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3DS

NAMCO BANDAI Games America Welcomes Gamers to Experience the Thrill of Dogfighting in Stereoscopic 3D

SAN JOSE, Calif., (Sep. 15, 2011) – Leading video game publisher and developer NAMCO BANDAI Games America Inc., today announced that ACE COMBAT® ASSAULT HORIZON LEGACY will go on sale for Nintendo 3DS™ on November 15, 2011 in North America. ACE COMBAT ASSAULT HORIZON LEGACY delivers a supersonic flying experience with exciting dogfights and high-altitude acrobatics, all in 3D for the first-time in the history of the legendary aerial combat franchise.

ACE COMBAT ASSAULT HORIZON LEGACY introduces touch screen targeting and added control mechanics, allowing players to take full command of every intense skirmish to enable split-second counter-maneuvers, dynamic dogfight action and satisfying enemy takedowns.


Sora’s scenario

– Begins in Traverse Town
– Sora has new clothes, he doesn’t know why
– Sora has been separated from Riku
– Sora yells out for Riku, which is when Neku Sakuraba appears
– Neku tells Sora to shut his mouth asks if he is a participant in the “Reapers’ Game”
– Sora doesn’t have the countdown stamp on his hand like Neku
– Sora offers his help
– Neku says that Sora can’t make friends that easy, Sora replies by saying that it is easy
– Neku then dashes off into Traverse Town in midair in a cloud of sparkles
– After this scene, you gain control of Sora and fight through Traverse Town
– X button: “freeflow” button – Sora/Riku can do tricks and fast maneuvers such as bouncing off of walls and swinging around poles
– The idea behind this mechanic is freedom of movement based around objects in the environment
– While in freeflow you can attack by pressing the attack button, and it will be contextual to where you are in freeflow
– Commands are similar to Birth by Sleep and Re:coded
– Cycle through abilities
– Cooldown period for abilities
– Sora fights a boss at the end of the scenario
– Boss is boxy with long arms
– Boss can attack from a distance by shooting it’s arms into the foreground

Riku’s scenario

– Quasimodo carries Esmerelda towards the cathedral of Notre Dame
– Set in Le Cité des Cloches (The City of Bells)
– Riku is with them, has a new outfit as well and shorter hair
– Riku is protecting the others
– Riku battles inside the cathedral,
– Freeflow between the pillars inside
– Sora’s companions are described as a panda-like creature and a smaller more “squirrely” companion
– Riku’s companions are described as something resembling a unicorn and a bat
– Riku fights a boss at the top of the cathedral
– The boss is a winged flying boss
– Riku can fly for this boss fight
– Jump up to the roof and chase it in flight around the cathedral

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Although the 3DS Circle Pad attachment initially received negative backlash, fans are starting to warm up to the idea. We’ve also learned that quite a number of high-profile games will take advantage of the new add-on, including Monster Hunter Tri G and Kingdom Hearts 3D. And, just a couple of days ago, Activision provided some positive commentary about the peripheral.

Gaijin Games, however, is completely against the accessory. Alex Neuse said in a recent interview that he believes “it’s total crap” and feels “frustrated as a consumer.”

I think it’s total crap. I’m very frustrated as a consumer. It seems obvious to me that it’s only a matter of time until Nintendo releases a new 3DS with a second Circle Pad on it, and then what am I going to do? I’m going to give them more of my money. Like I always do.

Also, as a developer, it’s a bummer whenever first parties come out with something like this. Whether it’s the Expansion Slide Pad, Wii Motion Plus, PlayStation Move, or Kinect, developers have a hard decision to make about whether they want to support the new features of the hardware.

From one perspective, new hardware is very exciting, but from another perspective, it’s very risky; because if your game requires it, that means that you’re forcing the player to have that hardware. And not all consumers will have bought the new device.

It’s just a bummer all around, in my opinion.

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– Time three types of touch input to classic Final Fantasy music
– Touch screen used for stylus-based commands
– Information on the top screen
– Red icon: tap
– Yellow icon: swipe in a specific direction
– Green icon: press and hold
– Three modes: Battle Music, Field Music and Event Music
– Three difficulty levels
– Select a party of chibi Final Fantasy characters
– These characters will embark on your “missions”
– Characters can level up
– Battle music: battle against a familiar enemy from the Final Fantasy franchise
– One enemy you’ll battle is Ultros
– Red/yellow/green timing cues will pan across the screen in four horizontal rows, somewhat similar to a flipped Guitar Hero
– Time correctly to attack
– Misses will cause you damage and you’ll eventually lose the battle
– Field Music: One of your characters will walk along a 2D setting (can change based on the mission)
– One row for this mode instead of four
– Green/hold cues can now appear in waves
– Your character will trade off with a friend if you perform well
– Hero will trip and fall often if you time the taps poorly
– Event Music: CG cutscene montage from Final Fantasy games
– Musical commands appear along a line that meanders all across the movie as it plays
– Longer cutscenes if you play well
– Limited bonus section for each round
– If you do well, you’ll get a reward (summon a powerful creature/spirit in Battle, turn into a Chocobo and start running faster in Field)
– Skill is measured in points once a mission ends
– Comprehensive grades and summary chart containing stats

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