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ACE COMBAT 7 PSX 2016 trailer

4gamer have preview of the VR demo that is in PSX.
Says controls are a bit heavy style, similar to Ace Combat 5 and Zero. Felt like playing PS2-era Ace Combat in latest VR technology.

http://www.4gamer.net/games/326/G032682/20161204029/


Hype hype hype hype



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Hnnnnnnnnngggggg. Unfettered plane porn is back!
 

Skwerl

Member
Do we know what the main team members worked on previously?

I am not familiar with this new batch, I think the main designer for this one worked on Tales game (from the top of my head) while the director for this one was from previous psp/3ds ace combat...
The art director/mech designer are the same. The art asset team however, is different. This also explains the sharp drop in aircraft texture quality (in artistic standpoint, we are not talking about technical stuff like aliasing/resolution etc.)

Anyway, tl;dr, this Ace Combat we are seeing is by the new/unproven team (well, a good chunk of it)... Also, as a person who messed with VR development professionally, I was concerned about AC7's outcome.

This trailer impresses me, because I was expecting the lack of experience to sink in, but so far, they hid it fairly well unless you are inspecting things in screenshots. However, given how fast things move in this game, this is not really a concern. It is more of a shame that their old talents/old ways of making art is gone.
 

rou021

Member
very glad that is the fact, name a vr full game that.....actually works out well so far D:
I am honestly not comfortable with this franchise taking a risk that big. If I were in the dev's shoes, this is the most I'd settle for.

Thank god this game isn't full vr, whew.

Considering the game's designer team is now the B team (some senior team members are no longer around. i.e. designer Isaki or other aircraft artists etc. etc.), rather than the old A team and VR's difficult/tricky development workflow.
On top of that, a good chunk of this game was built in Singapore.
This is essentially the best outcome we could have asked for. Given the circumstance and development resource, this game could have ended up far, far worse. What we are seeing right now is more or less a miracle.

How about DCS World? It's a flight sim that had VR tacked on after the fact. AC7, unlike DCS, doesn't have to worry about supporting complex controls, complicated fight systems, and a clickable cockpit. In terms of performance, while VR requires significant optimization, this should be easier than for AC7 than DCS. DCS has to deal with a fairly old engine and massive maps, while AC7 has fewer challenges here.

DCS isn't the only vehicle-based game that works great in VR. Flyinside/MS Flight Simulator X, Elite: Dangerous, Project CARS, Assetto Corsa, and Drive Club (there are probably more I'm forgetting) all function fine entirely in VR too. Games in which you are primarily in a cockpit are actually the best suited and most easily adapted for VR. AC7 should require minimal effort to allow the whole game to be playable in VR.
 

Eolz

Member
Not sure it was posted, but the japanese trailer is out. Just JP subtitles, but also a really cool Ace Combat 20th anniversary logo at the start.

I am not familiar with this new batch, I think the main designer for this one worked on Tales game (from the top of my head) while the director for this one was from previous psp/3ds ace combat...
The art director/mech designer are the same. The art asset team however, is different. This also explains the sharp drop in aircraft texture quality (in artistic standpoint, we are not talking about technical stuff like aliasing/resolution etc.)

Anyway, tl;dr, this Ace Combat we are seeing is by the new/unproven team (well, a good chunk of it)... Also, as a person who messed with VR development professionally, I was concerned about AC7's outcome.

This trailer impresses me, because I was expecting the lack of experience to sink in, but so far, they hid it fairly well unless you are inspecting things in screenshots. However, given how fast things move in this game, this is not really a concern. It is more of a shame that their old talents/old ways of making art is gone.

Thanks for the info! I was super impressed by what they did in the end, apart from the characters (but not important in Ace Combat).

How about DCS World? It's a flight sim that had VR tacked on after the fact. AC7, unlike DCS, doesn't have to worry about supporting complex controls, systems, and a clickable cockpit. In terms of performance, while VR requires significant optimization, this should be easier than for AC7 than DCS. DCS has to deal with a fairly old engine and massive maps, while AC7 has fewer challenges here.

DCS isn't the only vehicle-based game that works great in VR. Flyinside/MS Flight Simulator X, Elite: Dangerous, Project CARS, Assetto Corsa, and Drive Club (there are probably more I'm forgetting) all function fine entirely in VR too. Games in which you are primarily in a cockpit are actually the best suited and most easily adapted for VR. AC7 should require minimal effort to allow the whole game to be playable in VR.

Those games are on different hardware, and at a whole different pace. Ace Combat isn't a simulator, and VR racing games don't work in a 3D plane.
 
What does that mean?

I want to play the game without vr and don't have to live with any compromises because of that.

I mean make your game and then add support for cockpit VR at the very least I am not arguing against making a normal game, I think they should and then add cockpit VR as an option.
 

Skwerl

Member
How about DCS World? It's a flight sim that had VR tacked on after the fact. AC7, unlike DCS, doesn't have to worry about supporting complex controls, systems, and a clickable cockpit. In terms of performance, while VR requires significant optimization, this should be easier than for AC7 than DCS. DCS has to deal with a fairly old engine and massive maps, while AC7 has fewer challenges here.

DCS isn't the only vehicle-based game that works great in VR. Flyinside/MS Flight Simulator X, Elite: Dangerous, Project CARS, Assetto Corsa, and Drive Club (there are probably more I'm forgetting) all function fine entirely in VR too. Games in which you are primarily in a cockpit are actually the best suited and most easily adapted for VR. AC7 should require minimal effort to allow the whole game to be playable in VR.

I cannot comment on DCS because I dont personally play it.
But if you look at the 4gamer screenshot vs the trailer, you can see the UI layout is different.
I dont think the biggest challenge is the fact that the VR needs to be implemented, any engine could do it. But the cost is that, to have something optimized for feature like VR, you have to downgrade lighting/pfx/battle scale etc. In the end I do not know if that's worth it or not. Furthermore, you'd want game system that takes advantage of VR headset functionality, like aiming with the JHMCS headset system. But this raises question of "what are the non-vr user going to do with it?"

Anyway, tl;dr I dont think its exactly hard tech-constraint. They can pull it off if they want. It's more of an cost associated with it. By implementing this feature, how much more other stuff do you have to sacrifice in the name of VR.
 

keakster

Member
Any chance my Flightstick from AC5 will work with this? Did it work with the AC game that came out on the PS3? Mine is somewhere in the basement and I haven't tried plugging it in to my PS4 and I never had a PS3.

Also have the stick from AC6 and I'm sure they will release another one which I will be unable to resist ...
 
How about DCS World? It's a flight sim that had VR tacked on after the fact. AC7, unlike DCS, doesn't have to worry about supporting complex controls, complicated fight systems, and a clickable cockpit. In terms of performance, while VR requires significant optimization, this should be easier than for AC7 than DCS. DCS has to deal with a fairly old engine and massive maps, while AC7 has fewer challenges here.

DCS isn't the only vehicle-based game that works great in VR. Flyinside/MS Flight Simulator X, Elite: Dangerous, Project CARS, Assetto Corsa, and Drive Club (there are probably more I'm forgetting) all function fine entirely in VR too. Games in which you are primarily in a cockpit are actually the best suited and most easily adapted for VR. AC7 should require minimal effort to allow the whole game to be playable in VR.

DCS also supported headtracking early on so the pathway to VR was easier to do. Also the ED has offloaded much of the plane development to 3rd party groups to make modules while they are are working on the engine stuff and maps (they still are prepping the flagship F-18 module along with WW2 map and straight of Hormuz). So the work load is different and DCS' engine was also recently remade last year to incorporate VR and still undergoing updates.
 

mcz117chief

Member
Man, I just hope they will give us the option to play with Dogfight mod. Assault Horizon did some things wrong (helicopter missions mostly) but apart from that everything about that game is pure ACE (music, multiplayer, gameplay and characters). Ace Combat has always been Dynasty Warriors with planes (zero AI on enemy planes with the bosses providing minimal challenge) but it was kind of mindless fun, then Assault Horizon came and gave us super aggressive enemies and challenging bosses, I just wish they would continue in that direction. Brainless AI and missiles with almost no tracking are very tripe after playing Assault Horizon extensively.
 
Man, I just hope they will give us the option to play with Dogfight mod. Assault Horizon did some things wrong (helicopter missions mostly) but apart from that everything about that game is pure ACE (music, multiplayer, gameplay and characters). Ace Combat has always been Dynasty Warriors with planes (zero AI on enemy planes with the bosses providing minimal challenge) but it was kind of mindless fun, then Assault Horizon came and gave us super aggressive enemies and challenging bosses, I just wish they would continue in that direction. Brainless AI and missiles with almost no tracking are very tripe after playing Assault Horizon extensively.

Eh, I kinda defend DFM in ACAH, but it's not a particularly great way to systematize dogfighting. Kono has signaled he wants freedom of movement to be one of the key features of AC7, and if anything I bet CRA would be Nausea inducing in VR.

Also lawl challenging AH bosses, yeah sure. It kind of boils down to a glorified QTE. Nuking an eyewall was fun tough.
 

mcz117chief

Member
Also lawl challenging AH bosses, yeah sure. It kind of boils down to a glorified QTE. Nuking an eyewall was fun tough.

Ask Aerocrane, an Ace Combat vet, who played COOP with me, how he couldn't even get close to the COOP boss. Yes, they are that difficult, not as much in the campaign (even though nobody would argue with you that Markov IS the hardest Ace Combat boss) but definitely in the multiplayer.

Eh, I kinda defend DFM in ACAH, but it's not a particularly great way to systematize dogfighting. Kono has signaled he wants freedom of movement to be one of the key features of AC7, and if anything I bet CRA would be Nausea inducing in VR.

Then in that case they need to make missiles actually track, give some really aggressive AI to the enemy planes, allow us to use flares and have ECM as a button and not a weapon, otherwise it's just going to be another shooting gallery where nobody, excepts the player, does anything. 6 got around that a little bit with the Allied Support option but besides that you can easily see that both enemies and allies are completely passive and your only enemy in all the Ace Combat games is time.
 
I'm excited as hell for this game regardless, but if it is true that it isn't 100% playable in VR then I have zero reason to buy a PSVR.
 
02-ace7_psx_trailer_emfknn.png


Man, Sukhoi nose profiles are so freaking sexy. I don't find the big ol' empennage of their planes very graceful, but the fronts just flow beautifully.

Ace Combat has always been Dynasty Warriors with planes (zero AI on enemy planes with the bosses providing minimal challenge)....
It's quite possible I'm just a bad player, but I found the enemy aces in Zero were often a real challenge.
 

mcz117chief

Member
It's quite possible I'm just a bad player, but I found the enemy aces in Zero were often a real challenge.

nsr.gif


Well...kind of. The bosses in Ace Combat games work with a very simple pattern. The game is designed with having almost no tracking on missiles so the enemy can't be programmed to evade because if they did you would never hit them, but then again the bosses need to be of some challenging so they have a specific AI pattern. They continuously switch between passive and aggressive stances. In aggressive stance they try to maneuver around you, dodge your shots and fire their own. In this stance they are almost impossible to kill, again, because your missiles have almost no tracking. But after a certain time has passed they will go into passive mode where they will level their plane and fly straight for a short while giving you chance to attack them, in this stance they don't swerve or evade at all. Once their passive time is up they go to aggressive, rinse and repeat. If you ramp up the difficult you will notice that even some basic enemies switch to aggressive stance from time to time but it is pretty rare, pretty much only bosses do this.
 

iamvin22

Industry Verified
the lack of any video is very sad. i wish sony would take on floor video of games presented at the conference. every psx ive been to they encouraged video recording.
 

iamvin22

Industry Verified
Trying to get a buddy capture video but apparently the line to play psvr ac7 is long. I asked for just regular video and he said the only kiosk are psvr mode.

Will update later.
 

Neptonic

Member
Fake Edit: MechaX, we might not get Razgriz depending on where in the timeline it is. Shit, last time Erusea was a player in Strangereal was AC04. This might be a stealth remake of AC4.
Fuck, I'm going to have to buy a PS4 now for this.
 

Krakin

Member
Ace combat 4 had the best music of the series with tracks like Operation Bunker Shot, Agnus Dei, Farbanti, Comona and Blockade. Aside from the songs being amazing on their own, they also did an excellent job of matching the missions they were created for.
 

Wuiji

Member
The soundtrack is far and away the best part of Assault Horizon. The only good part, maybe.

Even if the combat was decent though, I could not endure the cut-scenes. Awful.

Ace Combat music has always been excellent for driving, and the Assault Horizon soundtrack is no exception to that. Some fantastic bits of music, just a shame that there was so much QTE fuckery in the actual game, and the boss battles were a bit of a disappointment.
 

Tailzo

Member
I haven't tried an Ace Combat game in maybe 15 years or something. So I'm sorry if this question is dumb, but does the game (despite having combat in the title) allow for some peaceful flying (a free mode of sorts) like Aero Dancing for Dreamcast?
 

DMNBT

Neo Member
I haven't tried an Ace Combat game in maybe 15 years or something. So I'm sorry if this question is dumb, but does the game (despite having combat in the title) allow for some peaceful flying (a free mode of sorts) like Aero Dancing for Dreamcast?

Yup, AC4, AC5, AC0 and AC6 offer a free flight mode where it's just you and the scenery.
 

rou021

Member
Those games are on different hardware, and at a whole different pace. Ace Combat isn't a simulator, and VR racing games don't work in a 3D plane.
This is actually an asset to Ace Combat in VR. The planes in AC use a far simpler flight model. Since it's arcadey, the game doesn't have to simulate complex flight dynamics or weapon systems of the player and other aircraft. The detail that goes into getting the performance characteristics of the planes in DCS accurate is quite difficult and eats into resources. Ace Combat doesn't go that far in depth...unless you really can dogfight Flankers with an F-117.

I cannot comment on DCS because I dont personally play it.
But if you look at the 4gamer screenshot vs the trailer, you can see the UI layout is different.
I dont think the biggest challenge is the fact that the VR needs to be implemented, any engine could do it. But the cost is that, to have something optimized for feature like VR, you have to downgrade lighting/pfx/battle scale etc. In the end I do not know if that's worth it or not. Furthermore, you'd want game system that takes advantage of VR headset functionality, like aiming with the JHMCS headset system. But this raises question of "what are the non-vr user going to do with it?"

Anyway, tl;dr I dont think its exactly hard tech-constraint. They can pull it off if they want. It's more of an cost associated with it. By implementing this feature, how much more other stuff do you have to sacrifice in the name of VR.
I play DCS (in VR no less) and I can tell you the only major issue with the UI is that it was designed around a mouse. Designing (or redesigning) and implementing a UI to work well in VR is trivial. And when you finally do get in the game, it plays pretty much the same. The only real difference is that you have better situational awareness with positional tracking, you can better judge distance and size with depth perception, and you feel like you're actually in the cockpit of a plane. The mechanics are basically unchanged. Granted, operating some of the complex systems in the plane becomes difficult when you can't see the keyboard--like the many keys used for the radar, for example. Compare that to Ace Combat, where you just use the square and triangle buttons.

As for the JHMCS, that's a cool feature in VR, but the old fashioned system of just lining the plane up works perfectly fine in VR too--without any changes. The JHMCS could still work without VR though. Remember that in Ace Combat, if you hold down triangle button, you can lock your vision on to a target. If it's within the effective range and field of view, I'd think you'd only have to fire away. I could be mistaken, but I think Over G on the 360 had something like this as well.

DCS also supported headtracking early on so the pathway to VR was easier to do. Also the ED has offloaded much of the plane development to 3rd party groups to make modules while they are are working on the engine stuff and maps (they still are prepping the flagship F-18 module along with WW2 map and straight of Hormuz). So the work load is different and DCS' engine was also recently remade last year to incorporate VR and still undergoing updates.
It's true that early headtracking might've helped, but it wouldn't have been by much. The DCS engine is pretty old and work had started on upgrading to Direct X 11 years before. VR was integrated towards the end. As such, the game wasn't designed and optimized around VR. This was something that aimed to be a complex and detailed sim in 2D, which is why VR performance sometimes suffers. Even after the upgrade from the DX9 engine to DX11, it's still a very CPU limited game.

So how does this compare to AC7? Part of the issue with performance in DCS is due to how it was designed. The maps are massive and very detailed in contrast to the smaller, simpler ones of AC. You also have to factor in the complex systems of your plane and other aircraft being simulated in this gigantic map. Further, the engine had to work with the limitations and complexities of the old flight modules and features, so Eagle Dynamics was somewhat hamstrung here. Hell, I think the aircraft for the Flaming Cliffs 3 module could even be traced back to the Lock-On days of Eagle Dynamics.

For what it's worth, however, much of the heavy lifting is done in terms of figuring out what features to implement to aid the VR experience of DCS. Right now, the most significant issues are bugs and performance improvements. And yet, in spite of the current limitations of DCS VR, more people switch over to it and don't go back to 2D.
 

PBalfredo

Member
oooOOooohhhhHH!!

F-104, one of my favorite aircraft. If they include other early Cold War weapons then I'll be very happy with this game.

While I love me some F-14, F-15, etc. a Cold War focused AC would be dope as hell. So many unique designs that barely get any play in games.
 
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