Xbox owners, allow me to introduce you to the game that will make you forget all about MechAssault. Mech-what? MechAssault. You know, the first-party game that kicked Xbox Live multiplayer onto your radar. Yeah, that one. Well, now you have Crimson Skies: High Road to Revenge, the next Microsoft title that will turn your console online and your smack-talking into high gear.
![Crimson Skies [Xbox] screenshot](http://www.dailygame.net/Articles/media/screens/crimsonskies/crimsonskies1.jpg)
For those of you unfamiliar with the franchise, Crimson Skies is essentially "Indiana Jones" meets aerial combat, only the alternate universe isn’t overrun with Nazis but with power-hungry gangs who fly tricked-out planes and are so trigger-happy that Al Capone would blush. With creative scenarios, a focus on action and engaging characters, you’ll be sure this game is headed for the silver screen. But Indiana Jones this is not, neither in medium nor in pacing, and as a result, Crimson Skies at times can feel a bit slow and imbalanced.
Part adventure and part dogfighter, Crimson Skies places you in the anti-heroic cockpit of Nathan Zachary, an air pirate who’s out for revenge and, if it happens to come his way, a little fortune and glory too. Along the way, he’ll meet a lady (or two), discover a nature-be-damned plot against the civilized world (a la "Wild Wild West") and embark upon an intricately weaved tale of his own.
Unlike "Indiana Jones," though, Nathan takes to the skies rather than a mine cart and relies on his trusty plane-mounted artillery rather than a bullwhip. And that, my friends, is where Crimson Skies grabs you by the joystick and gets your arcade-loving heart a-fluttering. Forget about flight sims, because Crimson Skies is arcade flying at its finest. From barrel rolls and Split S’s to air braking and upside-down 180s, this game would make any pilot rethink the laws of gravity. The controls are easy to both learn and master, too, which means novices and pros are separated only by their ability to plan ahead and remain dedicated to the game, not by their familiarity with the instruction manual.
The arcade goodness doesn’t stop there. Unlimited primary ammo? Check. Heat-seeking and cluster-bomb secondary weapons? Check. Dozens of airborne enemies swarming at once while terrestrial turrets fire on you with unfathomable power? Check. Yes, Crimson Skies seems to have it all. But not quite.
Each "level" is a virtual landscape that encompasses some serious real estate. The first, for example, is a small but tall island where you get comfortable with looking up, down and around for enemies. The second level is a wide-open desert so expansive you’ll be thankful the Xbox has a built-in hard drive. Subsequent levels include an interpretation of a 1930s tech-savvy Chicago and other era-appropriate settings, and each presents some unique expansions of the basic gameplay.
The objective in each level changes depending upon your progress in the story, but invariably each level involves completing four to six "subgoals," most of which amount to mini-games that break up the dogfighting. Several levels ask you to get out of your plane and man a turret, for example, be it to protect an illegal stash of taxis or to defend your Zeppelin "base" from incoming fighters. Other subgoals involve switching planes to complete an objective or winning a race to win cash, which, once you fly another plane and thereby "unlock" it, can be used for upgrades or to repair your current craft in mid-mission.
Yet while each of these levels has slightly different subgoals, the actual gameplay behind those subgoals remains static from level to level. A turret battle is a turret battle is a turret battle, no matter how different the aircraft you’re trying to shoot down. Yes, the scenarios will literally leave you sweaty with their frantic pace, but after three or four turrets you’ll play through them just to get it over with and move on to the next dogfight rather than play them for enjoyment.
![Crimson Skies [Xbox] screenshot](http://www.dailygame.net/Articles/media/screens/crimsonskies/crimsonskies3.jpg)
In the long run, of course, that ultimately speaks to the quality of the dogfights. And there’s really no other way to say it: you’ve never played a dogfighting game this good. There’s just something about the combination of tight controls, intense speed and a fully 3D environment. Air Force Delta Storm had the speed and dimensions, but its handling was too sim-like to let you stay in "hot pursuit" for very long. Lethal Skies II had the speed and environments, too, but the AI was so challenging that the only thing in hot pursuit was your PS2 controller headed for the TV screen. Crimson Skies, though, strikes such a perfect balance of speed, control, level design and challenging-but-not-impossible AI that you truly feel like you’re an alternate-1930s-universe pilot.
Still, there’s nothing like knowing you’re hunting (or being hunted by) a human opponent, and Crimson Skies comes complete with some outstanding split-screen, system-link and Xbox Live multiplayer options. What’s interesting about the split-screen with three players, though, is that it divides the screen in thirds horizontally, which makes for great lateral visibility but horrible up-down visibility. It’s a unique treatment, but I’ve got to question the use of this technique in a game that relies so heavily on both horizontal and vertical sighting. But naturally, if you don’t play with three players total, this is a moot point entirely.
Crimson Skies has the standard Dogfight, Flag Heist (Capture the Flag) and team-based modes, but our personal favorite here at DailyGame is the hilarious and addictive "Wild Chicken." This mode is sort of like Stayaway in Midtown Madness 3 with a bit of capture-the-flag base-defending flair. None of the game modes is a stinker, and every one runs smoothly online. Even with 16 people playing at once.
One of the most comical details of "Wild Chicken" is watching the feathers fall from your newfound "wingman" and act like a contrail, and it’s details like this that make Crimson Skies feel as believable as an alternate-universe-with-tricked-out-planes videogame can. From blinking landing lights and animated flaps to deformable trucks on the streets of Chicago, Crimson Skies delivers Big Time in the graphics department. For Pete’s sake, how many times is an Xbox editor going to say "Best. Water. Ever."? Well, apparently one more, because this game’s got it. It’s also got damage-sensitive "animations" and a framerate that never wavers.
Then why, oh why, must the non-dogfighting waver as it does? This game is fun. It’s a blast. I’d even say it’s the most enjoyable non-FPS on Xbox Live. But its development team was apparently so focused on making an outstanding dogfighting game that the "other" gameplay elements in Crimson Skies are a step or two behind. On their own, the turret scenarios and races are just fine, but taken with the rest of the outstanding gameplay mechanics, the game can feel a bit unbalanced and slow.
But pop in another controller or log on to Xbox Live, and all those issues fade into the horizon. If you have an Xbox Live account and/or at least one friend in the world, Crimson Skies is the next great multiplayer experience on Xbox. If you’re a hermit or otherwise socially challenged, the game still has something for you, with an adventuresome story and entertaining dogfights that are the stuff of arcade dreams. Just don’t go into the game expecting the End All, Be All of gaming. Crimson Skies is fantastic, but it’s a little gameplay balance short of legendary.
See more screens on the Crimson Skies media page