A Well-Oiled Machine of Death: Rogue Aces and the Futility of War

The author is dead. Maybe Rogue Aces wasn’t intended to be a critique of the futility of war. Maybe it was envisioned to be little more than what it is on the surface: a light-hearted, procedurally generated shoot-‘em-up that brings a taste of rogue-lite randomness to air raids and dogfights. Maybe what I read as an anti-war message is just a byproduct of the game’s design and flippant writing. Or maybe the developers at Infinite State meant to say what the main campaign of their game effectively says: that war is a series of pointless goals passed down to soldiers by leaders who are cheerfully oblivious to their well-being, and one that only and inevitably ends in death.
In that campaign Rogue Aces pumps out its missions like a machine. Your fighter pilot takes off on an aircraft carrier with one mission in mind, relayed quickly and curtly by a short voiceover from your commanding officer. That mission can be shooting down a certain number of enemy fighters, or sinking a specific number of ships, or destroying crucial buildings at the enemy’s base. When you complete that first mission you have to return to the carrier for refueling and repairs, and then you immediately take off on your next mission. If your plane is shot down you have a few moments in which you can parachute to safety, taking another plane out on subsequent missions. There are only three planes on the carrier, though, and after that third one is destroyed your game is over. The machine spits out missions as long as those planes exist, and only stops when you die. The machine’s only output is death.