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F-22: Air Dominance Fighter (2026 Launch)

  • Writer: T.J. "Millie" Archer
    T.J. "Millie" Archer
  • 4 minutes ago
  • 6 min read

Recently I have lamented that there has been something of a lack of an intermediate in the flight game zeitgeist. A discussion with my fellow writer, Caio, a couple weeks ago had us bring up the value of what amounts to “simcade” style strategy and management in an otherwise simplistic flight model. These types of games, best remember by myself as Novalogic’s F-16/MiG-29 or F-22 series, used to be prevalent.



What made these types of games so important to personal growth within the realm of combat aviation is how it gave you a way to grasp advanced concepts of air combat strategy and logistics without forcing a brutal flight model or promoting style over substance.


Well, what a coincidence that development has recently completed on one of those old

games to bring it into the 21st century. Digital Image Design's F-22: Air Dominance Fighter is back, now published by MicroProse, and it’s been updated with a significant set of quality-of-life features to give it a new lease in the modern day. We received a pre-relase copy of this game, so we would like to thank Digital Image Design (DID) for this opportunity!


Digital Image Design (DID), MicroProse F-22 Air Dominance Fighter. Steam age disclaimer.
Oh, COME on…

Look, I’ve been burned enough by a lot of modern day ports and rereleases on Steam to immediately appreciate that there’s no janky startup issues here. But you know what sort of weirds me out? Initialization of the game. It takes an oddly long time to start up. I thought it might have just been a fluke, but after trying it on three different computers, the result is the same. Subsequent startups are far faster, but it made me joke about whether this was a design decision to emulate how long this would have taken to power up on a Pentium II.


Digital Image Design (DID), MicroProse F-22 Air Dominance Fighter. Main menu.

The decision to start the game with a windowed menu is appreciated, It’s nostalgically straightforward. Entering a mission is just as pleasant. The game just starts. I just… love it. It might sound silly to focus on, but in a world of instant gratification, consider these simple gestures gratifying instantly. This will dump you right into the cockpit however. Before taking the plunge, hit up options first to tune your controls.


Digital Image Design (DID), MicroProse F-22 Air Dominance Fighter. Global options example.
These resolutions almost feel like a joke with this interface…

Temper your graphical expectations. Why shouldn’t you? This is for all intents and purposes the original game. But it acts as an interesting demonstration of what a resolution bump can provide to ease the eyes and up playability. Additionally, I recommend the same expectations for sound and music design. These are the original effects, and as a result I couldn’t help but feel like I was flying along to music from Sim City for a good portion of the time. Maybe this is why music is disabled by default in options…


Digital Image Design (DID), MicroProse F-22 Air Dominance Fighter.  F-22 Raptor in flight.
F-22 in flight.

But I want to get into the meat and potatoes of what’s been retained and what’s been added here. Besides just the resolution bump, the biggest upgrade touted is the implementation of head tracking. This feels… anachronistic. It absolutely works, and works well. Just as well as you would want it to. It’s smooth and capable, but it feels almost foreign when using a basic flight stick (A Thrustmaster T16000.M). In fact, it feels like it took me longer to figure out how to get the joystick to work. The Settings menu fails to mark the joystick setting, only hinting at it with a “Calibrate” button. I had to restart the game to get this to appear correctly. I thought I was losing my mind… That said, I feel like I’m missing something here. For the life of me I couldn’t get my throttle slider to bind to anything. I confirmed it’s working in Windows, but I was forced to use the keyboard for a significant amount of control. I confess I never got a chance to play this game during it’s original release. I suspect this is a holdover from that. In my attempts to troubleshoot, I found a number of reviews that were lamenting the lack of support for modern HOTAS. That confirmed my suspicions. 


In the spirit of simplicity and control I decided to put the stick aside and revert to keyboard control. It’s odd to say, but this is actually where the game seems to shine. Though you have to make sure you’re using a full size or 90% board, as the numpad is extremely important for systems navigation. Testing in Quick Combat, I found myself more than capable of engaging and maneuvering against anything I came across. Within the 10 minute window I walked away with eight kills, including five against attacking MiG-21’s. I don’t think I’ve been this successful with keyboard control in a flight game since… ever. However to become this successful you should familiarize yourself with the help section often. It’s a boon that it can be brought up during live gameplay and is easy to position around the screen. Without it, I would have failed.


Digital Image Design (DID), MicroProse F-22 Air Dominance Fighter.
SPLASH! Bandit down!

But the gameplay loop is something that I want to emphasize. Using your MFD’s and a host of hotkeys for flight control, you’re forced to deal with your limited armament and system management much like you would in a real fighter, albeit with a number of QoL improvements on how to select from those MFD’s, as they act more as “touchscreens” to keep you from having to use buttons to navigate. They are highly simplified, but force you into introductory skills for weapons management and radar control. You have to select your targets from radar to lock, for example, much like you would be expected to do in a real fighter (HOTAS notwithstanding).


Example of gameplay (Tupo's Aviation Channel)

To anyone that’s played DCS, this seems almost infantile, but it comes back around to what I feel is a missing step from arcade flight shooter to full simulator. It’s the stepping stone to understanding true combat control, and this is what I ended up reminiscing about most during the play through.


There is a fairly large selection of missions for your campaign ranging from basic training to a full tour of duty across the Middle East where you take control not only of the namesake fighter, but also of an E-3. Yes, you get to be AWACS in this game, and quite often too. Unfortunately for the life of me I just could not get control to function right. I tried to perform the correct actions to vector the fighters under my control towards intrusions across the border, but I couldn’t get the commands to function right. I really don’t know if this is just me. I need more time with it, but if it is a larger problem, it will create an issue for campaign completion. Regardless I love the concept. Going back to the idea of beginner logistical understanding, this is a great introduction to the importance of real-time air battle management.



But do I LIKE it? Do I think it’s worth $24.99? Hmm…


Here’s the thing. I think that in this genre, with the realization that we’re still stuck with older games to provide this intermediate flight simcade experience that I find has a lot of value as a stepping stone, the somewhat newer Novalogic F-22 Lightning III is a better choice.


BUT—


Try starting that game up from download and it just doesn’t work right. Remember how I said that it’s so satisfying that the game just starts up? Yeah, that has a quality all of it’s own. I don’t like the idea of a game that doesn’t work out of the box discouraging a budding flight simmer from growing into the genre. That’s what I give to F-22 ADF right now. I really need them to support HOTAS control to really make this work. People WANT to play this game, and I think it deserves a look beyond a historical curiosity. I think it’s release provides the ability to get people thinking about these types of games again, and that we deserve them just as much today as we did back then. Despite the modern day updates, I really need a better control patch enabled first before I can recommend it at full price. It deserves to be more than that curiosity, and if the implementation of head-tracking is any indication, the devs think so too.


I’ll be watching to see if there’s more to this. We deserve development of these sorts of flight games in the present day, and I think it has potential as an important stepping stone.



About the Writer


T.J. "Millie" Archer is Life-long realist and aviation enthusiast. Once the co-founding Administrator of the Electrosphere.info English Ace Combat Database. In the present day he is freelance, roving the internet in search of the latest aviation news and entertainment. [Read Staff Profile]

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