constant altitude, more or less indefinitely, is just fine. You can stall if your speed drops too low, but even that is pretty forgiving and easy to recover from. And accuracy is relative, since even small ground targets like tanks will take full damage as long as you land your high explosive rounds somewhere in their general vicinity. 

(Image credit: Sector D2, Humble Games)

The terrain looks gorgeous whether you’re flying over freezing taiga or a futuristic metropolis.

source: gamezpot.com