Microsoft Flight Simulator 2024

Microsoft Flight Simulator 2024 — ReviewA 1:1 living-Earth flight sim where dynamic weather and ray-traced skies turn the whole planet into an open world for patient travelers who treasure the journey.

External ratings59%Steam Reviews21.8K reviews78Metacritic/10076OpenCritic/100
Reviewed by: Yi Qiu · Published: ·review.views: 2,968 Comments
DevAsobo Studio|Released2024-11-19|Simulation|
8.0
Overall Score

“A 1:1 living-Earth flight sim where dynamic weather and ray-traced skies turn the whole planet into an open world for patient travelers who treasure the journey.”

Graphics
9
Audio
8
Gameplay
8
Story
6
Content
9

Verdict

Step back from the panels and the percentages, and Microsoft Flight Simulator 2024 resolves into something unexpectedly tender. This is, in the end, a fairy tale for grown-ups. There is no world to save, no villain to defeat, no apocalypse counting down in the corner of the screen. There is only the modest, profound goal of getting up safely and coming back down safely, and the enormous, beautiful planet in between. After everything, that simplicity is what stays with you.

Who it is for, and who it is not

This is not a game for everyone, and it does not pretend to be. If you want adrenaline, instant feedback, and a steady drip of short-term objectives, you should turn around at the door, because that is not what is on offer here. What is on offer is quiet. This is a game for people who crave open horizons over thrills, who can find genuine contentment in the hum of an engine and the slow unspooling of a coastline beneath them.

If that describes you even a little, the rewards are deep. The game gives you something the modern, notification-shattered world rarely does: an unbroken block of time and a single thing to focus on. No pop-ups, no daily quests barking for attention, no fear of missing out. Just the sky and the discipline of flying through it. In an era built to fracture your attention into confetti, that wholeness feels almost radical, and once you have tasted it the constant noise of everything else starts to look like the strange thing rather than the normal one.

The verdict and the one true cost

The honest catch is time. This game's greatest danger is not any flaw in its design but its sheer capacity to make you forget the clock entirely. You sit down at three in the afternoon thinking you will fly for an hour, and then you look up and the sky outside your actual window has gone dark. That pull is both the most precious thing about it and the most genuinely hazardous, and you should walk in with your eyes open to it.

So here is where I land. The press scores cluster around a nine, and I understand exactly why, but I am settling on an eight. The point I am holding back is not for a broken system or a missing feature; it is for how relentlessly distracting the whole thing is, how readily it will eat an evening you meant to spend elsewhere. It is a small, almost affectionate deduction.

Measured against its predecessor, there is no contest. This entry decisively beats the earlier one on visuals, on weather, and above all on giving you a reason to keep flying, and the generational leap is obvious within the first ten minutes in the air. If you can make peace with the slow pace and the way it bends time around you, this is a year-defining piece of work and one of the most quietly remarkable things you can do with a screen. If you cannot, it will only ever be an extremely expensive, extremely gorgeous screensaver. Either way, the sky is waiting.

Pros

  • A 1:1 recreation of the real Earth with vast exploration freedom
  • Realistic seasons and weather plus outstanding ray-traced lighting
  • Career mode finally gives the experience a clear sense of purpose
  • Detailed engine and ambient audio create deep immersion
  • Near-endless content because the entire planet is the map

Cons

  • The main narrative is thin and lacks traditional story drive
  • It is extremely time-consuming and can eat into real life
  • The controls have a steep learning curve that confuses newcomers

Opening

The first time I punched up through a wall of cumulus, the instrument panel threw a faint reflection across the canopy glass, and for a half-second I forgot I was sitting at a desk. Below me a river bent exactly the way I remembered it bending in real life, because this was not a texture painted to look convincing. It was the actual shape of the actual ground, pulled from real terrain data and rebuilt at a one-to-one scale. The marketing line about recreating the whole planet had always sounded like a slogan to me, the kind of number you nod at and then ignore, right up until the moment you fly over the roof of your own house and the slogan turns into something closer to vertigo.

I came in expecting a flight simulator and a tidy checklist of takeoffs and landings. What I found instead was something more like an interactive film about distance itself, about how big the world is and how small a single aircraft feels inside it. Sixty hours in, I still had not crossed half a continent, and that creeping sense of smallness was a feeling I had not felt from a game in a very long time. The press handed it a nine, and honestly I think a nine sells it short, because a score measures a game while this thing quietly measures a world.

That is the strange tension at the heart of Microsoft Flight Simulator 2024. You do not need an objective here; the open sky is reason enough on its own. But if you do want structure, the career mode is sitting right there, ready to hand you licenses and routes and a ladder to climb. Freedom in one hand, a set of reins in the other, and somehow the contradiction never feels like one. Over the next six sections I want to pull this aircraft apart panel by panel and figure out whether it is actually worth the price of admission, or whether the romance fades once the novelty of flying over your neighbourhood wears thin.

Story | 6/10

Story: 6/10

If you come to Microsoft Flight Simulator 2024 hunting for a tightly scripted campaign, you are going to spend a lot of time staring out the window wondering where the plot went. The honest truth is that there is no traditional story spine here, and the game is stronger for refusing to pretend otherwise. What it offers instead is three very different relationships with narrative, and which one you end up having depends almost entirely on what you bring to the cockpit.

The sky as the story: flying with no narrative at all

The purest way to play is to treat the absence of a story as the whole point. There is no opening cutscene demanding that you save anyone, no quest log nagging at the edge of the screen, no villain monologuing over the radio. There is only the planet, the weather, and wherever your fuel will carry you. The free-flight loop reframes the entire question of narrative: instead of being told a tale, you write a small private one every time you pick a destination and commit to the long, quiet haul of getting there.

A small aircraft cruising above mountains and forest with the whole horizon open ahead

That sounds like it should be boring, and for some players it will be. But there is a particular kind of satisfaction in deciding, with no prompt and no reward, that today you are going to fly along a coastline you have never seen. The story becomes the act of choosing, and the world is generous enough that the choice always pays off in scenery if nothing else. It is closer to keeping a travel diary than reading a novel, and once that clicked for me I stopped missing the plot entirely.

Career mode: a light, optional thread of purpose

For players who genuinely need direction, the new career mode supplies a gentle scaffold of storytelling. It is not cinematic and it will not make you cry, but it strings your flights together with progression, starting you at a basic license and slowly unlocking aircraft and routes as your logbook fills. The narrative here is light by design, a thin connective tissue rather than a screenplay, and it works precisely because it knows its place.

Tucked inside that structure are a handful of genuinely charming side threads. There is one about an amnesiac blacksmith that I will not spoil, partly because the surprise is the reward and partly because it is the kind of small, restrained writing that only works if you stumble into it yourself. Side content like this is consistently a notch above the main thread in quality, which tells you exactly where the studio's narrative instincts actually lie. The career mode is the difference between an aimless afternoon and a sequence of small goals, and a lot of players will need that nudge to keep showing up.

A travel diary across the real Earth

Where most open worlds invent a continent and then drape a story over it, this game does the opposite. It hands you the literal Earth and lets the geography carry whatever meaning you are willing to project onto it. The main campaign tells a competent, hero-shaped story that is perfectly watchable in the moment and almost entirely forgotten by the next morning. That is not a failure so much as a statement of priorities: the narrative serves the flying, never the other way around.

Compared with the dense, dialogue-heavy storytelling of a story-first open world, MSFS keeps its text deliberately sparse, trusting the clouds and the coastlines to do the emotional work. There is real intelligence in that restraint. The sky genuinely does not need lines of dialogue to feel meaningful, and most of the story here lives in the white space between waypoints rather than in any cutscene.

So set your expectations honestly. If you are buying this for a gripping plot, you will walk away disappointed, and no patch is going to change that. But if you are buying it for the journey, the lack of a forced narrative stops being a flaw and starts being the entire pitch. The story is whatever route you fly, and on those terms it is one of the most quietly moving experiences on the platform.

Audio | 8/10

Audio: 8/10

Most games announce their soundtracks. They want you to hum the main theme, to remember the boss battle leitmotif, to carry a melody out of the experience and into your playlist. Microsoft Flight Simulator 2024 does almost the opposite. There is barely any music to speak of in the moments that matter, and that turns out to be one of the smartest decisions the game makes. What you get instead is a soundscape so detailed and so restrained that you only notice how good it is the moment you take the headphones off and the real world sounds wrong.

Wind, engine, and the physics of sound

The ambient layer is where the audio design earns its keep. Wind is not a single looping whoosh; its pitch shifts with your speed, climbing and thinning as you push the airframe faster and dropping into something heavier when you slow. Altitude changes the character of everything, so the same maneuver sounds different at a few hundred feet than it does near the cloud ceiling, and your ears start to register that difference before your instruments do.

Cockpit view threading through layered clouds with mountains and a river far below

The engine work is equally meticulous. It is not one canned loop slapped under every flight but a living thing that responds to load, condition, and altitude, so that you begin to read the aircraft's state through sound alone. After enough hours you find yourself reacting to a subtle change in the note before you have consciously checked a single gauge. That is the mark of audio design that is doing real mechanical work rather than just decorating the scene, and it is rare to find it executed this cleanly.

Restraint as a design philosophy

The mix is built on a principle of holding back. Audio here supports the scene rather than competing with it, and the absence of a swelling score is a deliberate choice rather than an oversight. I tried switching off what little music there is and flying on environmental sound alone, and the experience got markedly more believable, not less. It felt like actually sitting in a cockpit, where the only honest soundtrack is the machine and the air moving around it.

That restraint extends to the small, almost theatrical touches. Radio chatter and the soft hiss of static become part of the staging, a reminder that you are tethered to a world of towers and other pilots even when you cannot see them. None of it grabs for attention. It simply sits underneath everything, building a sense of place the way a good sound editor builds tension in a film, and the recognition from sound-design circles for this kind of work is well earned. The audio never auditions for applause; it just makes the world feel inhabited.

The power of silence

The boldest thing this game does with sound is to occasionally use almost none of it. There are stretches where the wind dies down and the engine settles and you are left with something close to silence, just the hum of the machine and, if you are wearing a good headset, the suggestion of your own breathing. In a medium that is usually terrified of dead air, that confidence to let a moment go quiet is genuinely striking.

Those silent passages are where the immersion peaks. With nothing fighting for your attention, the scale of the world rushes in, and a long climb over an empty stretch of ocean becomes weirdly meditative. The game trusts you to sit in the quiet and find it beautiful rather than dull, and more often than not that trust is rewarded.

The best compliment I can pay this soundscape is that it makes you forget audio is a thing the game is doing at all. You stop hearing it as a feature and start hearing it as the world. Then you pull the headphones off after a long session, the room rushes back in, and you realize how loud and cluttered ordinary life actually is. That quiet shock of contrast is the whole audio experience in a single moment, and it lingers long after the flight is over. It is the rare soundscape that you measure not by what you remember hearing but by how much poorer the silence feels once it is gone, and that, more than any swelling theme, is the sign of a sound team operating at the very top of its craft.

Visuals | 9/10

Graphics: 9/10

There is a specific moment, usually somewhere over a mountain range at the wrong time of day, when Microsoft Flight Simulator 2024 stops looking like software and starts looking like a window. The visuals are the loudest part of this entire package, the thing that makes you involuntarily slow the aircraft down so the scenery lasts a little longer, and after dozens of hours I never once got numb to it. This is a game that punishes you for using time acceleration, because every minute you skip is a minute of something genuinely worth looking at.

A planet rebuilt at one-to-one scale

The headline feat is the one-to-one recreation of the real Earth, assembled from real terrain and satellite data rather than handcrafted by artists guessing at how a coastline should curve. The practical effect is that the concept of a map boundary simply dissolves. There is no invisible wall, no edge of the world, just more planet in every direction, and the psychological impact of that is hard to overstate when you are used to open worlds that quietly fence you in.

Wide shot of an aircraft over a sprawling, photoreal landscape stretching to the horizon

What sells the illusion is how the detail holds together at every altitude. From high up the world reads as a believable patchwork of geography, and as you descend the ground resolves into texture, structure, and place rather than dissolving into mush. Flying over somewhere you actually know in real life is an uncanny experience, because the layout is correct in a way that screenshots cannot quite convey. You are not exploring a fantasy that resembles Earth; you are flying over Earth, and your brain knows the difference even when your eyes are amazed.

Light, weather, and the painterly hours

Where the simulation really shows off is in its handling of light. The ray-traced lighting turns the golden hours into something close to an oil painting, with dawn and dusk casting long, soft, physically convincing shadows across the terrain. I caught myself planning entire routes around a sunrise, picking a departure time purely so I could be in the air when the light was at its most absurd. No other simulator has made me think like a landscape photographer in quite that way.

The weather system is the other half of the spectacle. Clouds have real volume, so threading through a bank of cumulus feels like passing through actual mass rather than a flat sprite, and the shadow of your own wing slides across the airframe as the sun's angle shifts. Dynamic conditions mean no two flights through the same patch of sky ever look identical, and that variability is a huge part of why the world stays compelling long after the novelty should have worn off. The sky is never just a backdrop; it is an active, changing thing you have to read.

Seasons, vegetation, and the generational jump

Step closer to the ground and the seasonal work reveals itself. Winter is not a uniform white blanket; snow lines climb and fall with altitude, so a single mountain can wear three seasons at once depending on where you look. The fidelity of that detail rewards low, slow flying in a way that earlier sims never did, and it makes the planet feel like it is genuinely living through a calendar rather than frozen in a single permanent afternoon.

The leap in ground detail and vegetation density over the predecessor is impossible to miss. Grass is no longer a flat green carpet, forests have texture and depth you can pick out from the cockpit, and the whole surface of the world has a density that makes you want to drop down and skim it. Side by side with the previous entry, the generational gap in raw visual fidelity is stark, and it is the single most convincing argument for upgrading.

Photo mode and the free camera are the natural endpoint of all this craft. The game practically dares you to stop flying and start composing shots, and a sunrise-chasing route turns into an impromptu photography session almost every time. Visuals here are not merely a pretty skin stretched over the simulation; they are functionally a navigation tool and, more than that, the entire reason a lot of people will keep coming back. The world is so good to look at that looking becomes the point.

Combat | 8/10

Gameplay: 8/10

Underneath the scenery and the spectacle, Microsoft Flight Simulator 2024 is a real simulation with real teeth, and the moment-to-moment act of flying is more demanding and more rewarding than the postcard visuals might suggest. The first ten hours can feel like you are mashing buttons in the dark, but somewhere around the twenty-hour mark a switch flips and the whole thing resolves into a tense, precise discipline where every input carries weight. That arc from confusion to competence is the heart of the experience.

Avionics that actually mean something

The cockpit instruments are not mere decoration. The readouts are live, they matter, and you are genuinely expected to consult them rather than admire them, which is a meaningful break from games that paint a busy dashboard purely for atmosphere. Learning to scan the panel, to trust the numbers over your gut, is a core part of the learning curve, and the game does not hold your hand through it. The reward is a feeling of authority over the machine that very few titles in any genre manage to deliver.

Detailed cockpit interior with functional instruments while cruising above terrain

That depth is what separates a relaxing flight from a real one. When the weather turns and visibility drops, those gauges stop being abstract and become the only thing standing between you and a very expensive lawn dart. The simulation respects you enough to let that tension exist, and it makes the calm flights feel earned rather than guaranteed. There is a real sense that the aircraft is a system you are managing, not a vehicle you are merely steering.

Career structure, on-foot exploration, and the learning curve

The new career mode gives all this depth a frame. Instead of dumping you into the open sky with no direction, it structures play from earning your first license up through unlocking new aircraft and more demanding routes. That progression loop turns scattered flights into a coherent throughline, and it is the single best onboarding tool the game has, because it gives a newcomer concrete, escalating goals instead of an intimidating blank planet.

The decision to let you climb out of the aircraft and explore on foot was a genuine risk, the kind of feature that could have exposed a hundred shortcuts in the modeling. It does not. The detail holds up to close, ground-level scrutiny, and the option to walk around adds a small but real sense of presence to the places you land in. As for the learning curve itself, it is steep but humane: crashes cost you almost nothing, respawns are quick, and the frustration is the productive kind that pushes you to learn rather than the kind that pushes you to quit.

Precision, challenge, and how it stacks up

Once the fundamentals click, the game opens up a surprisingly deep well of mastery to express. Short-field landings on cramped island runways become a genuine test of precision, demanding that you bleed off speed and altitude with real care under tight constraints. Pulling one of those off cleanly delivers the same satisfying snap of mastery you get from nailing a hard sequence in a tightly tuned action game, and it is entirely self-directed, which makes it land even harder.

The controls have a real threshold, but the feedback is generous enough to keep you climbing it. Every botched approach teaches you something concrete for the next attempt, so progress feels like learning rather than grinding, and the cheap cost of failure means you experiment freely instead of playing it safe. That loop of try, fail cheaply, adjust, and try again is the engine that keeps the whole thing turning, and it never stops feeling fair even when it is being hard on you.

Set against the most hardcore flight and vehicle sims, MSFS makes a deliberate trade. It does not chase the absolute deepest avionics modeling on the market; instead it pairs serious-but-approachable systems with the unmatched draw of flying the entire real planet. That balance is exactly why it works as a gateway and a long-term home at once. It is demanding enough to respect you and accessible enough to keep you, and very few simulations manage to stand in both places at the same time.

Content | 9/10

Content: 9/10

The most dangerous phrase in Microsoft Flight Simulator 2024 is "just one more flight." The game's appetite for your time is bottomless, not because it pads itself out with busywork, but because its content is the size of a planet and it never has to repeat itself. I finished the main objectives at around forty hours, glanced at my completion percentage, and discovered I was only fifty-eight percent done at seventy hours, with the world still unfurling new places to point an aircraft at. This is content scale on a scale that genuinely reframes what the word means.

A planet as the playable map

The foundation of all this is simple and absurd: the entire Earth is the level. There is no curated sandbox with hand-placed points of interest standing in for a world, just the real thing, which means content is not something the developers ration out to you but something the planet supplies for free. You will never have to worry about running out of places to go, because the supply is, for any practical purpose, infinite. That single design choice does more for longevity than any season pass ever could.

Aircraft soaring over a dramatic expanse of mountains and forest under open sky

What makes that scale meaningful rather than just big is that the journey itself is the content. A simple hop from one city to another is not filler between objectives; it is the objective, a self-contained little expedition with its own weather, terrain, and arrival. I lost whole evenings to flights that had no goal beyond seeing what a particular coastline looked like at dusk, and I never once felt like I was wasting time. When the act of traveling is this satisfying, you stop needing a reason to travel.

Landmarks, deluxe editions, and curated highlights

For players who want their exploration anchored to something specific, the world is studded with famous landmarks and photo points that turn sightseeing into a kind of checklist you actually want to complete. Buzzing the top of the Eiffel Tower and banking into a slow circle over Paris is the sort of set-piece moment the game hands out constantly, and it gives shape to what might otherwise be an overwhelming amount of freedom. These landmarks act as gravity wells, pulling you toward destinations you would never have thought to seek out on your own.

On top of the base planet, the deluxe and premium editions extend the rosters of aircraft and airports, giving the most invested players more machines to master and more places to base out of. It is a sensible way to layer paid content onto a foundation that is already enormous, adding depth for enthusiasts without locking the core experience behind a wall. The extra aircraft in particular reward the kind of player who treats mastering each machine as its own long-term project.

Reception, longevity, and the bottomless well

Critical reception lines up with the experience of actually living in this thing. Outlets treated it as a year-defining simulation, the kind of release that becomes a reference point for the genre, and the scores reflect a package whose value is measured less in hours and more in whether you ever truly finish it. That framing is the right one, because "finishing" Microsoft Flight Simulator 2024 in any literal sense is not really on the table.

Set against open worlds with finite, handcrafted maps, the contrast is stark. Those games, however brilliant, have an edge you eventually reach and a content well that eventually runs dry. Here the well has no bottom, because the source material is a whole planet that keeps turning through its seasons and weather regardless of where you happen to be flying.

The result is a game you do not so much complete as inhabit. The content does not run out; you do, eventually, when real life calls you back to the ground. And the only honest warning I can give is that this is precisely what makes it so dangerous to your free time. There is always one more coastline, one more sunrise, one more city on the horizon, and the planet will happily keep offering them for as long as you are willing to keep flying. No other game I can think of makes "I have seen everything" such a genuinely impossible claim, and that bottomless quality is both its proudest achievement and its quiet warning label.

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