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New Famitsu Interview (12/17)


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#21
PositronCannon

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Eh, gameplay-Story integration is something games in general should try to achieve, and I'd say ACZ generally does a good job about it (as well as AC04 in its own way). I think it's not a zero sum game, and I think AC5/AH had discrete design failings that weren't "we want to tell a story in our missions" (I think AH actually did good job balancing giving you shit to do while having story beats in missions; the problem was having to design encounters almost exclusively for CRA).  And while I admire the scope of AC6, I think the sub-operations approach lead to a lot of the missions feel same-y and kinda overly bloated. That's my opinion at any rate; obviously you disagree.

 

At any rate, Kono's said one of the core tenets of AC7 is the exhiliration of freely controlling an aircraft without 'push button finishers', so I feel we should take him on his word for it.

 

I wanna be clear, I don't expect AC7 to be a master-class in writing or anything; but AC at it's best has been great about contextualizing actions in a way that convey a sort of meaning to the player, imo. Even though I don't think it holds up well, even AC5 did that to me as a thirteen year old.

 

Fair enough.


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#22
FoxHoundElite

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ok instead of bashing each other,can anybody here translate the Famitsu article please?


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#23
PositronCannon

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>bashing

It's just civilized discourse m8

 

Also none of us do moonrunes. Maybe KB can help as the unpaid intern he is.


Edited by PositronCannon, 16 December 2015 - 11:59 PM.

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#24
Scherzo

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I think most of the juicey bits have already been translated from the looks of it; just be curious if there's anything else people have overlooked.


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#25
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so.....badass Squadron's intro like ACZ again???YES PLEASE!!!!!


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#26
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Alright, it's time to make the 英語 waffles!
 

The Feelings Evoked by Numbering for the First Time in Eight Years
The December 10th, 2015 issue of Famitsu had the scoop on info about "Ace Combat 7." In the article, we had an interview with Mr. Kazutoki Kono, but we have posted here the full version, including a portion of the article which could not be printed.
 
--This article is titled Numbering for the First Time in Eight Years, but could you please explain the concept?
 
Kazutoki Kono (below: Kono): "Numbered title" would express the meaning better, so more properly the concept is "numbered Ace Combat title." It's what users who were cheering us on were always hoping we would work on next.
 
--Isn't there always a subtitle under the title?
 
Kono: For this release, the number one goal was to show everyone how this latest release was a return to the numbered games, so in short we decided that the main title "Ace Combat 7" would illustrate that the best. The necessity of a subtitle is currently being considered. Please stay tuned for a further announcement. Also, I think the numbering alone was enough to make our consumers happy.
 
--I see. The impact of the PV was excellent as well.
 
Kono: About that, the thing about the PV is that it wasn't pre-rendered, the movement of the people and the planes, the flow of the clouds, everything was rendered on actual hardware. We are pursuing three goals for this game, and one of them is rendering three dimensional clouds to properly portray the sky. Before then we had naturally used stuff like pictures of clouds in a skybox to get across the right idea. For this game we've implemented three dimensional clouds, so if you try to fly through a specific cloud, the cloud will actually exist, right there in front of you, since we've created the map structure as two layers of sky and land.
 
--You think flying through clouds would create a realistic feeling experience.
 
Kono: Flying around the periphery of a cumulonimbus and flying through the middle of a cloud feels natural and enjoyable. We've also taken into consideration things like differing airflow and weather conditions inside and outside of a cloud, and topographical effects as well. The wispiness of the underside of the cloud and their appearance from ground level will also be apparent. To get in your plane and behold a sea of clouds which unfurls out to the very horizon - the world of the sky: in this game, actually depicting such a thing (without the use of illusions) will be possible.
 
--That sounds like a singular experience, I'm looking forward to it. Could you talk some about other aspects?
 
Kono: Another aspect we're pursuing is the fun of "playing airplane." I'm not talking about becoming more realistic in some way, I mean special weapons and maneuvers.
 
--When you talk about maneuvers, do you mean that the cobra and kulbit techniques will be possible? The Su-30 in the PV did something like that…
 
Kono: Yep. I've talked with the current director Hamanaka (Mr. Takahiro Hamanaka), and rather than anyone being able to bring certain death with the punch of a single button1, we're going in the direction of skilled people being able to take full advantage of maneuvering to make stuff like that happen. The third aspect is "improving how you defeat enemies." We are pursuing those three aspects in the campaign mode.
 
--That sounds like fun! Incidentally, "Assault Horizon" and "Infinity" both take place in the real world, but what about this one?
 
Kono: The numbered games take place in a fictional world. That said, since over ten years have passed since the Playstation 2 era, we want it to be approachable to a new audience who have not touched the series before.
 
--The main setting is a continent which has appeared before in the series?
 
Kono: That it is. Where precisely, I cannot yet say. (wry smile)
 
--If one were to build a space elevator, I hear it'd be best to have it somewhere near the equator.
 
Kono: I shall leave the details to your imagination. Haha.
 
--Hehe. Even so, the space elevator left quite an impact.
 
Kono: It's representative of the game. It's not real, but it's not within the realm of fantastical sci-fi either. A Japanese architectural firm is currently planning one, and as a matter we were actually working on the game when we heard about it.
 
--You mean it's representative of something that if it were to really exist, it wouldn't be particularly odd. The part of the PV with the bungee jumping wasn't from the top, but about how high up was it?
 
Kono: The person in the PV is wearing something like a spacesuit, so it's a height that would be intolerable without it. Anyway, it's slightly wrong to say "the structure's height," but it reaches 100 thousand kilometers from the surface of the earth to its furthest point (it extends to a space station beyond, from which it derives its centrifugal force).
 
--That's certainly the largest structure in the series. The part closest to the earth sprawls out like the Tokyo Tower, but…
 
Kono: Since it serves as an entrance into space, I expect the area on the surface would have container terminals and other such facilities, so that was the basic premise.
 
--It looks like a fighter should be able to pull through there. I'd want to try it, anyway.
 
Kono: Yep, you can. We were thinking of it in terms of aerial shooter design too.
 
--I'm curious about the massive airborne aircraft carrier too, but how would that exist?
 
Kono: The fictional plane the dev team calls the FAS.
 
--The one that launches a mass amount of UAVs.
 
Kono: A "drone carrier" has some utility. A space elevator would be vulnerable in case of emergency, so it acts as a guardian angel, orbiting the surrounding area.
 
--So the FAS isn't based on any existing design. What's the motive behind it?
 
Kono: One of the themes of the game will be how unmanned aircraft will shape the future, so we included the design to that end. By the way, we had Kanno (Masato Kanno, art director for much of the series) handle the design work. I love the feeling of functionality his designs convey despite having such simple lines, and like the Arkbird and Stonehenge, the FAS is one of Kanno's original designs.2 He'll be the art director for 7.
 
--I see. It certainly resembles the Arkbird which appeared in 5, in that it's a very curvy design.3 We haven't talked about real airframes yet, so first of all, the F-22, F/A-18F, and Su-30 are confirmed. This is the series premiere for the Su-30, isn't it?
 
Kono: It is. My personal favorites are the Su-27, Su-37, and Su-35, but I asked the staff "how about the Su-30," and up to this point the series has been full of single-seat Flankers, so I thought why not go with a two-seater?
 
--I see. The F-22 and F/A-18F are big-league fighters.
 
Kono: Since the F-22 is the epitome of a fighter, even to anyone who has no interest in fighters and has only seen them in movies and stuff, its position as the protagonist's plane5 befits it. Regarding the F-22's flat planform for stealth, it's removed from the appearance of more traditional fighters like the F/A-18F as well.
 
--I'm curious about other planes as well. I have to imagine the F-15 and A-10 are pretty much locked in.
 
Kono: Pretty much. We've planned for a lineup befitting a numbered game. New hardware has since been introduced, so rather than reusing what's been in the series thus far, we're taking care with it.
 
--You mentioned content for Playstation VR support, but I expect we'll be able to look around and see the details in the cockpit.
 
Kono: Absolutely you will. Lots of people go "It looks like I'm flying!" when trying VR support, and we're trying to make content based around flying the free skies easy to intuitively grasp, so the decision to support VR was very quick, since there are so many advantages to it. That said, there are also plenty of technical challenges, and the dev team is currently evaluating and working them out.6
 
--I look forward to it. What will the campaign mode be like?
 
Kono: To make the campaign, it's necessary for the scenario to have been worked out as the missions are being built. We're currently at the stage where we're proceeding with mission design.
 
--Are there many on the production team who have worked on the series before?
 
Kono: Director Katabuchi's (animation director Mr. Sunao Katabuchi) involvement, continuing from his work on AC04 and AC5, has already been confirmed. Itomi (Mr. Kousuke Itomi) is also involved extensively in the scenario and script. I look forward to hammering out the scenario alongside Katabuchi. I believe everyone will find it to their satisfaction, so please look forward to it.

 
--I wonder who will be responsible for the BGM.
 
Kono: As it's always been with this series, I have requested it of Kobayashi (Mr. Keiki Kobayashi).
 
--That lineup will make the old fans happy. Lastly, do you have any message you'd like to tell the Japanese fans?
 
Kono: As with 4, 5, and Zero, rest assured that we (Project Aces) aim to make Ace Combat cool and fun. We take great pride in being one of the few Japanese IPs to have taken off across the world. Please look forward to it!
 
--

 

Lastly, printed here are messages from director Sunao Katabuchi and Keiki Kobayashi.
 
Sunao Katabuchi: Ace Combat 4 and 5 are memorable to me for being the tipping point in my own career. I've been able to return to that same world once again. Kono and the main staff from the old days have come together to once again attend meetings, and I've already been able to collaborate with them on the outline of the story. I welcome the newcomers, and I would like to express to all of you my gratitude.7
 
Keiki Kobayashi: Hi everyone, I'm Keiki Kobayashi. Have you taken a look at Ace Combat 7? I wonder what kind of drama awaits you flying around those blue skies freely, piercing the clouds. I'm writing some very fine music for this game, so by all means look forward to it.8

 
1. ONE PUUUUUUUUUUUUUUUUUUUNCH!
2. You can tell, because it's the one damn thing in the PV that looks good.
3. Weblio defines 曲線的 as "curvilinear," but no fucking way Famitsu guy would have said "curvilinear" in English. It's fucking curvy, bruh.
4. Here's how you know you've got too many Flankers: I didn't even realize this until right now.
5. I noticed google translator renders 主人公機 as "HERO MACHINE." I love it. Reminds me of something Valk said about the F-22 once.
6. DF mentioned to me that a PA member said VR had been evaluated for AC before and found impractical. They sure have their work cut out for them.
7. I misread this as 速く飛たい気持ち and mistook it for a Top Gun reference at first. But no, he is not wishing us the need for speed.
8. Poor Kobayashi sounds like he was caught on the spot.


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#27
Aquavolt

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One of the themes of the game will be how unmanned aircraft will shape the future, so we included the design to that end.

 

although it's not strangereal, camilla controlling the qfa-44 from space seems like it could be salvaged for use in ac7. the campaign in ac:i was never finished and although it seems highly unlikely that they would include ac:i characters, the idea of controlling fighters from a safe haven in space seems like a pretty "ace combat" kind of thing.

 

was the whole "remote controlled planes" part of the coffin system somehow? something from ac3?


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#28
Brain Golem

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Nothing like that in AC3, every plane is either manned or just a UCAV. You do get to hack and take over a Geopelia in one mission, but it keeps a super close formation with the Game you start the mission with at all times, and I don't even know if that's meant to be remote control. Maybe Nemo just copied itself and now there are two independant Nemo planes. I don't know how magic AI hacking works.

 

I wish they'd make it so two seat planes were actually different in some way to single seat planes. It's dumb how they go on about the Su30 when in practice it's going to be basically identical to every other Flanker in the game. Stupid.


Edited by Brain Golem, 17 December 2015 - 03:33 AM.

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#29
Scherzo

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I doubt there'll be drone versions of IRL planes; all the planes appear to have cockpits here.

 

@Nemo: yeah, there was an interview with Harada just last year I think talking about Summer Lesson and Tekken where he off-handily mentioned that AC wasn't suitable for VR; I wonder what changed.

 

Also it's funny that they mention how well the PV's been received. Is that Famitsu being polite or has it had a positive reaction overall? The general public seems to have just seen it as kinda weird, from as far as I can tell. It doesn't help that it really really does not look like gameplay, even at 60fps, which is not a good thing.


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#30
ekirbo

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I wonder what changed.

He was given lods of emone by Sony. Probly


Edited by ekirbo, 17 December 2015 - 08:16 AM.

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#31
Hue

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Sure, but I can value when priority is placed on gameplay over story.

 

AC 6 favored scale of battle compared to gameplay changes to be honest. That's not necessarily a bad thing, but Project Aces failed to make use of the advantages of such a massive scale to my liking. Only exception was that massive dogfight in mission 12 (which got rudely interrupted by allies) and Pasternak. Other than that, I thought there would be extra missiles. Yes, having a missile warning on 24/7 may not sound fun for some, but screw these plebs. If I'm not at risk of getting hit by a missile or terrain, I feel dead. In other words, if only Platinum Games made Ace Combat.


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#32
3m4nu3l3

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Inb4 missions where you have to move from cloud to cloud to flee form enemies/avoid detection/fuck shit up.
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#33
Archville

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New Famitsu Article up, with a couple new screens of the 'Lighthouse'
 
From a google translation of a Polish news write up of the interview, seems to be a few tidbits of information, so if any weebs wanna take a crack at it, by all means.


It is my native language, if the interview script is in Polish, I will check it later and give you the most exact translation you could get (typing from mobile, did not got a good look at article).
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#34
Scherzo

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AC 6 favored scale of battle compared to gameplay changes to be honest. That's not necessarily a bad thing, but Project Aces failed to make use of the advantages of such a massive scale to my liking. Only exception was that massive dogfight in mission 12 (which got rudely interrupted by allies) and Pasternak. Other than that, I thought there would be extra missiles. Yes, having a missile warning on 24/7 may not sound fun for some, but screw these plebs. If I'm not at risk of getting hit by a missile or terrain, I feel dead. In other words, if only Platinum Games made Ace Combat.

 

I think the main issue was the sub-operations, which made a lot of the missions feel identical to one another. The whole game had a much more sedate feel to it than other ACs to me, everything just moved at a slower pace.

 

 

He was given lods of emone by Sony. Probly

 

I mean, that makes sense, but the way Kono talk about it they're treating this like a proper AC game, with PSVR integration being... not an afterthought but it doesn't seem like they're promoting it as the backbone of the game that say CRA was. If Sony came to Namdai to make a pretty VR tech demo I'd think they'd be talking about it as a much more stripped down experience.

 

It is my native language, if the interview script is in Polish, I will check it later and give you the most exact translation you could get (typing from mobile, did not got a good look at article).

 

The interview is in Japanese, it's just the first thing covering it I saw was a Polish site.


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#35
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So are the F-15 and A-10 basically confirmed? If so, I guess I have to update the confirmed list again.


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#36
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Idk about you guys but this sounds promising!
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#37
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So are the F-15 and A-10 basically confirmed? If so, I guess I have to update the confirmed list again.

 

A-10 perhaps, doesn't honestly matter much if it's the A or C, not much functional difference for Ace Combat, beyond I guess justifying giving it GPBs (which reminds me, have to wonder if they're going to be expanding beyond the usual SpW list we've had since 5).

 

F-15, don't be hasty. Nothing said about what variant, and the Eagle has enough that it actually matters. Just the E like in 6? C, E, and MTD like the PS2 trilogy? MTD and SE like in Cross Rumble? Series debut for the F-15 2040C? Hard to say right now.


Edited by Cobalt_Wild, 17 December 2015 - 03:15 PM.

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#38
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A-10 perhaps, doesn't honestly matter much if it's the A or C, not much functional difference for Ace Combat, beyond I guess justifying giving it GPBs (which reminds me, have to wonder if they're going to be expanding beyond the usual SpW list we've had since 5).

 

F-15, don't be hasty. Nothing said about what variant, and the Eagle has enough that it actually matters. Just the E like in 6? C, E, and MTD like the PS2 trilogy? MTD and SE like in Cross Rumble? Series debut for the F-15 2040C? Hard to say right now.

 

Hm, you're right about that one... I guess we'll have to wait and see.


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#39
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An interview that's more than goddamn 20 words long


 

Kono: To make the campaign, it's necessary for the scenario to have been worked out as the missions are being built. We're currently at the stage where we're proceeding with mission design.
 
Kono: Continuing from his work on AC04 and AC5, director Katabuchi's (animation director Mr. Sunao Katabuchi) involvement has already been determined. Itomi (Mr. Kousuke Itomi) is also involved extensively in the scenario and script. I look forward to incorporating the scenario on which he collaborated with Katabuchi. I believe everyone will find it to their satsifaction, so please look forward to it.

 

Keiki Kobayashi: Hi everyone, I'm Keiki Kobayashi. Have you taken a look at Ace Combat 7? I wonder what kind of drama awaits you flying around those blue skies freely, piercing the clouds. I've written fine music for this game, so by all means look forward to it.8

 

How...how does that work? Did kobayashi write the soundtrack before the script is finished or.....? I what?


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#40
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Kono ruins everything.

 

Do not believe his lies.  The game will have a stupid gimmick that nobody wants to deal with, like the special snowflake missions in AC5 or DFM in Assault Horizon.


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