![]() ![]() "You have to be careful because you don't just worry about the size of the cloud. But this time we can cut off that loop by giving aircraft an option of banking into a cloud to escape." In our short hands-on experience with the game, this did prove to be a quick and effective way to break line-of-sight, get someone off your tail, and reset the advantage.Ĭlouds aren't always good news, however. "In the open sky, when players get into a dogfight, they tend to just loop around and around all the time. Kono explained that in creating levels for Ace Combat 7, the placement of fully-formed, volumetric clouds is an attempt to change the way players approach the act of dogfighting. But as mundane as this might sound, the advancement in the series' cloud creation technology is not purely aesthetic. But this time we created them using 3D models," Kono said. "In the past we used overlapping texture plates to appear as clouds. ![]() Using '7' is really important for the brand, as it's setting our position for future direction.Īside from visuals though, how do you modernise and set your game apart when you're modelling it on a decade-old version, and past attempts to spice up the formula haven't had a great response? The team has said that Ace Combat's gameplay systems are simple in order to lower the entry barrier to its high-speed dogfighting and story, so when we asked, "What else?" the key innovation everyone pointed to was something seemingly innocuous: clouds. "What makes Ace Combat 7 more exciting, interesting, and intriguing for us, is that with Katabuchi, we can weave the empathy of the human beings-the deep sensitivity, the feelings-into the game, and we can think about what war really is." "There’s one thought on the developer's side: As you play the game, you need to feel that you're growing in the story, and with the story," Kono said regarding Ace Combat's defining characteristics. Katabuchi's credits outside of Ace Combat includes anime such as Kiki's Delivery Service and Black Lagoon. How successful they'll be in recreating the spirit of Ace Combat is something we can't judge until the game's release, but there is one factor involved which might help their chances: the return of the lead writer from Ace Combat 4 and 5, Sunao Katabuchi. "So, using '7' is really important for the brand, as it's setting our position for future direction." On the other hand if it's a hypothetical world, lots of additional setup is needed, but there is a lot of freedom within it." It's not surprising that the decision to return the series to a numbered entry is an attempt to publically signify the return to those roots, and hopefully stick with them: "It's our 20th anniversary, and that is sort of a milestone for Ace Combat," Hino said. But there are so many constraints as a game. Kono seemed happy to leave the real world behind: "‘Real world’ is very easy to make credible, easy to believe. When Ace Combat 7 was first announced, the Project Aces Twitter account posted: "Welcome back to the Strangereal!" "Now we want to listen to the users' voice more closely so we can get back to the roots of the series: Strangereal." The name "Strangereal" (literally, "Strange" and "Real") began as a community term for Ace Combat's fictional universe in the PS2 era, but the development team quickly adopted it in an official capacity. Kono was art director on Ridge Racer Type 4 and Ace Combat 4: Shattered Skies before becoming the director of the highly lauded Ace Combat 5: The Unsung War. "A few years ago, I got a questionnaire to the users and got the worst answers," said Kazutoki Kono, producer of Ace Combat 7 and head of the Project Aces team. By clicking 'enter', you agree to GameSpot's ![]()
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