All I want is a silent protag, that's all I ask for... Also is that the same aerial fortress from Air Combat?
The Aerial Fortress in Air Combat is jet-powered. This one is possibly a turboprop-powered aircraft, based on the Me P.08.01 it seems. Namdai loves Wunderwaffe projects obviously as was shown in previous Ace Combat games (V2). It seems pretty cool, but something about the concept is off.
Nah, I'd really like a Strangereal game where the protagonist has a character and an arc.
I'd say Mobius 1 had a decent character arc, even Blaze had an ok character arc. You can clearly identify them as going from newbies to legends as the missions increase in scale and enemies fear your actions even more through dialog. The blank with Garuda 1 and Gryphus 1 make it so that the character arc is basically non-existent, and the same goes for Scarface 1 and Phoenix 1.
I'm actually quite glad that the large aircraft looks rather unremarkable. Ace combat super weapons were kind of getting a bit TOO grandiose. Things that by all rights shouldn't even be able to fly, or are so incredibly clunky looking or overly complicated. It was starting to feel a bit mecha-anime.
The super weapons I remember most as being most intimidating was Stonehenge. And it was basically a bunch of really really big looking howitzers.
The giant plane in the trailer actually looks feasible to modern technology. That's what I like about it.
Actually, howitzers are low velocity, large caliber weapons. Basically think about the intermediate between a mortar (extreme arc, low range) and a cannon (high velocity, meh range due to elevation). Stonehenge was a railgun array made to blow up asteroid fragments before they can fuck up even more shit. I'd make a more accurate comparison with naval guns to some extent, as they are large as shit yet still had muzzle velocity in the 800 m/s area, even the 460mms on the Yamato.
If we're talking music, the BGM for the trailer beyond the Razgriz motif on piano was completely unremarkable. That they're using synths instead of an actual orchestra after ACAH is, to me, rather disappointing.
Honestly, Ace Combat is a bit strange in terms of music. It kind of fluctuates in quality, with AC 2 being pretty decent, AC 3 being meh, AC 4 being really good, AC 5 being acceptable (Katina being pretty damn good), AC 6 being pretty good as well and ACZ being solid because the music really does set the atmosphere nicely if it's Spanish guitar. I will still say that The Sky Crawlers: Innocent Aces has one of the best soundtracks of what Project Aces churned out.
Either way, I'm pretty curious on Namdai's possible approach. Arcade flight games in general, after playing a couple more recently, have this tendency of becoming stale in terms of depth. Part of this may be due to how hard it is to have map variety in these sorts of games due to the 3D free movement. It's clear that the standard approach has been abandoned because people are dumb enough to turn with aces all the time, which leads to aces either being utter trash against BnZ (Yellows), utter trash in general (Ofnir/Grabacr and ZOEs) or literal fuck you and your siblings cheap tactics mode (Ofnir/Grabacr in chaff spam mode or Strigons). Thus one of my concerns is about the aces. It is very rare that good aces exist in the AC series at this point. The Yellows are pretty solid since their tactics are not cheap and can be countered with proper strategy, and AC 3 aces are the same except that BnZ attacks require more observation and better timing. On top of that, they are sufficiently consistent that speedruns and the like are very possible.
At this point, what can Namdai do to make an old formula from the days of the early 2000s still come out fresh in the mid-2010s, especially with the large amount of gimmicks, shiny features, etc that plague this new generation of games? That I'm curious about. Something needs to be done to make the gameplay seem more dynamic and less outdated. This is not casual talk, but trying to revamp the genre a bit. I always thought that QAAM style dedication as standard would be excellent in such a game because it forces one to stick to the ground, and thus map design becomes very interesting. Recently after playing Secret Weapons Over Normandy I found out that 4 aces in Komets matched me in a 262. I'm serious, I consistently had a 1-2 kill lead, sometimes even losing that lead because Komets are really goddamn annoying planes. This is because it is all gun play in that game, thus depth in tactics is added. Ace Combat does not benefit from this, so I really hope Namdai found something. They already did some things such as revamping the missile mechanics a bit in AC 6, close range assault in AC AH, a hybrid system in Legacy, high G turns in AC 6 (even if combining yaw and corner turns became less interesting), etc. It is clear that they are aware that the genre needs an extra touch. I just hope AC 7 does not disappoint. What about enhanced maneuverability when stalling?
Holy shit that was quite long. Please kill me.