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?”