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We Must Shed Light on the Truth

Famitsu's first interview about Ace Combat 8 with Kouno Kazutoki and Shimomoto Manabu: an English translation

13/12/2025

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The original interview at Famitsu by Dedeo and Giant Kuroda is here. Our translation follows:

Ace Combat 8: a new game which promises to “deepen” the series the right way. How has director Katabuchi Sunao chosen to depict the game's idolized hero? How will the radio chatter work? We asked the development leads about these points of interest.
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The trailer for Ace Combat 8: Wings of Theve (ACE8 below), long-anticipated by fans awaiting information, was announced at The Game Awards 2025 on 12 December, 2025 [JST].

ACE8 is the latest game in the Ace Combat series, which turned 30 in 2025. A landmark series which established the arcade flight sim genre, it has taken an untold number players to the skies beyond. ACE8’s release date is planned for 2026, for the Playstation 5 (PS5), Xbox Series X|S, and PC (Steam).

We’ve had an opportunity to interview Ace Combat Brand Director Kouno Kazutoki, and producer Shimomoto Manabu, continuing in his role from the last game, before this information became public. We asked about ACE8’s development concepts, about where they’ve “powered up,” and about some points of interest in the PV, so pay attention to the very end!

ACE8: a new game which has “deepened” the series the right way
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ーーThe game is finally announced! When did you spin up the project, approximately?

Shimomoto: The concept for ACE8 was firmed up and development began in 2020, thanks in no small part to the support you've all shown. Development was spurred on by the high acclaim ACE7 received from fans of the series, and from the fact that it was able to bring in new players. I think there’s a golden opportunity here for the release of ACE8 to truly give the Ace Combat series wings.

ーーSo ACE7 sold well?

Shimomoto: ACE7 will soon have sold over 7,000,000 units. I hope that with ACE8’s success, we can reach even more players around the world. We’ve been putting every effort into development in the hope that it can become an inflection point in the series: one that can take it all the way to its 50th anniversary.

Kouno: You know, you keep talking about the future, but it’s not like I’m going to be at the company anymore by that point (sad laugh)

Shimomoto: Yeah I’ll be pushing 60 too (sad laugh)

ーーSure sounds like you’re making a big effort with this one. May I ask what the core concept is?

Kouno: ACE8 is a proper numbered game, and I consider that the core concepts of the Ace Combat series are as follows:

>The exhilarating sensation of being able to fly freely through the sky
>The exhilaration and excitement of being able to engage and destroy each target according to your own judgement
>The sense of accomplishment of having overcome adversity to become an ace pilot

Those are the three pillars: the three parts of its identity that we’ve adhered to. As such, and as this is the first Ace Combat that fans will be experiencing on next generation platforms, we feel the need to exceed whatever expectations people have for us. For this next step, we’ve aimed to make an Ace Combat that could not, under any assessment, be judged lesser when lined up alongside any of the other latest and greatest big titles.

Fundamentally, Ace Combat is filled with universal experiences, free from the peculiarities of country and culture: the experience of the player themselves becoming an ace pilot, the sense of satisfaction of defeating tough enemies, and an unparalleled longing for the sky. We aim to use new technologies and new ideas to maximize the benefit to these charms and strengths of Ace Combat.

Shimomoto: As development progressed, we had to hash out what elements we should carry forward and which we should change. We say we’re aiming to be a “big title,” but that absolutely does not mean we should start from a clean slate. There are certain elements with which fans have become familiar over the past 30 years. What changes could we make that would be welcome? We’ve put a lot of thought about what the proper course of evolution for a numbered title ought to be as development has gone on, and the word which I think perfectly encapsulates what you should imagine when we talk about this evolution is an ever-delving “deepening.”

ーーI see! On that note, it seems that the way you're depicting the sky is one of those things that’s been “deepened.” What sort of development environment are you using?

Shimomoto: Our game engine is Unreal, which we’ve brought forward from ACE7, but the biggest difference from last time is that we’ve developed a cloud rendering tool called “Cloudly.”

Kouno: Under ACE7’s “renovation of the sky,” we integrated an external tool called “trueSKY.” (※) It really was a spectacular tool, but since we didn’t develop it ourselves, there were limits to how we could improve and use it…
※a real-time cloud generation system developed in England
ーーSo you developed Cloudly yourselves.

Kouno: By integrating Cloudly, we’ve been able to replicate things like the way clouds differ depending on altitude, and render clouds with more layers in them. Kanno (Mr. Kanno Masato: the art director of the game with Namco Bandai studios) is very knowledgeable about meteorology, and he was central to our efforts towards developing a more realistic sky.

Visuals of the sky naturally become richer as machine power improves, and realistic visuals deepen the sense of immersion, but personally I’m not really interested in visual improvements that aren’t accompanied by functionality. In ACE7, the effects upon entering a cloud served naturally as a sign to the player. That's the sort of visual we're looking for: the kind that can function to naturally cue the player into game rules as they play. The contrails and smoke from enemy planes, reflections on the canopy: these things are all cues for the player. With this functionality, the player will naturally pick up on these cues, and it’ll influence how they think and make decisions.
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ーーYou mean that the clouds in ACE8 will have even more functionality to them?

Kouno: Yeah. We’ve added multi-layer clouds, which function as a cue to the player that their altitude is high.

Shimomoto: You’ve checked your altitude via the on-screen altimeter in previous games. Obviously you know this if you’ve played the games before, but for people playing Ace Combat for the first time it might be hard to get at first. Obviously you’ve got an altimeter in ACE8, but we’ve been making sure that you can get a sense for your altitude just by looking outside your plane at the types of clouds spread out around you.

Kouno: Personally when I’ve been playing ACE8, I notice the number of times I’ve had to check my instruments has gone down. This is one of the things that benefit that “exhilaration and excitement of being able to engage and destroy each target according to your own judgement” I was talking about. The functionality of these “rich visuals” give you more information to ground your judgements in a dogfight. We’ve been hoping to use the immersive nature of the sky to fill your surroundings with the rules of the world, to make the gameplay feel more natural.

Director Katabuchi’s decision to stay on in his role thanks to Mr. Kouno’s warm regards

ーーIn the trailer, you can see that there are parts where you’re walking through a carrier in first person view. Is that how you’re going to be presenting the story this time around?

Kouno: Ace Combat has been a game that unfolds from the first person point of view since the very beginning. With only a few exceptions, they’ve basically stuck to FPV: the idea that you personally are experiencing the world as an ace pilot. You are the player, so the game doesn’t mysteriously give you excess memories, like you’re not going to suddenly meet your estranged father or anything. We hope to send you to the other side of the monitor to Strangereal (※), so that you can do ace pilot things.
※the fictional world which all the numbered games have shared since ACE3
This line of thought led us to the idea of first person cinema as another way to “deepen,” in a sense, the way that the world naturally spreads out around you. We want the player to be immersed – we want them to be like “dang, I really am part of this world.” On the other hand, Ace Combat up to this point has had a “storyteller” or “storytellers” as an essential part of how the games work.

ーーHuh, I see.

Kouno: In AC04 it was the boy, in ACE5 it was the war photographer, in ACE ZERO it was the enemy pilots, and in ACE7 the Scrap Queen took on the role. We’ll have to talk about this in more detail another day, but we decided that the storyteller of ACE8 should be a “certain someone” at an early stage. With that decided, the first person cinema concept came together easily. We’re focusing on first-person “real time cinema.”

ーーCan you control the player during these cinematics?

The player can control their line of sight during the cinematic scenes. Of course you can’t control where you move or anything, but you could even just stare up at the ceiling when people in front of you are talking if you want. You can discover new things by purposefully looking away, like what characters on the other side of a conversation are up to. It’s very important to us that you’re immersed, that you feel as though you’re actually existing inside the world. The sense of verisimilitude of the visuals is important obviously, but if that were it, we could just get away with pre-rendered movies.

By involving the player in even the cinematics, they can feel more like they’re there. By maximizing the benefits and drama, we’ve been able to improve immersion. You can look forward to some pretty exhilarating dogfights, with the sky folding out around you in game, sitting in the cockpit, flying your fighter around. We hope that soon you’ll be able to stand on our own feet, feeling the reality of both your own existence and those of your comrades, and together bring you a profoundly intriguing story playing out on a stage high above the earth.

Shimomoto: The fact that the Ace Combat series is story-driven is important. Just like the rest of the series to this point, the story of the game proceeds by way of cinematics, but in order to make it feel more like you’re really there you’ll be able to control the point of view. You’ll also be able to do things like shake hands when prompted by pushing a button, so we think you’ll find the degree of immersion higher than it’s ever been before.

ーーWhat were the some of the most challenging parts of developing the cinematics?

Shimomoto: Well, there were a bunch, but the biggest thing was reproducing tiny little details when the scale is so dang big. You can be freely flying around in this massive 10,000 square kilometer dogfight map, and then in the cinematics we have to be able to craft something as small as that hamburger you saw in the PV.

Kouno: The in-game aspects of the previous title were done in Unreal Engine at a 10:1 scale, but we’re doing everything in real scale this time around. The in-game map and the hamburger have to exist in the same world.
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ーーSo it gives rise to a world with a greater sense of verisimilitude. Incidentally, the screenplay was handled by director Katabuchi ※, carrying on from the last game. How did the offer come about?
※director Katabuchi Sunao, best known for anime like Black Lagoon and In This Corner of the World. In this series, he contributed to the screenplays for AC04, ACE5, and ACE7
Kouno: So in preparation for the interview, I went back through my text messages, and I found that I sent director Katabuchi a long offer DM in June 2020. I was aware at the time that director Katabuchi was in the middle of production for a movie and had quite a lot of work ahead of him, but I told him in the DM that I wanted to take Ace Combat to the next step as an IP. I told him I’d been entrusted with this task, but I didn’t feel like I could make it a success without director Katabuchi’s DNA. I really poured my soul out to him.

Director Katabuchi’s film project was stalled out at the time, but even so he replied “ah, well, if it means I get to work with you on Ace Combat,” and we were able to schedule a meeting. This was during the start of Covid, when everyone was trying to avoid crowds, so it was just Shimomoto and me who met with director Katabuchi at the workplace. We were able to talk through a lot of things.

Director Katabuchi officially agreed to work with us after that, and that evening he sent me a message with all of his ideas written out. I was on the return train when I got it, and when I read what it said, I got goosebumps. Right then and there, we decided on the most important factor of the game. It’s incredibly shocking to look back now and go “holy crap, there it is, we already had the main theme nailed down.”

ーーI’m really curious what director Katabuchi wrote in that message then!

Shimomoto: We’ll have to save that discussion for another time, when more information about the game has been revealed.

ーーI’ll look forward to that. How did you decide on the protagonist’s plane being an F/A-18E Super Hornet? It somehow reminds me of a certain movie…

Shimomoto: Yeah…so compared to the F-35C Lightning II or something, the F/A-18E is of a slightly older generation, but it’s a very widely known, iconic carrier-based fighter, which as you have so observantly noted, is because it was featured in a famous fighter movie. As the stage of our story is an aircraft carrier, we chose the F/A-18E ※.
※the F/A-18E can operate from aircraft carriers
When we conducted our preliminary research, we found that as we hoped, both Ace Combat fans and fighter fans could tell from the images and key visuals we published that the setting would be an aircraft carrier, and could picture the sort of story that might unfold.

ーーI thought it was very unusual for the key visual of an Ace Combat game to not depict a flying scene. It seems like you were trying to really get across that the story is set onboard a carrier.

Shimomoto: For the past 30 years, what we’ve always wanted to communicate first and foremost with our key visuals was the sense of freely flying around the sky, so we’ve always used scenes of fighter planes in flight, but this time we wanted to depict the characters too – to give a sense of what the story is like. If you look reeeeeal close at the key visual, there’s one thing in particular you might be able to find. Take a look, think about the story, and let your imagination run wild.

ーーThe thing is, if the setting is a carrier, will there be non-carrier-based planes? A fan might hear that and be a bit uneasy.

Shimomoto: There’ll be other planes than just carrier-based ones, just like the rest of the series. Don’t worry.

ーーI’m glad to hear that (laughs). There’s an aircraft in the trailer that looks like the Arsenal Bird ※ from ACE7…what is it in this game, exactly?
※a fictional massive unmanned aircraft intended for defense. It's goddamn huge.
Kouno: It’s under a massive attack so it looks like an Arsenal Bird, but it’s actually a giant transport plane. As for what it’s doing in the trailer, we can discuss that in more detail another time if we get the chance, but it’s connected to the game mechanics, in particular how we’ve rethought how we've designed the support elements for air combat: how we’ve made them easier to understand and more dynamic in how we’re representing them. If you really look closely at the trailer, you can see some things happening that don’t usually happen in Ace Combat games.

ーーAlso, in the trailer it seems like you can see a Su-57 Felon doing a post-stall maneuver. ※ What’s going on with those?
※when an aircraft maneuvers while stalled. The cobra, hook, and kulbit are all various post-stall maneuvers
Kouno: That scene is in there to give you a dramatic impression of the obligatory rival plane. It’s a post-stall maneuver we thought of that the enemy fighters can use, which we call the “Parthian shot” in the production materials. “Parthian shot” is the name we came up with during production, but it's possible they don't mention it in the game.

ーーI see. So there’s a type of shot that a horse archer can make called a “Parthian shot,” but like…what is it in-game?

Kouno: So, there’s obviously a reason it’s called the Parthian Shot, and it’s connected to the culture of the country your rival and opponents are from. We’ve prepared the background materials in exquisite detail for this one.

Shimomoto: If you pay attention to the Parthian Shot scene, you should be able to see “SHADOW22” written on the airframe, and hear them referred to as “Shadows” on the radio. As for what “Shadows” means, you’ll have to wait to find out.

ーーIncidentally, can the player perform post-stall maneuvers like in ACE7?

Kouno: How you do them is currently being tweaked.

ーーI look forward to following up about that too. You brought up the setting earlier: that the setting would be the world of “Strangereal.” Is this the same world as the previous games?

Shimomoto: Yes, you’re in the Federation of Central Usea (abbv. FCU), which is in the world of Strangereal.

ーーCould you explain in detail what kind of polity the Federation of Central Usea is?

Shimomoto: The Federation of Central Usea is a federal state on the Usean continent. All you need to know for Ace Combat 8 is that the FCU is a federation consisting of various countries in Usea.

If I can speak a bit more for fans of the series, the Independent States Allied Forces (ISAF) the protagonist belonged to in AC04 was a military alliance of Usean countries centered around this FCU, but by ACE7, the job of maintaining public order on the Usean continent had passed to the United Nations military (IUN-PKF), and ISAF was gradually dissolved.

By the time of ACE8, the various countries of Usea established a centralized government out of ISAF and became constituents of the FCU. However, the government of the FCU has long been struggling and failing to address the painful legacy of the wars and cumulative economic issues, and just as discontent among constituent states was growing, they faced an invasion from Sotoa – which brings us to the beginning. For those who want to know more, we’d like to do something to explain all this separately, so look forward to that.

Your pilot alter-ego, “The Wings of Theve,” “Rex”…an idol?

ーーI’m curious about the three letters, “REX,” written on your helmet, and the red winged emblem. What are those?

Shimomoto: Those red wings are the eponymous “Wings of Theve.” The protagonist’s TAC name is “REX,” a name celebrated as that of a legendary ace, spoken of as a symbol of hope, but that reputation is unfounded. After a certain incident, the player will take on the name “Wings of Theve” and alight. The final image of the trailer, the words “enlighten me, o sky!” represent the troubled feelings of the protagonist forced to bear this complicated duty.
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ーーSo you’ll be experiencing a story of growth from an idolized hero to an ace pilot. There’s also a shot in the trailer that shows a closeup of a pilot’s face, like a trailer for a Hollywood movie. Are there shots like that in-game?

Kouno: Yeah. Up to now, we could only depict narrative scenes using radio chatter and shots of fighters from the outside, but now we can use a cockpit camera to shoot wingman characters. We’ve created a few conversation scenes like that which you’ll come across occasionally in missions, but boy did we have production issues.

We’d envisioned how we could make the story easier to understand by inserting actual shots of pilots talking before, but in order to do that we needed to create a camera for all of the plane’s cockpits. It wasn’t possible in previous games, but we decided to take on the challenge.

Except there’s no way to work a cockpit camera into every scene. There are scenes where we still ask you to just imagine the expression on the character’s face, and we’ve been thinking about other techniques we can use for those. Also, there may seem to be some shots of a pilot that seem to be the player, but those are solely for the replay camera. I feel like implementing the replay-only camera has really improved the entertainment value of dogfights.

ーーSince this is an Ace Combat game, I’m interested in what the radio dialog will be like. I’m guessing we can look forward to frenetic conversations during these fierce dogfights?

Kouno: But of course! I consider radio chatter to be one of Ace Combat’s areas of innovation. You’ll be flying around the battlefield in the cockpit, getting a sense for the frenetic drama playing out around you – all the things happening in the background that can’t be depicted visually – through radio chatter.

But as you are aware, Ace Combat is a game where you can choose freely where you fly, and where the player is at any given time is going to change each time they play the mission. This time we’re recording multiple subtly different takes and adjusting their timing to suit the circumstances. There’ll be radio chatter that might not even play depending on the situation, so this is certainly the most recording we’ve ever had to do in the whole entire series.

ーーI’m looking forward to the radio dialog, but…what if a skilled player were to shoot down enemies at a rate outpacing the radio dialog?

Shimomoto: That question is related to what we were saying before about radio chatter that might not play depending on the situation. We’ve created radio chatter at key points that will only play if the player is performing much better than we’ve expected. We’re calling them “rewards” internally.

ーーI see. I’ll try and trigger those on my replay attempts. If I may change the subject to music, does the music playing in the PV include the game’s main theme? I'm given to understand Kobayashi-san ※ is involved with the soundtrack but…
※Mr. Kobayashi Keiki. He's been involved since AC04, including as the main composer for ACE7
Kouno: The music in the PV is the main theme. Actually we’re smack dab in the middle of adjusting and refining the climactic second half. The trailer music is from a very important scene, but there are a few more tracks that represent ACE8.

As for the sound team, Watanabe※ and Kitadani※ are the core, with all the staff who’ve created the series’ most famous pieces participating, including Kobayashi-san. We’re always working on the music until the last possible moment. We’re always swapping things out and adjusting the arrangement until we go “that’s it!” We’re trying to deliver the strongest emotional experience for the player here.
※Mr. Watanabe Ryou. He's been involved since ACE ZERO, and is credited as ACE7's sound designer
※Mr. Kitadani Mitsuhiro. He's worked mainly as a composer on various titles, and is credited as the composer for Enchanter I and Mimic from ACE7.
ーーI’m looking forward to the music too! Also, is there an online component?

Shimomoto: We will, of course, include a multiplayer mode. We’ll explain in more detail at a later date.

ーーI’ll look forward to that explanation too.

Shimomoto: We’re aiming for a release in 2026, so development is still moving rapidly. Stay tuned for more information.
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ーーThe Ace Combat series had its 30th anniversary this year. How do you feel looking back on such a special occasion?

Kouno: Let me start by expressing my gratitude towards my senpai who brought the very first ACE1 into being. Without them, the past 30 years wouldn’t’ve happened. Next, I’d like to thank the fans who’ve been with us the past 30 years, the staff who these fans have empowered, and the family and friends who have supported that staff. I can only feel immensely grateful when I think of the huge number of people who have supported Ace Combat as a series. Thank you for these 30 years, and I look forward to even more.

Shimomoto: It’s been about 15 years since I became involved with Ace Combat: Assault Horizon in 2009, and honestly it’s gone by in the blink of an eye. Every day I think how I can give Ace Combat larger wings in my current role as producer. I told you this at the start, but I hope ACE8 becomes a new inflection point which will see the series continue to grow to its 50th anniversary.

ーーWith ACE8 announced, I’m sure the excitement of Ace Combat fans around the world will be ceaseless. Do you have a message for them?

Shimomoto: ACE8 has finally been announced. It’s undeniably the largest work of the series so far. Please check back for more information as it’s revealed, and look forward to its release.

Kouno: Thank you very much for waiting. Production has been moving forward far more than anyone knows. ACE8 shall mark the dawn of a new era for Ace Combat. Let’s share this moment together.
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TGS 2017 4Gamer Kazutoki Kono Interview Summary

25/9/2017

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Ace Combat 7 appeared at TGS 2017! The coverage has slowly been rolling out in the Japanese gaming press, and now we have another interview between 4Gamer and brand producer Kazutoki Kono. This one is mostly about plot, which we figure may be something our audience is curious about.

  • 4Gamer asks how it came to be that Osea constructed an orbital elevator in Erusean territory, leading to war. Kono replies that of course he can’t give away too much, but that many countries - including Erusea - expected that construction of the elevator would bring economic benefits. He says some countries did see these benefits, and implies Erusea did not. This is one of the factors in the war. According to Kono, this is a problem with parallels in the real world.
  • 4Gamer suggests that the soot on the Princess’ face shows the war has taken a strange turn. Again, Kono naturally doesn’t want to give anything away, so he just points out that her role over time is being slowly revealed as the trailers reveal more and more of the plot, and coquettishly demurs from saying more.
  • From there he just hits the same points he always does. It’s not a good versus evil story. Everyone’s got their own reasons for fighting, and this is what lies at the heart of the game. The princess is cute, but not merely cute. UCAVs.
  • 4Gamer brings up the "morality play" that was ACX2 and Kono very politely says “yeah nah that’s not where Katabuchi wants to go with this.”
  • Kono gets on the subject of the traditional Ace Combat self-insert protagonist, and talks about how much of a challenge it is from a storytelling perspective to have a protagonist whose perspective nobody else knows. I’d imagine that this must be especially difficult in a game which is, as Kono says, about the different opinions and motivations of its characters.
  • He goes on to talk about how, just as the protagonist in AC04 fit the archetype of a hero on a quest, and Blaze fit the archetype of a hero cast in shadow, so too would the protagonist in AC7 fill a “certain role.” He calls it “pretty shocking,” and that there’s gonna be “parts you won’t see coming.”
  • 4Gamer asks whether the three stripes crossing out Trigger's unit on all the player's aircraft has anything to do with this role. To which Kono replies “Very astute! That's pretty much it.”
  • Kono goes on to say how they struggle every time to come up with an easily recognizable icon for the player, and how they settled on the three stripes for this one. The fact that he’s seen people on twitter building kits and slashing out the unit affiliation in this way is another one of the little things that makes Kono a happy man.
  • 4Gamer points out that Osea - the player character’s nation - is painted as a villain because of, for example, the line in the E3 trailer accusing them of harming civilians. Kono points out that the Gamescom trailer and the E3 trailer are of a pair. The E3 trailer paints Osea as “fighting for justice,” and the Gamescom trailer as Osea being the cause of the war. “Both lines of reasoning are correct,” he asserts.
  • 4Gamer asks whether Kono can comment on the fictional plane with the white swept forward wings in the trailer. “Nope,” says Kono. Apparently someone put it into the trailer on their own, and Kono was like “Wait why is that in there?” But he gave the OK because “it might get people talking.” He justifies it as a sort of symbol of the new things you’ll come across as you progress in the story. “Game-y things are cool too,” he says.
  • Kono confirms that the FSW aircraft is unmanned.
  • Kono points out that while Mihay and the player stand opposed on one level, if you take a step back, you're both in the same category of pilots who stand in opposition to the imminent future of unmanned air vehicles. This, Kono says, is a departure from what 4Gamer casts as the traditional story structure of having the player and their opponents belonging to diametrically opposed camps. This is something Katabuchi and Kono hashed out together.
  • He goes on to clarify that the fact Trigger is shown using a sci-fi laser weapon - and Erusea is not - does not play into the story’s system of contrasts - it’s just a coincidence. Laser weapons are one of the many things added to the game for variation, which also includes the clouds, UCAVs, countermeasures, and post stall maneuvers.
  • 4Gamer points out that the Z.O.E. Falkens in ACX have “beam-saber like lasers,” which gets them onto a discussion about concessions you have to make to gameplay away from, say, how airborne lasers would actually work.
  • 4Gamer wonders if the reason why the people in the trailers have a negative view of Osea is because they’re Erusean, but Kono says there are Oseans among them too. “Organizations aren’t monolithic,” Kono observes.
  • “It’s not that deep, fam.” - Kono, almost word for word, replying to 4Gamer’s question about whether the scene where planes of different types form up together represents anything about the player’s situation. “It means you can change your plane.”
  • You can't change your wingmen's planes.
  • “People keep asking me about the tunnel. (laughs)"
  • Kono says that tunnel segments in Ace Combat history have always had mixed reception. Ace Combat Zero: The Belkan War split the difference,  but this time they're approaching the problem with "STRONG STYLE."
    "So it may or may not be just a tunnel.”
    He declines to say more.
  • On the subject of the EASA and where AC3 stands in relation to the rest of the series, Kono says that the official answer is “Since Ace Combat 3 is part of the Ace Combat franchise, Ace Combat 7 contains various influences from it.”
  • Masato Kanno (art director on AC7, staff on almost every AC game since the first) is apparently really into UGSF - a hypothetical crossover universe between a few Namco titles including AC3 - which is the source of a lot of the AC3 stuff in AC7. Kono largely gave him a free hand.
  • 4Gamer suggests that the numerous spinoffs from the numbered games suggest that the franchise has a lot of flexibility, and Kono agrees. He says there's a lot of challenges working within Strangereal's worldbuilding, but that the basic mechanics have a lot of applications that he'd like to explore.
  • Kono draws a fundamental distinction between the Ace Combat style of flight shooting game and VR experiences like Argyle Shift which happen to use the same technology. Mainly, you don’t have the same choices.
  • There were many people who said that you couldn’t do that kind of flight shooting in VR at first, but since there were so many people talking about the idea of flying jets in VR, Kono thought “doing something about this is the Ace Combat team’s job.” He enjoyed the R&D.
  • Kono reiterates that Campaign and VR modes are 100% discrete, and hits some familiar talking points.

That's about it, folks!

The game Kono paints in all his interviews seems very ambitious, both structurally and thematically. I'm very curious to see how his team will execute on all these ideas. It'd be nice if they put some fluff material on the official site, but at this point we may well simply be waiting until the game is out.

Of course if they do post anything, you'll hear about it from us. Feel free to hit us up in our Discord or the comments if you have any questions.
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IGN JP Interview with Sunao Katabuchi and Gamescom 2017 Trailer Localization Comments

22/8/2017

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Hello everyone! First up, NamDai decided to release a new trailer for Ace Combat 7 at Gamescom. There's little new material in it, but it still provides some food for thought. We're not the kind of blog that does gameplay, plot, or visual analysis, but there's a few things about the localization that deserve clarification and discussion.

"Spare 8! Do not engage the enemy!"
A fine line that lost a bit of data in English. In the Japanese, they forbid Spare 8 from getting into a dogfight with the Flanker, rather than exhorting him not to engage. The result for Spare 8 is the same, but the nuance is different, since it implies that the reason AWACS doesn't want the Super Bug to engage is because the "experimental" Flanker is especially dangerous in a knife fight, and not for some other reason.

"…clearly an illegal and unforgivable violation of our nation's sovereignty."
Maybe there just wasn't enough space to put the whole line in subtitles, but that entire clause is gone. Japanese Cosette simply says that "the great power Osea encroaches on us from overseas, building a titanic orbital elevator within our sovereign territory." I guess we'll see whether it's a trailer-specific quirk or whether the localization team was being bombastic again.

"Concentrate on him! Shoot him down!"
-was in Japanese "Get that guy! We can turn it around if we get that one plane!"

The English lines in this trailer aren't so bad, but they do seem to diverge in ways which are at least mildly important. So long as the final product is good, I think us fans can forgive a few liberties beyond what's needed for good flow here and there, but I hope they're being careful. As you'll see, translating Sunao Katabuchi's work isn't something to be taken lightly.
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Sunao Katabuchi recently wrote and directed a wonderful film called In This Corner of the World. It's about the life of a young, newly wedded woman named Suzu Hojo (nee. Urano) in the town of Kure - a major Japanese military port in the Hiroshima prefecture - during the final days of World War Two. It's a simple story of a woman and her extended family told as realistically as possible, with no desire to shock or impress. No more, no less.

With realism as its main goal, it's also an honest examination of the effects the war had on the daily lives and attitudes of the people who lived then. Suzu takes a lot of pride in continuing to live her life as the American bombing campaign continues, seeing the surrender as "giving in to violence," even as the movie makes clear that the war is hopeless and brings only needless suffering. Earlier, Suzu takes cover with her father-in-law Entaro and her young niece Harumi during an American carrier strike against ships in the harbor. Entaro points to an N1K-J Shiden dogfighting an American plane, and expresses his pride in having worked to increase the output of the Nakajima Homare engine powering it to 2000hp. Young Harumi struggles to scream over the engine noise and explosions, "what about the American engines?" The noise consumes her question.

As you might guess, there's a certain thematic through-line between In This Corner of the World and Ace Combat 04, which IGN JP asked Katabuchi about in a November 2016 interview:

– What were the circumstances that led you to be involved with the Ace Combat series?
The people in Namco’s Ace Combat team knew Eiko Tanaka (representative of Studio 4ºC, which produced Princess Arete), and this led to talk of whether or not to have them make the in-game images. When Tanaka heard it was a fighter game, he decided to come and talk with them together, and I get the sense that's where they hammered things out. It was either after the first screening or when we were dubbing Arete, but the very next day I was off to go see a Japanese Navy airstrip in Yokosuka.

– I guess that was your disposition for painstaking research at play. What kind of tone does Ace Combat 04: Shattered Sky [sic] (released in 2001) have, being made in that manner?
Ace Combat 04 is a close up of an ace pilot in the jet age. I knew I wanted to make a story like those you find in military aviation history, so following from that he’d have to be like this, and like that, and when it all came together I figured I could make him the so-called “final boss.” And yet, I wanted to make him a sympathetic person in the highest degree. That’s not really something done in games. But it’s war, after all. Isn’t it a good thing for there to be life in the opponent you’re taking down, and to make the moment when you defeat the strongest foe a sad one for the player? That’s how I thought of it.

– It felt very fresh at the time.
Maybe it’s because I did it without knowing anything about games. Is it really okay to have an enemy pilot, create a neighborhood, have a young boy and girl protagonist become involved, and then have this person appear as the last boss to be taken out? I was torn, but I decided it’d be for the best. Hayao Miyazaki often draws people who fly, but Ace Combat 04 had a ground level perspective: a boy who lost his family when a destroyed plane crashed into his house. This boy can only look up at the sky. Suzu doesn’t fly herself in In This Corner of the World either. She’s the kind of person who doesn’t even fly in dreams or fantasies. The sky above her is where horrors come from. Maybe there’s a direct line from Ace Combat to this depiction. I think people who play Ace Combat will understand.
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Dengeki Online Interview Summary

17/6/2017

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We've decided that doing summaries of interviews instead of complete translations is more efficient - both for you the reader and for us. It means we can get information out more quickly and you don't have to rely on google as much.
So to start off, we've summarized…an interview which BlackKite2128 over at r/acecombat has already summarized quite well! Auspicious. But we're sure not going to complain about more Japanese speakers active in Ace Combat circles. Here's the points that stuck out to us.
  • Kono says the decision to return to the numbered titles came because of the confluence of the release of next gen consoles and the 10th anniversary of the release of the last numbered title.
  • The decision to go ahead with AC7 came before Infinity entered production, planning beginning some three years before launch. The idea to make clouds a feature comes from that period.
  • Kono claims that there are lots of ideas in AC7 which weren’t practical on last gen consoles.
  • Infinity was made first because that’s just what resources the team had available to them to make. Kono also says he wanted to give fans a kind of rallying point. A “place” as he puts it.
  • At first they didn’t anticipate doing VR, but when they learned it was an option, they jumped at the chance. Apparently getting to the point where it didn’t cause VR sickness was extraordinarily difficult.
  • Kono admits this is a bit of a post-hoc justification, but he says the demo includes a Tomcat and Super Bug because the Tomcat is famous and the Super Bug is a real life workhorse. They’re naval planes because they wanted to have the demo show off carrier ops.
  • They intend to include about 30 real world aircraft. He doesn’t specify that they’re playable, but it seems implied? If they had repurposed old assets from the start they could probably increase that number, but Kono says that’s not what they’re doing.
  • Not specifically Ace Combat, but Kono says they aimed to model each individual rivet, which is verbatim one of the talking points in the Famitsu writeup. Japanese game journalism!
  • Apparently the art team is particularly occupied with getting all the panel lines right.
  • Keiki Kobayashi was the first person Kono called when the project started up, but as BlackKite pointed out, he also mentions bringing other people who worked on Ace Combat onboard. An "all star cast" if you will.
  • Just in case this was somehow a question, Kono makes it clear that even though you can’t kill the Arsenal Bird in the demo, this is just the first encounter. You're supposed to get a sense of how the UAVs fight (read: they throw themselves in front of your missiles).
  • Kono sells the story in 04 as Katabuchi’s and doesn’t mention his own involvement, which is odd given how firm his own agenda seems. Is it really Katabuchi in the driver’s seat, or is he just selling us a game written by the director of In This Corner of the World, AC04, and AC5?
  • ”We chose Osea and Erusea because we figured fans would be intrigued - we hadn’t depicted any enmity between them before.”
  • The interviewer asks which country the player comes from, and Kono replies that he wants to reveal more details slowly, giving people the chance to think about the two countries. This is an oddly specific yet spontaneous question with an oddly coherent answer.
  • Kono goes on to say that the conflict isn’t just between two nations, but between manned and unmanned aircraft, new and old generation, and other stuff. It’s not a simple story, he says.
  • Kono says in a bit of a roundabout way that one of Ace Combat’s selling points is that it’s one of the last holdouts of the arcade flight combat genre.
  • ”Anyway, I couldn’t understand a thing since the demo was in English, but since your wingmen talk so much, I could get an idea of the situation even though the missile attacks right before the Arsenal Bird appears confused me, and I never felt like I was out of the loop. I enjoyed it.”
Anyway, if you have any questions, hit us up on the discord or in the comments section.
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E3 2017 Weekly Famitsu Interview Translation and Localization Notes

15/6/2017

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Since part of the reason this site exists is as a repository for Japanese language Ace Combat material, Zaku’s letting me use the blog to post translation-related stuff about AC7.

​First up, a translation of the interview segment of this Famitsu article. The writeup on the first page is pretty much just a walkthrough of the demo, which we’ve all seen for ourselves, and will eventually get to experience for ourselves anyway. The interview with Kazutoki “key man” Kono following it is much more revealing.

A rabid obsession with the sky

A new PV and playable campaign mode demo for the project were exhibited at E3 2017. What were the contents of the PV and playable demo like? Being curious we put a few questions to the key man behind the project, Mr. Kazutoki Kono.
 
What goes into bringing “innovation in the skies”
 
——The release date has been pushed back to 2018. To start off, could you tell us a bit about why?
 
Kono: I would like to offer my sincere apologies to all our fans for making them wait. We are continuing development around the concept of “innovation in the skies.” We released a build for E3, and things are taking longer than expected due to brush up work and concept implementation. We believed it would show ingratitude towards all the fans who have supported us for so long to push ourselves to get it out the door unpolished in 2017, so we decided to push back the release date.
 
——Are partial PS VR support and attempting so many series firsts some of the reasons why?
 
Kono: PS VR support is a challenging aspect, but this project is not VR exclusive content. In order to further raise the quality of the main part, there are so many things we have to adjust, and… For instance, what kind of tactics will arise when an enemy enters a cloud? How should being in a cloud effect missiles and radar and stuff? Introducing just one element increases the amount of stuff you’ve got to think about like crazy. I can take a practical tact towards the game and do away with some things too, but bringing the idea of “innovation in the skies” home is eating up development time like you wouldn’t believe.
 
——But I think that the defining characteristic of the Ace Combat series isn’t the pursuit of realism, but rather its accessibility as a game. Are you worried about that as well?
 
Kono: If we were to pursue simulator elements and physics 100%, the game would become entirely too difficult, and it wouldn’t feel right. It’s necessary to find an Ace Combat-like balance - an entertaining lie. Bringing home the experience of how great it feels to be immersed in a story within this balance and becoming an ace pilot is what we’re pursuing in development.
 
——I played the version exhibited at E3, and I noticed a few things which have evolved. In particular, the water droplets on the canopy moved.
 
Kono: The representation of water droplets was very popular with the developmental staff too. Water droplets form on your canopy and then freeze when you enter a cloud, which besides being very pretty and immersive, gives you a sense of the temperature and texture on the inside of the cloud, which is something we’re very proud of.
 
——I got the feeling of the cloud’s thickness and temperature.
 
Kono: This is just my personal obsession, but my rule for this game is not to merely represent things with objects, but for you to be able to grasp the situation just by looking around. If you’re able to judge a cloud’s qualities by looking at it - like that if you’ll run away into a cloud you’ll be safe, or on the other hand if the clouds are thin it’ll be dangerous - you’ll be able to turn this into fighter tactics. If we represented “this cloud’s thickness is 70%” with a gauge, it’ll become a game about minding your status instead of keeping awareness of your surroundings, so I made this a goal for the game besides visual realism.
 
——The way the radar went blurry and giant shadows appeared when the Arsenal Bird entered a cloud was impressive.
 
Kono: How things will ultimately be represented, even including whether the radar will go blurry or not, is still in the midst of brushup work. Should the effect on radar when you enter a cloud be to go blurry? Does that work? Does it stand up to my rule? I’m always thinking about this stuff. I said this before, but with every single thing we implement, I have to follow the same thought pattern: what will its impact be on the game? On tactics? On my rule? Like, “what happens when a stealth plane enters a cloud?” Can you handle both with blurriness? When making adjustments, and when we’re in a situation where we’re wondering which would look best to our customers, we have a conviction to find what’s most intuitive by reference to the rule.
 
——UAVs (unmanned aircraft) figure in this project in a serious way, so do you have similar convictions about UAVs?
 
Kono: UAVs also figured in Infinity, but if I can speak in due candor, we have a ways to go with “UAV-ness.” We’re delving pretty deep with this project. We’re still figuring out how to represent it, but they can fly in ways manned aircraft can’t, they sacrifice themselves to defend their target…I tell my staff “Think how an AI would feel! What would you do if you were an AI?,” which is really just an inscrutable thing to say. To the game, everything is an AI. (laughs) Furthermore there’s an element of contrast in the story between the UAVs and the F-104, once said to be “the last of the manned fighters.” This isn’t limited to Ace Combat, but I’m of the opinion that there’s a lot to think about in that contrast, so that’s something you can look forward to.
 
Clarifications about some of the story and characters!?
 
——What are the highlights of the trailer first shown at E3?
 
Kono: There’s new information in the E3 trailer. It touches on story elements and character names which have been hazy up till now. Like the Erusean Princess Cosette. We included scenes like that one and the appearance of the aircraft carrier “Kestrel II” that would put a smile on the faces of series fans. Besides that, a place named Farbanti from 04 was in there as well. We coined the term “Strangereal World” when we were making the world of 04 using improper English grammar, but coin it we did. From that point on, for whatever reason, it’s become established to users around the world as “Strangereal.” For that reason, “True Strangereal” (laughs) is what we call the world based on 04 from which the numbered titles have stemmed. Of course, the strength of that backbone is a tool to give birth to drama, so we’re making it such that newcomers can go “I want to immerse myself in the sky’s beauty,” and experience the intricate drama of the story and go “this is really meaningful,” even if they’ve never played Ace Combat before, so by all means you should check it out.
 
——The scene of the two countries fighting around the orbital elevator was impressive.
 
Kono: Erusea has occupied the orbital elevator in the current trailer. However, soon afterwards Erusea issues a claim with Princess Cosette’s saying “Osea’s attacks are indiscriminate.” One of the themes of this project’s story are the Ocean and Erusean claims and how they contrast. It’s the same war, but if you change what side you view it from, your interpretation changes as well. I look forward to hearing how people feel about the story of this one, listening to each country’s messages. The truths of all the main characters are as a mirror reflecting your own appearance. The truth is that contrast is a theme we’ve already done, so the core theme of this one is “reflection.” This is the theme which the PV sets up.
 
——The theme seems to be hidden in the project’s subtitle too…
 
Kono: “Skies Unknown” huh. Of course it reflects the story and themes, but simply put, it’s a more evocative image to have it as “Skies Unknown” and not “Unknown Skies.” There’s other meaning in it, but I can’t talk about it. (coy smile)
 
——I look forward to a followup report! Will there be an opportunity for Japanese fans to try it for themselves in the future?
 
Kono: I can’t announce anything concrete, but I’d like to hold an event where Japanese fans can experience it. We’d talked about it a bit earlier, but we’re designing it so even inexperienced people can fully enjoy it. Stay tuned for more info.
 
     We’ll explain details of the story and other deeper part later. Furthermore, there will be an article in June 29 2017 issue of Weekly Famitsu (release date 6/15) as well, so check it out.

We are lucky that Kono is the kind of guy that rambles off on his own without the interviewer prompting him. He doesn’t have the kind of immunity from his superiors a famous auteur like Hideo Kojima has, but the degree to which he’ll talk about production problems and philosophy is greater than you usually see from a Japanese developer giving a promotional interview.

Anyway, there are a few lines in the E3 2017 trailer which have sparked discussion. I’m not about to go casting aspersions on the localization team, but I think it’s safe to say some elements of the localization are…curious…and deserve clarification.

 “…and the Kestrel II warship.”
From 00:33 in the trailer, a news anchor says that the Oseans launched an attack from “their aircraft carrier and the Kestrel II warship.” Or maybe they say “in the Kestrel II warship.” Either way, it’s a strange line. In their version of the trailer, the Japanese subtitles read “Naval aircraft from the Osean Navy carrier Kestrel II have commenced attacks against the capital city Farbanti.” If I had to speculate, I would say that this was a voice actor ad-libbing to fit the lip synch, but that would presume things about the state of the production which we can’t know.

 "…remorsefully injured…”
Princess Cosette tells us in English that the Osean attacks have “remorsefully injured countless innocents,” but regrettably, the Japanese speaking Oseans feel no such remorse. The Japanese subtitles for that line (00:52) read “This is Princess Rosa Cosette d’Elisse. The Osean attacks have indiscriminately brought harm to many civilians.” I leave it to the reader to decide whether this is an esoteric but canonical use of the word “remorseful,” or whether the voice actor simply stumbled over their line and they kept it.

 “Who cares?”
​At 01:01, a man says “who cares” about who started the conflict. This is a fair sentiment, but his Japanese counterpart is more reserved, merely stating that “it’s unclear.” We may not know who this character is, but the localization is already changing his personality.
​
 There are a few other more nitpicky items - “Erusean forces” are occupying the space elevator, not specifically the air force - but those are chaff. These are the three lines someone looking askance at the localization should care about.

We'll see how all this bears out as the game matures. If we learn anything else, you'll read about it here.
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