"What makes Ace Combat 7 more exciting, interesting, and intriguing for us, is that with Katabuchi, we can weave the empathy of the human beings-the deep sensitivity, the feelings-into the game, and we can think about what war really is." "There’s one thought on the developer's side: As you play the game, you need to feel that you're growing in the story, and with the story," Kono said regarding Ace Combat's defining characteristics. Katabuchi's credits outside of Ace Combat includes anime such as Kiki's Delivery Service and Black Lagoon. How successful they'll be in recreating the spirit of Ace Combat is something we can't judge until the game's release, but there is one factor involved which might help their chances: the return of the lead writer from Ace Combat 4 and 5, Sunao Katabuchi. "So, using '7' is really important for the brand, as it's setting our position for future direction." On the other hand if it's a hypothetical world, lots of additional setup is needed, but there is a lot of freedom within it." It's not surprising that the decision to return the series to a numbered entry is an attempt to publically signify the return to those roots, and hopefully stick with them: "It's our 20th anniversary, and that is sort of a milestone for Ace Combat," Hino said. But there are so many constraints as a game. Kono seemed happy to leave the real world behind: "‘Real world’ is very easy to make credible, easy to believe. When Ace Combat 7 was first announced, the Project Aces Twitter account posted: "Welcome back to the Strangereal!" "Now we want to listen to the users' voice more closely so we can get back to the roots of the series: Strangereal." The name "Strangereal" (literally, "Strange" and "Real") began as a community term for Ace Combat's fictional universe in the PS2 era, but the development team quickly adopted it in an official capacity. Kono was art director on Ridge Racer Type 4 and Ace Combat 4: Shattered Skies before becoming the director of the highly lauded Ace Combat 5: The Unsung War. "A few years ago, I got a questionnaire to the users and got the worst answers," said Kazutoki Kono, producer of Ace Combat 7 and head of the Project Aces team. In retrospect, Electrosphere has been well-received, with critics identifying and appreciating its ambition, story, and changes to the gameplay of the series.By clicking 'enter', you agree to GameSpot's International releases were more mixed, with critics expressing confusion towards the lack of content and bland gameplay. The Japanese release received positive reviews and was seen as ambitious in its design. Though it had a small marketing campaign and little promotion, Electrosphere shipped over one million copies. The game is infamous for its drastic differences in content in the Japanese and international releases Namco intended to retain the Japanese version's two-disc campaign and larger story, but due to financial constraints the game was cut down for North America and Europe. Electrosphere carries a more futuristic science fiction-inspired landscape and world compared to the modern-day theme of its predecessors. The storyline was designed to be a core aspect of the game, and to serve a proper purpose by directly affecting the gameplay. Namco directors Takuya Iwasaki and Atsushi Shiozawa designed Electrosphere to be visually distinct from other combat flight simulators, using Ace Combat 2 as a base for the game's ideas and mechanics.
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