Blondes exist outside of Silent Hill.
Printable View
They AI doesn't add up to shit as far as system load, and believe me, the enemy planes are just specks for 99% of the time they're on screen. It's not particularly more taxing for being a combat game. It also has the advantage of smaller levels, which allows for more even detail.
FSX has the advantage of more powerful hardware, though.
Yoshi is a shock jock.
If so, I am grossly underpaid.
2nd day is now online
http://www.gamesradar.com/us/xbox360...20115630142044
Quote:
Day 2: An exclusive chat with the game's producer and directors
Words: Brett Elston
Being the insatiable Ace Combat fans that we are, Namco saw fit to invite us out to its Japanese headquarters to talk with the newest Ace team. Well, they're not quite new, as many of the members have been involved with series for some time. We spoke with producer Hiroyuki Ichiyanagi, director Natsuki Isaki and sound director Nakanishi Tetsukazu, three men well versed in all things Ace Combat.
Read on for our exclusive interview. You can also click here to watch it in video format.
Thank you for having us. First, could you give us a little background on the Ace Combat series and how it's grown over the years?
Ichiyanagi: So, basically, we started the series with Ace Combat on the PlayStation One. It was the first system on which 3D graphics were possible, so we were able to produce fighter planes in 3D and have the player feel like they're an ace pilot. So, moving forward, the basic elements and fun factor of the game remain unchanged as we continue to refine the series. The next big turn is when we produced Ace Combat 04 for the PS2. The graphics, sound and other elements of the game drastically improved.
Now that we're on the next generation hardware, we have improvements in graphics again, but the environment and atmosphere have greatly changed, particularly the environment, which has become more alive. There's more of a personal feel and touch to the game.
Now that you have all the extra power of a next-gen system, what new features have you added to the game?
Isaki: One new aspect of Ace Combat 6 is the Dynamic Operation System. Basically you have one large battlefield with a large number of allied fighters and ground troops, and the overall mission will be divided into several different operations that will take place on that battlefield.
It's just like in a real war - you'll have helicopter units trying to capture airfields or you might have ground troops assaulting a fort, and your fighters are going to engage the enemy for air superiority, just as in a real battle. We want the players to feel this huge battlefield with huge armies colliding, and that they are a part of this experience.
On this living battlefield, a player's actions will have direct consequences on the mission. So each time you play through, different things will happen depending on your performance.
One other element of this game is the Allied Support System. You have a massive number of allied troops helping in your battle and you can give orders to them. You'll not only have fighter planes at your disposal, but also allied agents, battleships, tank battalions and helicopter units. We feel that by introducing these two new features, we've moved one step closer to creating a live, active, intense conflict where not only is the player participating, but also controlling the outcome.
Do you ever worry that as the wars in your games become more realistic, the in-game violence will turn away people who have been involved in war?
Isaki: The topics we deal with in Ace Combat are realistic, so we have to be careful not to make the events too similar to current world events. At the same time, the story has to be compelling. It's a human drama, with you as an ace pilot at the center. In order to have the suspension of disbelief, events have to feel like they could happen, so inadvertently, some players could feel a particular element is too close to real life, but we never intended for it to be that way. No real events have affected the current plot, either.
The Ace Combat series has always stuck with Sony, yet here we are witnessing a new game premiering on the 360. Why this system, and why not PS3?
Ichiyanagi: One would think they could have produced this game for the PS3 launch, and time the development in that regard, but the team had several projects running, and their timing coincided well with the Xbox 360. Rather than timing it with the launch of a system, they timed it with their own development schedule. The Xbox 360 just made the most sense at this time.
Isaki: Up until now we've always had certain goals we wanted to achieve with each platform. This time around, we were able to meet these goals on next-gen hardware, and we wanted to get the latest Ace Combat into the hands of players as soon as possible. This was a major factor in our decision as well.
What can you tell us about Ace Combat 6 's online support?
Isaki: We're really glad to finally bring an online aspect to the series. However, it's not just simply taking the game as it is and porting it to make an online experience. We're going to have various types of online play available for players, dogfighting, team based and co-op of course, but you'll be able to set rules for everyone to follow. One other thing we have planned is, for those players who are victorious on Xbox Live, various things to celebrate their abilities. We won't go into all that just yet.
We also have plans for various downloadable content, decals and icons to customize their 360, things like that. In addition, we have various stages available for players looking for a more challenging experience. Also, for those who really enjoy looking at the planes, we have something planned for them as well.
Head-to-head gameplay isn't that hot in Japan, so is it safe to assume the versus matches are more for a Western audience?
Isaki: You're correct in assuming that it's not as popular in Japan as in the US, so when we included the online feature in Ace Combat 6, it was more for audiences in the US and gaining market share there. However, if it becomes a more popular element in Japanese games, that would great as well.
Of course, the Japanese players in general are very shy, so if you encounter these users online, please be friendly and talk to them. (laughs)
Is it difficult to create a balance between licensed, real-world jets and easy to understand gameplay? How do you create this balance?
Isaki: Basically, when we start development, we do research on the planes, be it online or going to see them at various air shows. We don't think much about how the plane handles, but rather how it looks as it flies, how it looks like it might handle and the characteristics of the plane, and create an image of it that way. Once we have that, we fit it into the game and make sure it translates into a fun, interesting experience.
How will players go about attaining new jets in this game? Each Ace Combat has some slightly different nuance to collecting new planes.
Isaki: The unlock conditions for planes and weapons will be similar to previous installments of the series - as you progress through the stages, you'll be rewarded with new planes for purchase, but there will be some secret jets as well. Players will have to fulfill some sort of condition in certain levels to unlock these jets. There will also be planes available for download on Xbox Live.
There's not much in the way of competition for Ace Combat. Do you find the lack of a direct rival relieving or somewhat stressful, without someone else to constantly stay ahead of?
Isaki: It's good that we don't have any rival products to compete with, but on the other hand, we are our own rivals. With each new game we have to surpass the level of quality we hit before, and also meet the fans' expectations. There's virtually no limit to the bar we have to set for ourselves.
Of course, I personally like flight games, so I greatly welcome a challenger to the series, and I'd like to play that myself, if there were such a game.
It seems like every new Ace game introduces another enemy country or continent, so will Ace 6 follow suit and deliver brand new story elements?
Isaki: The overall story is independent of the other games. However, there are various little hints that we've included that connect with the overall story from Ace Combat 04, and other parts that reference Ace 5 and Zero, so I'm sure fans will enjoy that.
However, the story itself is completely new, so new players can jump right in and enjoy the game as well. You will be flying for the Republic of Emmeria, while the antagonist will be the Federal Republic of Estovakia. Both groups are located on the Anea continent.
How do you get people interested in games where the main stars are jets, not human beings?
Isaki: This is actually one of the most difficult aspects that we face in the development of each installment. You need to have a very interesting and compelling story, but you can't let it get in the way of the player's experience of being a jet pilot. It is something we had a great deal of difficulty dealing with this time as well.
The graphics, obviously, have enjoyed a tremendous overhaul, but do you ever worry that people will fly right over the detailed landscapes and mountain ranges without even paying attention? Is it really worth all the extra effort?
Isaki: For the 360, the graphics and mapping for the ground have improved drastically, and we of course like players to realize that, but there are various ways to enjoy the game. Some like to fly at low altitudes and look up close at the finely detailed environments, but for those who like to fly up high, just as much effort has gone into the clouds and skies themselves. We think players will appreciate the enhanced graphics.
This game is all about creating a living battlefield, so how many units will you be able to throw at players at a given time?
Isaki: Of course, all of us are paying fine attention to how many units and how much environmental detail we can have onscreen without the processing power dropping. This time, there's no real change in that aspect, and of course we had to prioritize which units and how many would be going at once. Even with the increased processing power it was still difficult to achieve some of the things we wanted to do.
What about superweapons? Each Ace has one or two huge boss encounters that usually define the whole game.
Isaki: We realize players must have expectation along those lines, especially on next-gen hardware, so we hope to live up to those expectations for the boss characters as well.
So... motion controls sure could be cool if used to pilot a plane. Any thoughts on a Wii or SIXAXIS supported game in the future?
Ichiyanagi: We've thought about using something like this before, but it wouldn't just be taking the Wii controller and using it as a flight stick. It would be something more fundamental that matches the gameplay. We're always thinking of new challenges to try, and one of those might be motion sensing technology.
We've played around a bit in the game's cockpit view and were overwhelmed by all the gauges and meters. Will players using a standard-definition television be able to discern all this extra detail?
Isaki: These gauges will actually move, and of course there will be more detail in HD, and you'll be able to the movement of each gauge, but it's not like you won't be able to see anything at all in SD. We believe even in SD the game will be quite impressive.
Now that you've jumped platforms, do you feel the need to create something totally new and accessible or is there still a devotion to longtime fans?
Isaki: All the gameplay aspects we thought of were designed with fans in mind. But at the same time, we plan to make it as accessible as possible for those who have never played a game in the series. We realize it's a difficult objective to achieve, but we believe we've made a good effort and both types of players will be pleased.
What's going on with the game's soundtrack? Ace Zero had a bit of Latin guitar going, other games used techno, what's on tap for Fires of Liberation?
Nakanishi: With every game, we have a specific characteristic for the music, and this time is no different. We have something planned, be it instruments or a full song, we have various plans that I can't go into at this time. However, it will be something we haven't tried before.
Looking back a bit, what was with the Puddle of Mudd song in Ace 5? Was it always part of the game or did that just come at some later point?
Nakanishi: The art director and I knew we wanted to have a licensed song but didn't have a concrete idea for one. Even so, around the middle of the development period we decided that song would be good for the game, so it was pretty early on in the cycle when we chose it.
With such an obvious love of flying, have you actually been able to get inside and fly around?
Isaki: About the only thing we haven't done is get inside one of the jets and go flying. But we have been to various air shows and taken pictures, touched the planes, been in the cockpits and such, we just haven't been flying yet.
http://www.gamesradar.com/us/xbox360/game/...404105838674030
Quote:
Day 3: The Ace team digs into their own series
Words: Brett Elston
You may have noticed that day four of our Ace Combat 6 coverage is a retrospective on the whole series. Seems like the right thing to do, see where the franchise has been, where it's going and what it's brought to the gaming masses over the years, But what do the actual developers think about the series? It's obvious they have a love for jets, missiles and fan service, but are there any ambitions left unfulfilled or projects that didn't quite pan out as planned? To get this point of view, we quizzed the directors of each Ace Combat game that's ever appeared on a console. Now you get to hear what they think.
Air Combat (1995) - Masanori Kato
What are your feelings on the first game in the series?
In the beginning, we were told by the company to create a port of the arcade version of Ace Combat. However, even though the original PlayStation console was the culmination of the best technology available at the time, it still wasn’t powerful enough to match the performance of arcade machines. Not to mention, the team members consisted of 1 naval ship fanatic and 3 others who had no knowledge of airplanes. In the end, we just decided to forget about creating a port and instead made a game from scratch. Now that I look back on the project, it allowed us to return to the basics of being professional creators; making games that are fun from the point of view of the user. It was a project that stimulated me in a very positive way.
What aspects of the game were unique to the series at the time?
I believe the unique aspect of this game is a one-of-a-kind action shooter where anyone can get behind the seat of a jet and experience the cool excitement of an aerial dogfight. Also, the dramatic storyline and the fact that it allows the player to assume the role of the hero are what set it aside from other flight simulations.
http://www.gamesradar.com/us//images...shot_large.jpg
Looking back, is there anything you think that could have been done better?
I don’t really consider this a failure, but I think we might have overdone it with the flashy colors. One of the reasons we went overboard with the use of colors was the fact that we didn’t want players to feel this was a game only for hardcore aircraft fanatics when they catch a glimpse of the package or the screenshots. But looking back, we could have taken a different approach and maybe gone with another design direction.
What are some things you tried to do, but didn't quite work out?
One feature, where the player’s actions and battle tactics will directly affect the outcome of each mission, was something we wanted to include since the beginning. Unfortunately, the data arrangement and framework of the scenario was too difficult for us to make this a reality at the time.
Are there any features you would like to have included, but couldn't because of time constraints?
We would have loved to include the replay and landing/take-off features. Actually, we finally got the replay feature working the week after we submitted the game for approval. The landing and take-off feature was up and running just three weeks after. (Even though, we got these features to work, we still needed time to perfect them.) We actually tried to implement both of these features in the game afterwards, but we didn’t make it before the launch. In the end, a copy of Air Combat with the replay and landing/take-off features was something only the development team had.
Ace Combat 2 (1997) - Asahi Higashiyama
What are your feelings on the second game in the series?
I was in charge of controlling the rival aircrafts and the structure of the missions as a planner for Air Combat. At the time, I realized the potential of what 3D technologies could bring to a flight shooter. In the sequel, we put all our efforts into creating something which would establish a new standard in the flight shooter genre. Our team was young, enthusiastic and was willing to try out new ideas and methods.
What aspects of the game were unique to the series at the time?
More so than the brand-new features such as the improved graphics, stronger wingmen aircrafts, landing and replay, I believe the highlight of the sequel is the variety of missions. Through the completion of the missions, the player is able to assume the role of a mercenary soldier in the face of changing outcomes of the aerial battlefield. Also, we had to carefully choose from over 200 ideas gathered by the team to ensure that the player is able to experience a unique and different game play in each of the 30 missions available. Although this is a flight shooter, we had to draw inspiration from bike races, comedies, Yakuza movies and even westerns to ensure that we have a wide range of variety in our concepts.
Looking back, is there anything you think that could have been done better?
Actually, one of the missions in the game was originally supposed to take place in the daytime. However, we felt that it was more dramatic and realistic if a surprise attack came in the midst of darkness, so we decided to change the setting to night. Even though we changed the setting of the scene, we had completely forgotten about the voice! In the end, you can still hear the voice clearly saying, “Move in at 3pm!” By the time we caught this, it was too late for us to re-take the voice or make changes to the stage. As a last resort, we had to quickly make amends by fiddling with the graphics of the sun to make it look like an eclipse. As a result, we later learned from an internet game forum that users thought it was cool how the surprised attack was timed perfectly with the eclipse! Luckily we were able to salvage this and something good was able to come out of this tiny mistake.
http://www.gamesradar.com/us//images...shot_large.jpg
What are some things you tried to do, but didn't quite work out?
In one of the ground target assault missions in the game, we wanted to set a number of missile launchers around the gigantic circular particular accelerator and have these launchers fire at the player in the midst of battle. The idea is to create a stage where the player has to dodge missiles in a 3D environment. However, we didn’t have time to implement the algorithm of the missile’s path. On top of that, the number of missiles that can be fired simultaneously is limited. Also, the system which would allow the player aircraft to see the missiles being shot at them wasn’t established. It wasn’t until after we made Ace Combat 3 that I thought to myself, “So this is how it’s supposed to be done!”
Are there any features you would like to have included, but couldn't because of time constraints?
There is a special aerial technique called the ‘Cobra’ that can only be performed by the Franker, an aircraft belonging to the former Soviet Union. We wanted to allow the player to reenact this in the game. Although we were able to recreate this for the enemy aircraft, we were unable to make this happen for the player aircraft due to time. However towards the end of the development phase, someone on the team found a way to do this by imputing some specific commands. At the very last minute, we reconfigured the parameters of the aircraft and were somehow able to make this possible. You can watch the ‘Cobra’ in the opening movie and it was great to see it become a subject of debate amongst some fans on how to re-enact this in the game.
Ace Combat 3: Electrosphere (1999) - Hiroyuki Onoda
What are your feelings on Ace Combat 3?
Ace Combat 3 was really about new challenges. Even now, I remember how everyone on the staff poured their heart and soul into creating and integrating mountains of original content. There were times during the production I would honestly stop and ask myself, "Can we really do this?" Despite the hardship, our efforts forged a spirit of challenge that remains with the Ace team to this day. Ace 3 was a fantastic experience because we achieved so many breakthroughs, and at the same time created a lasting impact.
What aspects of Ace Combat 3 were unique to the series?
Ace 3 brought so many new ideas to the series. As far as the gameplay system is concerned, it added branching missions as well as the ability to control the camera. The combination of traditional cell animation and CG used for the story pieces also created quite a stir. The inclusion of neo-futuristic original aircraft and characters, as well as the painstakingly detailed game setting, all lent a cinematic air to the dramatic flight shooting theme; a first for the series.
Now that it's over, is there anything you think could have been done better?
Nothing in particular.
http://www.gamesradar.com/us//images...shot_large.jpg
What are some things you tried to do, but didn't quite work out?
Ace 3 takes place in a futuristic setting, so I remember we had the idea that the body of the aircraft would be covered with a non-metallic outer skin layer material known as a "nano-skin". In order to get this feeling of a skin across to the player, we attempted to create aircraft models without joints or seams on the flaps and variable geometry wings. We had a lot of other ideas on how we could differentiate our aircraft from those of the present, but in the end it was just too much for the hardware. Now that I think of it, we were working really hard to create things people would consider next generation.
Are there any features you would like to have included, but couldn't because of time constraints?
No, there were none in particular that I recall.
Quote:
Ace Combat 04: Shattered Skies (2001) - Hiroyuki Ichiyanagi
What are your feelings on Ace Combat 04?
I'm really proud that we were able to take the outstanding appeal of the Ace Combat series and turn everything up a notch. Taking on the role of director was a really big responsibility. Everything the team created was top-notch and I was under immense pressure to make sure that all of their hard work didn't go to waste.
What aspects of Ace Combat 04 were unique to the series?
We added lengthier missions where players are given a set amount of ammunition and time. They have to figure out how best to use their resources to gain the highest score. This was the first time such a measure of player skill was seen in the series. Also, we tried to tell the story in such a way that the game didn't lay everything out there to bare, but instead allowed the player to fill in the gaps with their own imagination.
Now that it's over, is there anything you think could have been done better?
I think the points awarded for shooting down enemy aircraft were set too low. It's a lot more difficult and takes a lot more time to shoot down an enemy aircraft rather than a ground target. So, I think players should have been rewarded more generously for taking down air targets.
http://www.gamesradar.com/us//images...shot_large.jpg
What are some things you tried to do, but didn't quite work out?
At the end of Mission 5: Lifeline, the player's rival is in the game. The Yellow Squadron, appears but the player isn't supposed to be good enough to fight them yet. So, we made the Yellow Squadron so strong that no matter how hard a player tried they could never get a hit...or so we thought. As it turns out there are some players out there who are insanely skilled. I remember being totally amazed after reading on the internet some of them managed to actually connect a hit.
Are there any features you would like to have included, but couldn't because of time constraints?
I would have liked to have included voices for other languages outside of English. After a while you get used to reading the subtitles, but I think that being able to focus on the game and hear the radio commands in your own language gives the player a better chance to really feel like they are an ace pilot. We were able to include both English and Japanese voices in Ace Combat 5, so hopefully someday we'll be able to include voices for other languages in future games.
Ace Combat 5: The Unsung War (2004) - Kazutoki Kono
What are your feelings on Ace Combat 5?
Ace Combat 5 was the first time I served as director. During Ace 4 I was responsible for the visuals, story and presentation. But as the director of 5, I had to make the final decision on everything, and carry the vision for the entire project. Ace 5 literally broadened my perception of the creative process by leaps and bounds. I approached the project as if it were the last one I would ever do, so I took every idea in my head and tried everything to make them a reality.
What aspects of Ace Combat 5 were unique to the series?
Ace 5 combined the concept of war movies with a grand sense of scale, emotion, drama, the bonds between war comrades and took them all head-on. If Ace 4 was a curveball, Ace 5 was a fastball aimed straight over the plate. I remember telling the staff, "A chance to make a game like this only comes along once or twice in your career," and I truly believe we created a high benchmark for the style of the series.
Now that it's over, is there anything you think could have been done better?
I kept changing and adjusting various areas of the game. Just before the master deadline, I ordered the entire replay specification changed. Of course the producer and staff stopped me before I could follow through. Thinking back now, I probably didn't have my head on straight. That's just not the kind of thing a director should do.
http://www.gamesradar.com/us//images...shot_large.jpg
What are some things you tried to do, but didn't quite work out?
The structured story constrained the player more than we originally thought it would. It's always difficult to strike a balance between gameplay and story, but I think we should have given the player a little more freedom. However, as soon as you do, costs begin to skyrocket, so it's always a difficult decision to make.
Are there any features you would like to have included, but couldn't because of time constraints?
We worked right up to the very last day, so we were able to include pretty much everything I can remember. Initially we planned to include both an Arcade and a VS Mode. But in the end we had to make a choice between the two and VS Mode got cut. I really wanted to include both, but it just wasn't possible.
Ace Combat Zero: The Belkan War (2006) - Naoto Maeda
What are your feelings on Ace Combat Zero?
Ace Combat Zero was a struggle between maintaining the spirit of the series, while at creating a unique gaming experience. The pressure of having to follow in the footsteps of the extremely well crafted and successful Ace Combat 4 and 5 was enormous. However, we took every idea that was cool and included it in the game, and because of that I think we ended up with something like no other. Zero was also a chance for me to work with and be supported by many extremely talented people.
What aspects of Ace Combat Zero were unique to the series?
Tough dogfights with distinct enemy aces and the ability for the player to decide what type of ace they want to be, defined the Ace Combat Zero experience. The Spanish inspired soundtrack also helped elevate the intensity of the aerial combat. In the end all of Zero's unique characteristics enforce the feeling that the player is the hero, and that's precisely where it succeeds in continuing the Ace legacy.
Now that it's over, is there anything you think could have been done better?
There weren't really any instances where we failed. Actually, the project development schedule was so tight that we couldn't afford to make any mistakes. It was like running full-speed across a hundred foot high tight wire. It goes without saying that it was the experience of the team that got us safely across to the other side.
http://www.gamesradar.com/us//images...shot_large.jpg
Are there any features you would like to have included, but couldn't because of time constraints?
I was disappointed that we couldn't include worldwide online gameplay. However, this has been successfully implemented into Ace Combat 6. I know a lot of people have been waiting for this and we’re certain they are going to love what we have for them!
What are some things you tried to do, but didn't quite work out?
Actually I've never told anyone this, but my original idea for the story was something along the lines of an "Ace Combat Saga" which followed a mercenary pilot who had fought his way through both Ace Combat 4 and Ace Combat 5. I couldn't proceed with the project for several reasons, but the idea is still brewing in my head.