Rosie’s Music Room: Ace Combat 4

Welcome to the first of what will hopefully be a series on this site, Rosie’s Music Room. In these articles I am going to be looking at songs from all kinds of different media, from video games to film to TV, to potentially just doing an album review every so often.

For this inaugural edition, it is going to be an extension of my Ace Combat 4 review where picking three songs to fit into the Music section left me with a lot that I wanted to cover in much greater detail, though because of this, I will also be going into detail on some later missions so there is going to be a spoiler warning in effect for the entire article so if you don’t want to be spoiled, click away now.

If you are still with me, let us dive right into a track I mentioned during the review, but never went into detail on.

Comona

The mission which this track plays, “Shattered Skies”, was described to me by my friend Clara as one of the best missions in the game, and in her opinion, when the game really starts to pick up the pace. Comona Bay is solely a dogfight mission, no ground targets to worry about, just high stakes aerial action as you defend a crucial rocket launch facility from Erusean fighters and later, B2 stealth bombers coming to destroy the base.

And the song provides plenty of energy to keep you going throughout the mission, even a slightly subdued intro keeps pace with synth layered over an electric guitar jamming out an incredibly memorable riff. The mission itself is not that long so the backing music needed to make an impact and it certainly turns any tense tailing moments into euphoric victory when “DESTROYED” pops up on your screen.

Farbanti

Mission 17, “Siege of Farbanti” is the penultimate mission of the game which acts as a last stand for your enemy, as the war is now at their capital city with defences and tanks placed all throughout the streets with the remnants of the air force taking to the skies. One of the things I love about the Ace Combat soundtrack is that it can perfectly capture the atmosphere of a mission within a song.

And Farbanti is no exception, whilst previous ground assault missions will get your heart pumping with an aura of caution about yourself, the sweeping orchestra paired with Ace Combat’s signature guitar playing alongside it exudes the feeling of this being the final major battle of this war (bar one after this) and that ISAF is going to win, no matter what.

This is further exemplified when the mission update comes in, with AWACS telling you that five aircraft have been spotted on radar, the remaining true members of Yellow Squadron. Rather than the music changing to show that the scary Yellows have arrived, the triumphant tones of Farbanti keep playing as you engage your game-long rivals in aerial combat, proving once and for all why Erusean troops fear the ribbon in the sky.

Breaking Arrows (#1)

One of the less conventional missions in the game is called “Breaking Arrows” and the first piece of background music that plays during this level matches the atmosphere perfectly. Mobius 1 is alone in pursuing long range cruise missiles that are incoming to ISAF troop landings, performing this mission in the pitch black of night across a monolithic glacier, the only light coming from the stars and the aurora above the terrain.

With the plucking of a violin, the mission begins, and those few notes alone are able to instil fear into even the most experienced of AC veterans. Whilst AWACS told you what was coming from the darkness, the music still has the potential to create a feeling of unease about what else the Eruseans may be about to throw at you.

The second part of this mission still has good music, but that part of the track is more about giving the impression that failing to stop the final escorted cruise missile incoming would spell certain doom for the ISAF offensive.

Megalith Agnus Dei

I discussed Megalith at length during my review, but whilst I gave the name of the backing track to the level, I never explained what I like about it.

During the mission to destroy Megalith, the radio chatter that fills the top of the screen is supplied in part by a ground infiltration team who are waiting on Mobius 1 to destroy the generators powering the superweapon, and will sweep in during the ensuing blackout to open the central heat vent.

As you destroy each generator, the radio chatter becomes more dire as the team are unable to hold their position against the remaining Erusean officers, the ominous chanting of the music fully nailing it into the player that this mission is going to have a high casualty rate, but in completion, the war shall be over.

Part way through the song the instrumental lowers in volume to give way to the chorus taking centre stage, adding the ideal amount of solemnity to the situation at hand. Whilst you now lead the newly formed Mobius Squadron to victory, none of this would need to be happening if the rogue Erusean officers had surrendered along with the rest of the military.

There is honestly so much more I could say about this mission; everything about it combines to form a moving finale, the JRPG-esque final boss music only serving to propel it further into greatness.

Invincible Fleet

Mission 6, “Unsinkable Fleet”, features your first major ground assault against Erusean Forces, taking on the Aegir Fleet which boasts the mission name as its primary quality. Your job is to show them how much that claim holds up to reality.

Despite this, the mission is not presented as a glorious show of force against the Erusean navy, and the music reflects this wonderfully. Whilst you are strafing by fuel tanks and AA guns, taking out named destroyers and battleships with your LASMs, the backing track crafts an atmosphere of something about to go very wrong with deep, bass-heavy synths underlaying very light percussion.

Even when the string section kicks in there are no exuberant leitmotifs to be found, to the point where I reckon this music could have been used in an escape sequence and still fit perfectly.

Speaking of which…

Aquila

This track plays when things go very wrong at the end of Mission 5, where for the first time Mobius 1 is introduced to their main aerial rivals for the game: Yellow Squadron. Almost immediately AWACS tells you to not engage and return to base as fast as you can hold down the throttle.

It starts off quiet, with the first 15 seconds or so being comprised of bass synths and ominous bongos (Rosalia’s note: this is probably the most unintentionally funny thing I’ve written), after which harsh strings come in to properly tell you that if you do not make it back to the return line before Yellow Squadron catch up to you, you are almost certainly getting taken out of the sky.

The reason this has impact is the fact that up until now, Mission Update has not been used for anything terrifying. Its first usage is to tell you about the existence of the return line and how to return to base; in this instance it puts your knowledge of this mechanic to the test as you are faced with something you are very clearly outclassed by.

End of show

Thanks for reading. It has been incredibly fun to talk about some of the songs I didn’t get a chance to and to put my writing skills to the test by reviewing something completely out of my comfort zone, and hopefully I’ll get better at it over time.

Once again, credit and my thanks to Zaptroxix for these extended OST videos, they both helped me properly formulate my opinions on the tracks and listen out for the finer details in them.

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