Ace Combat 8 "Difficulty Adjusted for Newcomers to Enjoy"
2026.06.04 22:30 UTC+9
TL;DR (2-3 Sentence Summary)
Bandai Namco Entertainment's 'Ace Combat' series, which began in 1995, is a long-running title that has continued for 30 years. While the previous installment, 'Ace Combat 7: Skies Unknown,' received criticism for its story and direction, it is credited with reviving the series by selling over 7.5 million copies due to its excellent graphics and unique flight experience.

Bandai Namco Entertainment's 'Ace Combat' series is a long-running franchise, first taking flight in 1995 and boasting a remarkable 30-year legacy. Its predecessor, 'Ace Combat 7: Skies Unknown' (Ace Combat 7), despite some criticisms regarding its narrative and presentation, managed to soar to impressive heights with 7.5 million units sold, thanks to its stunning graphics and signature aerial combat experience, effectively reviving the series.
Now, the next instalment, 'Ace Combat 8: Wings of Theve' (Ace Combat 8), is set to launch on October 2nd, a mere seven years after its predecessor. The developers have seemingly listened to the feedback, promising significant improvements to the often-uneven difficulty, story, and overall presentation. To get the lowdown on these enhancements, I had the opportunity to sit down with Kazutoki Kono, the Ace Combat Series Brand Director, and Manabu Shimomoto, the Ace Combat 8 Producer.
Q. The story, where the protagonist becomes the 'Wings of Theve' for propaganda purposes, is quite unique. Where did you draw inspiration from?
Kono Director:The Ace Combat series is always set in the world of 'Strangereal', a past world, but we envision its setting as a slightly distant future of our own reality. This allows us to maintain a sense of realism even within a historical context. When we began development in 2020, the idea emerged from the belief that information warfare, including social media, would become a crucial theme.
Q. Does the game's perspective, the FCU and Sotoa War storyline, aim to connect with the events of Ace Combat 7, X, Xi, and 3?
Shimomoto Producer:The game is set on the continent of Usea, a decade after the events of Ace Combat 7. Since the events of Ace Combat 3 unfold around the 2040s in the Strangereal timeline, we've consciously developed the world to create a clear flow from Ace Combat 7, through this new title, and into Ace Combat 3.

Q. Director Sunao Katabuchi returns to handle the story after Ace Combat 7. What aspects of his direction are particularly prominent, and is there a possibility of previous characters making an appearance?
Kono Director:Director Katabuchi readily agreed to personally oversee the story for Ace Combat 8 as well. Once the development team lays the groundwork for the game's missions and combat scenarios – for instance, scenes where allies are sacrificed under the barrage of a land battleship's railgun – the director weaves it all together, adding thematic depth, narrative direction, and the emotional core of the characters. He possesses an unparalleled understanding of the events unfolding throughout Strangereal's history, from Ace Combat 7 through to Ace Combat 8 and Ace Combat 3.While you won't be lost if you haven't played Ace Combat 7, you might recognise a familiar face or two. These appearances are brief, so playing the previous game isn't essential. With Director Katabuchi's novels also contributing, it's evolving into a grand saga connecting Ace Combat 4, 5, 7, and 8.
Q. You've adopted a first-person perspective and increased the number of interactive elements and cutscenes. What was the reasoning behind this approach?
Kono Director:Our primary goal was to maximise the player's immersion, making them feel like the 'Ace Pilot' (the hero) beyond the screen. We've added a sense of standing on the same ground as your comrades, gazing at the same scenery from a first-person viewpoint. By incorporating button prompts for interaction in key moments, we wanted to enhance the feeling of actively participating in the battlefield through your own decisions, rather than just being a spectator.


Q. For the first time since Ace Combat Assault Horizon, 3D models of your fellow pilots have been introduced. What was the background to this decision, and what were the key considerations in character design?
Kono Director:While previous titles used rendered CG for such elements, this time everything is in real-time 3D graphics. Seeing the faces of your helmeted comrades within the cockpit creates a wonderful system that allows you to feel a much closer connection with them.Character designs were developed by first establishing the narrative requirements: the historical context, age, height, and other settings essential to the story. We then worked closely with the designer, conveying visual concepts through dialogue. For example, the character Tasha's pink hair was initially surprising, but we decided it was a fresh and appealing element not seen before in the series. Yusuke Kozaki, who worked on the previous title, has returned to handle character design.
Q. The initial aircraft can be considered another protagonist in the game. What was the reason for selecting the 'F/A-18F Super Hornet' for this instalment?
Shimomoto Producer:This story revolves around carrier operations and combat across the continent of Usea. To immediately convey this carrier-centric theme to the players, we chose the Super Hornet, arguably the most recognisable carrier-based aircraft globally, as the initial aircraft. A preliminary survey among series fans indicated that those who love the Ace Combat series or fighter jets could indeed imagine the story just by looking at the aircraft, aligning perfectly with our intent.

Q. Compared to Ace Combat 7, the overall atmosphere of the sea, sky, and OST gives a brighter impression. Was this a deliberate choice to avoid a heavy tone, or a conscious move towards a more casual direction?
Kono Director:It wasn't a conscious effort to make things brighter. The initial missions you play are tutorial-based, featuring clear weather like a bright blue sky for better visibility. As you progress through the campaign, you'll encounter various atmospheric conditions, including nightscapes and sunsets. However, as always, we've aimed to depict the beautiful vistas that are characteristic of Ace Combat.
Q. Your proprietary 'Cloudly' engine enables the realisation of a 10,000-kilometre space, multi-layered clouds, and canopy light reflections. How has this graphical evolution impacted the actual 'feeling of flying'?
Kono Director:We've expressed multi-layered cloud structures and types using multiple layers. This allows players to visually discern whether they are below rain clouds or at high altitudes with thin, wispy cirrus clouds. We've intentionally designed the game so that players can navigate using visual cues, such as spotting an enemy indicated by a contrail's end or a glint on the canopy, rather than solely relying on the instrument panel.The advancements in visuals have significantly enhanced the sense of speed and the sensation of flight as you cut through the atmosphere. Notably, the expression of 'cloud seas' that blanket the sky, which was difficult to achieve in Ace Combat 7, has been improved, allowing for a distinct experience of the world above and below the clouds.

Q. In the previous game, even regular enemies used flares, and time limits were tight, leading to many comments about campaign difficulty. In contrast, this title feels more casual, with enemies being more susceptible to missiles. What were your key considerations in adjusting the difficulty?
Shimomoto Producer:I'm delighted to hear you feel that way. It confirms that the adjustments we aimed for have worked as intended. As you pointed out, we received a lot of feedback after the release of Ace Combat 7 about it being too difficult. At the time of its launch, we didn't anticipate it would become such a massive hit, selling 7.5 million units worldwide. Therefore, for Ace Combat 8, we anticipated a larger influx of new players – those who entered the series through Ace Combat 7, as well as newcomers entirely – and consciously designed the difficulty to be more accessible. Features like the tutorial and training modes were also implemented with this consideration in mind.
Q. In the demo version, ground combat felt more challenging than aerial combat. Was this an intentional design choice?
Kono Director:Many players find ground combat difficult. Unlike dogfights at high altitudes, ground attacks often result in crashes when approaching too close to the terrain. This is one hurdle to overcome, but once you master the techniques and gain freedom in maneuvering your aircraft, the fun and depth of Ace Combat will truly reveal themselves. When I watch others play, I often feel the urge to shout advice, especially when they're taking shots from above but getting too close.
Shimomoto Producer:To add to that, Mission 9 in the demo version is designed to be the major boss battle highlight of the early game, hence its higher difficulty compared to other missions. We intentionally made it challenging and nail-biting to convey the menace and thrill of the land battleship. Furthermore, the demo's difficulty was tuned for veteran series players; the default (standard) setting at launch will be lower and more relaxed.
Q. How many types of fighter jets are featured in this instalment, and will there be any fictional aircraft, such as those with laser weaponry?
Shimomoto Producer:While I can't disclose the exact number, we plan to include over 30 types of aircraft. Of course, fictional aircraft original to the series will also make an appearance, so please look forward to them.

Q. The game introduces the ability to select two types of special weapons, a first for the series, and revives the squad command system from Ace Combat 5. What was the intention behind these additions?
Kono Director:The inclusion of two types of special weapons is intended to enhance the player's strategic options. By allowing combinations like air-to-air and air-to-ground, or equipping more ammo for a single weapon type, we've broadened the player's choices.The revival of the squad command system is also a result of considering both gameplay strategy and narrative. The composition of your three wingmen – whether they are fighters, multi-role aircraft, or electronic warfare planes – becomes crucial for mission success. Furthermore, in line with the concept of 'overcoming difficult situations together with comrades,' we felt that the process of direct communication, choosing 'yes' or 'no' as in Ace Combat 5, is vital.As Ace Combat 8 is our 30th-anniversary title, we decided to re-examine and evolve elements from past instalments that were excellent but had been removed, consolidating them into this game.
Q. What is the design philosophy behind the system where wingmen use special weapons based on player commands? Also, given the limited capacity for wingmen's special weapons, do you have any advice on effective usage timing?
Kono Director:The special weapon on/off system was present in Ace Combat 5 and was introduced to enhance the strategic enjoyment of the game. When to use them during boss battles or challenging encounters is entirely up to the player's judgment. However, allowing unlimited use would diminish the presence of your wingmen and simplify the gameplay, so we've implemented capacity limits to encourage strategic decision-making. We've strived to balance it so that wingmen appear as genuine 'human pilots' within the game, rather than just reacting mechanically to the player's immediate commands.
Shimomoto Producer:For an effective tip: consider equipping an electronic warfare aircraft in your squadron. When facing a formidable enemy, granting permission for its special weapon use can provide a buff effect, such as enhanced missile guidance performance for allies within a certain radius, thereby significantly aiding your combat efforts.

Q. Will 60 frames per second be supported on the standard PS5 and Xbox Series S editions?
Shimomoto Producer:On the standard PS5 and Xbox Series X, players can choose between 'Quality Mode' (30fps, 4K) and 'Performance Mode' (60fps, 2K FHD). For the Xbox Series S, we are currently fine-tuning the specifications.On the PS5 Pro, performance will be further enhanced. In Performance Mode, it will maintain 60fps while upgrading the resolution to WQHD. In Quality Mode, while remaining at 30fps, the internal graphics upscaling quality will be superior to the standard edition.
Q. Lastly, could you please share a message with your fans in Korea?
Shimomoto Producer:We were incredibly happy to host a fan event in Korea during the release of Ace Combat 7 and interact with our wonderful fans for the first time. We eagerly anticipate the opportunity to connect with our Korean fans again following the release of this new title.
Kono Director:We've kept you waiting for quite some time for the latest Ace Combat instalment. We would be immensely grateful if you enjoy it thoroughly and help foster a positive atmosphere together. I met some Korean fans at the G-STAR event last year. It was quite challenging, as I desperately wanted to talk about the new game, which hadn't been officially revealed yet, and I nearly let slip some secrets unintentionally.

This news was translated by AI.
Kim Hyung Jong, Reporter
I will always love games.skyanze@gamemeca.com
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