Some time ago, I participated in the Bilibili-hosted Ace Combat 8: Skies Unknown 'Play First Look' offline demo event. In this title, due to the addition of movable-camera first-person narrative presentations for the first time, I could anticipate before playing that it would have an immersiveenhancement, but I didn't expect it to use just a short30-minute opening,naturally explaining the worldview, basic gameplay, and even revealing and twisting the first layer of narrative suspense—If an excellent game opening is a common feature of great works, then undoubtedly, "Ace Combat 8: Skies Unknown has ignited my anticipation.
Actually,The narrative of the 'Ace Combat' series has always been a strong point, but the narrative presentation designed around the first-person perspective polishes an even more impressive sense of immersion: firstis building trust with teammates during inter-mission scenes, and then experiencing the combat power built on that trust through the Wingman System during missions.
In other words, this demo gave me a sense of high coupling between narrative and gameplay: the more immersed you are in the story, the more you enjoy the air combat gameplay; the more challenges you encounter in levels, the more you feel the oppressive enemy attacks foreshadowed by the narrative. When everyone in the occupied zone gradually loses the will to resist, the protagonist chooses to turn aa false legend fabricated so people wouldn't fall into despair, becoming a real"Skies Unknown".
To create this sense of despair, the demo levels feature two exaggeratedly large superweapons, which can almost be said to be a direct visual representation of the enemy's oppressive presence. However, the newly added'Wingman System', capable of carrying two types of special weapons simultaneously,weapon system upgrades, and the mechanism where debris from destroyed superweapons scatters into the air, affecting othercause damage to enemy aircraft'Chain Destruction' mechanic, all make ''Hunting Giants' becomes possible—each completed mission rewards players with both narrative immersion and gameplay experience.
Of course, there is also onea topic of great concern to everyone. By illustratorthe character Tasha, designed by 'Yusuke Kozaki',attracted many players outside the air combat game community to pay attention to Ace Combat 8: Skies Unknown. After all,Just the fact that the young stunt pilot was accidentally'conscripting' them into military service, transforming performance skills into killing techniques, this aspect, possesses immense dramatic tension. Not to mention her appealing design, which easily hits everyone's sweet spot.
Thus, armed with the impressions, expectations, and curiosity from the demo, I participated in the interview session for Ace Combat 8: Skies Unknown.This interview was conducted byKazutaka Kono, Brand Director of the 'Ace Combat' series, answered questions about characters, gameplay, and the co-op mode that old players care about. Please see the following interview content:
Left: Kazutaka Kono
Q: Tasha sparked significant love and discussion after her reveal,What insights does the development team have regarding character creation?
Kazutaka Kono:Tasha's character setting was determined very early in development, by invited illustratorcompleted by 'Yusuke Kozaki'. She is the character that took the most time and resources among all characters, so we jokingly refer to her as the most expensive character. Actually, I prefer Kate, the captain of another squadron in the game·Evans (Kate Evans), but Tasha's appearance, outfit, and overall image, indeed closer to current popular trends. We knew she might be liked, but we didn't anticipate she would gain such popularity globally.
Q: Due to its character design and engaging narrative suspense, this title has attracted many players who had never paid attention to air combat games. So, for new players drawn in by trailers and characters, regarding difficulty gradients, assistive controls, and新手引导 (new player guidance),will there be targeted designs?
Kazutaka Kono:Ace Combat8: Skies Unknown features a complete tutorial system. For instance, in the first few missions, we've included extensive immersive character dialogues, allowing players to naturally familiarize themselves with controls while experiencing the story. Radio conversations between characters not only introduce the world to players but are also closely related to the game's gameplay, which can be considered a tradition of the series. Additionally, the game includes dedicated training missions to help new players gradually master the essentials of flight and combat.
Q: Compared to previous titles, what innovations have been made to the combat system in this title?
Kazutaka Kono:Ace Combat8: Skies Unknown supports players equipping two types of special weapons, and when combined with the Wingman System, adopting the right strategy can significantly lower the barrier to completing high-difficulty missions. Furthermore, air combat interactionsno longer requires aiming strictly inside the target box to cause damage as in older titles; even hitting parts outside the box will cause damage and trigger explosions. Furthermore, if an enemy aircraft explodes and produces debris, when that debris hits other enemy aircraft, it triggers secondary explosions, resulting in a chain reaction. This chain reaction is one of the core features of this title, enhancing not only the combat experience but also having a significant impact on subsequent content.
Q: The demo featured two superweapons: a land battleship and a massive transport aircraft. What were the design considerations? Will there be more superweapons in the future?
Kazutaka Kono:definitely, more superweapons will appear in this title. Regarding the land battleship, the team initially feltThe idea of 'making battleships run on land' is quite absurd, but we ultimately decided to implement it because it offers an unprecedented experience for the series. As for the second superweapon, it is particularly important for the online mode, with its core consideration being support for this title's unique 'chain reaction' mechanic—we want players to experience the satisfaction of chain destruction caused by falling debris after taking down large targets.
Q: Co-op mode returns in this title. Can players complete the main campaign entirely in co-op? Or is it like Ace Combat 6: Fires of Liberationlimited to specific missions like Ace Combat 6?
Kazutaka Kono:Unfortunately, players cannot complete the main campaign in co-op mode throughout the entire game. Multiplayer mode and the campaign are independent of each other. We have separate content designs for co-op gameplay, and the team will continue to push updates for online content.
Q: Ace Combat Zero: Belkan Warwill be released alongside Ace Combat8: Skies Unknown upon release, will there be an opportunity to obtain it separately later?
Kazutaka Kono:Ace CombatZero: The Belkan War is bundled exclusively with Ace Combat 8: Skies Unknown and cannot be purchased separately. The team's intention iswant toAce CombatZero: Belkan War asas a'gift' brings players, allowing players to not only playAce Combat8: Skies Unknown, but also experience classic older titlescharm. In Ace Combat8: Skies Unknown's online multiplayer mode, where players take on the role of 'mercenary pilots,' which aligns withAce CombatZero: Belkan War shares commonalities with the mercenary protagonist, so we chose it as a gift for players.
Q: Finally,any otherwords for Chinese players?
Kazutaka Kono:I personally participated inthirty years of production of the 'Ace Combat' series. In this title, I truly felt unprecedented enthusiasm from players across Asian countries. Although our exchange time was limited, I greatly look forward to seeing this title promoted in China and more regions through the efforts of various media outlets, allowing more people to understand and love this series, and I hope everyone enjoys playing!

