Tuesday, October 9, 2012

"You can't make another game like this?!" 2-2

So then the initial development team members, collaborating 
with Dai Sato got together to plan the outline. There it was decided what the world would look like, how to make the contents correspond with the movie parts in order to create an epic RPG (In fact there were 3 recording discs and 2 discs).

And so we were able to demonstrate the Dramatic Flight Shootingconcept.
You haven’t heard of a Flight Shooting Game like this before, right? We really wanted to show more people how interesting a Flight Shooting Game could be.

We hoped to attract more people than ever by improving basic elements of the game and fusing the with the effort made this time to include a more in-depth storyline.

For those who up until now have thought the game looked difficult or you didn’t get to do anything your own way, this time, by all means make the most of the story and the new world and give piloting the vast skies a go. There you will find new and exciting things never seen before.

Of course we don’t want to betray the series fans who we devotedly made the game for, and I’m sure you’ll be able to enjoy all the improvements we have made in Ace Combat 3 Electrosphere.

I won’t say that this is the last one as I don’t want a repeat of 2 years ago when they said “You can’t make another game like this“
Because this time I feel like we’ve created something great.
But someday Namco will surely surpass it anyway.

Monday, October 8, 2012

"You can't make another game like this?!" 1-2

Project Leader / Onoda Hiroyuki 
You can’t make another game like this!?

Nice to meet you everyone, I am the chief developer Mr. Onoda.
By the time this diary comes out, you should all just about have the software in your hands.

I’m now at a place where I can calmly look back at the development of “Ace Combat 3 – Electrosphere“. So please bear with me as I do so.

2 years ago, “Ace Combat 2” was able to get a good reputation as a flight shooting game. Do you remember the TV commercial?
The catch phrase boasted “You can’t make another game like this”
At the time we’d said “Hey now, you can’t say that. How’re we supposed to follow it up?”

Tuesday, August 14, 2012

Voices of AC3 Development Staff


Team NEMO is proud to announce that translation for the developer diaries has officially started!

For the first time ever, we will get to know about AC3's development from the creators themselves!

The "Dev Diary Translation Committee" is comprised of the following members:
  • Lead Translator: JumpingDax, our newest contributor!
  • Quality Control: BRPXQZME
  • Editor: DragonSpikeXIII
The Developer Diaries will be made available in two forms. Each piece will be posted on this very blog every two weeks . An OpenDocument (.odt) text file version, with the original formatting intact, will follow shortly after the initial postings.

Stay tuned for our first release, an interview with Project Leader Hiroyuki Onoda You can't make another game like this?!」!

Saturday, August 4, 2012

Real Revelation Revealed

Hello USEA netizens!

A few fans on YouTube have discovered a discrepancy between the Direct Audio version and the in-game version of the track "Revelation".

This track, found on Direct Audio Disc 2, is noticeably different from the track present in the actual game (M37 Memory Error) and in the AppenDisc's Original Movie. Personally I feel that the DA track lacks the "punch" that the real track possesses. As a result it feels surprisingly empty.

You can listen to the track here and here and compare it to the DA version here.

Thanks to AcronPL, br0th3rsh00t3r and Albireo for helping bring this to light!

Sunday, July 29, 2012

Realistic Sci-Fi in AC3 - The Sphyrna


Sphyrna

noun

1. a genus of hammerhead sharks in the family Sphyrnidae

 2. a fictional airborne aircraft carrier

 3. the main base of operations of the terrorist organization known as "Ouroboros"
___
 (Picture credit: Antare)
 Specifications
  
Designation: UI-4053 (Codename: Sphyrna) 
  
General characteristics
  • Type: ECM-equipped mothership
  • Length: 238.5 m
  • Height: 90.92 m
  • Width: 53.44 m
  • Total weight: 254200 kg
Performance
  • Maximum speed: 404 km/h (251 nmi)
Armament
  • Several AA guns and missile turrets
  • UI-4054 "Aurora" (1)
  • X-49 "Night Raven"(1)
  • XFA-36A Game (6)
  • R-103 Delphinus#3 (4)
  • SU-43 "Berkut" (2)
___

The concept of an airborne aircraft carrier is not new. In fact such a concept was already being researched during WWI, with the first working protoype reaching completion in 1919. The first concepts for this kind of airship were all based on the Zeppelin: dirigibles that could carry a number fighter planes instead of bombs.

Friday, July 27, 2012

A little piece of fandom history



Tuesday, July 24, 2012

AC3 Gallery Update



Twice as many pictures as before, enjoy them!

Thursday, July 19, 2012

Summertime Update

 NHK Documentary

Jul. 7, Sat. 2:10 - 3:00 (UTC) etc.

Computer revolution: Most powerful x fastest brain

Japan's K super computer is one of the world's fastest calculators. Watson, said to be the world's most powerful artificial intelligence system, understands human speech and has even defeated a U.S. quiz champion. How might they change the society in which we live?

A very nice documentary about supercomputers. Towards the end there's a nice segment that explains how digitizing people might very well be a reality in the future. Features theme music by Kenji Kawai and animation by Production I.G.

http://www.mediafire.com/download.php?45vki68irdsqbwq
(dead link)
To watch NHK World: http://www3.nhk.or.jp/nhkworld/w/movie/

To download NHK shows, some of which are not available on the internet broadcast: http://www.hellofuntime.com/

Many thanks to The Librarian.

Sunday, March 11, 2012

AC3 Data Hacking Progress

Funny how our own "Project Nemo" has some parallels with the game plot. Our coder (and newest team member) Gipphe is hacking the AC3 game data, in the game Abyssal Dision would "hack" into an Neucom Delphinus or some other aircraft.

Thankfully Gipphe is not aligned with the Ouroboros and he works in the open! You can catch-up with his progress in his public journal by [clicking here]

I'm sure he'd appreciate any words of support or technical tips/tricks, you can contact him at gipphe {AT} projectnemo [dot] net

Saturday, March 3, 2012

Wow, an update!

Hello All, sorry for the "radio silence". The project has been dormant for a long while since we finished translating all the missions. However that is not to say we do not respond to feedback and emails - we try to respond to every email we get. We would like to thank everyone for their kind words and interest in the project.

We have some potentially exciting news - we were recently approached by someone with coding skills who has shown interest in wanting to get our translation into the Japanese version of the game! Our coder is known as "Gipphe" and he is at this very moment diligently inspecting the AC3 game data. His says the first signs are encouraging and rest assured we'll be sure to update the blog a bit more often regarding his progress ;-)

Thanks,
Imran-UK