Ace Combat 3: Electrosphere

Last updated

Ace Combat 3: Electrosphere
Ace Combat 3 cover.jpg
Japanese cover art
Developer(s) Namco
Publisher(s)
Director(s) Takuya Iwasaki
Atsushi Shiozawa
Producer(s) Takashi Fukawa
Composer(s) Tetsukazu Nakanishi
Hiroshi Okubo
Go Shiina
Koji Nakagawa
Kanako Kakino
Series Ace Combat
Platform(s) PlayStation
Release
  • JP: May 27, 1999
  • EU: January 21, 2000
  • NA: March 7, 2000 [1]
Genre(s) Air combat simulation
Mode(s) Single-player

Ace Combat 3: Electrosphere [lower-alpha 1] is a combat flight simulation video game developed and published by Namco for the PlayStation. The third game in the Ace Combat franchise, it was released in Japan on May 27th, 1999 and in Europe and North America by January 21st, and March 7th 2000, respectively. Players fly fighter aircraft and must complete a variety of mission objectives, such as destroying squadrons of enemy planes or protecting a base from an invading unit.

Contents

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. The storyline was designed to be a core aspect of the game, and to serve a proper purpose by directly affecting the gameplay. Electrosphere carries a futuristic science fiction-inspired landscape and world compared to the modern-day theme of its predecessors. 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.

Though it had a small marketing campaign and little promotion, Electrosphere shipped over one million copies. The Japanese release received positive reviews and was seen as ambitious in its design. International releases were more mixed, with critics expressing confusion towards the lack of content and bland gameplay. In retrospect, Electrosphere has been well-received, with critics identifying and appreciating its ambition, story, and changes to the gameplay of the series.

Gameplay

The player locking onto an enemy. To the left is the radar and time limit, to the right is the altitude and the player's missile count. Ace Combat 3 game screenshot.png
The player locking onto an enemy. To the left is the radar and time limit, to the right is the altitude and the player's missile count.

Ace Combat 3: Electrosphere is a combat flight simulation video game. Like its predecessors, it is presented in a more arcade-like format in contrast to other flight sim video games. Unlike most other entries in the series, a greater focus on realism was applied to the aircraft's energy conservation, with players having to avoid tight turns and steep inclines lest they burn off airspeed and enter a stall, which were notably difficult to recover from compared to later entries. Players pilot one of 23 aircraft in both releases. On the Japanese release, they may fight across four factions and complete a selection of the game's 52 missions depending on their faction. Only 36 missions are available in the international release, and a lock to the UPEO faction.[ citation needed ] These missions range from destroying squadrons of enemies to protecting a base from enemy fire. Player performance is graded from an A to D letter scale, which are logged in a chart on the title screen. [2]

Electrosphere adds several new mechanics to the core Ace Combat gameplay. One of these is the ability to fly spacecraft, with one mission taking place above Earth in outer space. Players can watch instant replays of the mission's final moments at the end of each mission, as in Ace Combat 2. A limited number of planes and weapons can be selected for the first few missions, but only one can be used for the remaining half of the game. In the Japanese release, missions contain radio chatter from both the player's faction and opposing ones. In the international release, the player only receives radio chatter from their own faction. The radio chatter in the Japanese release contain avatar-like images of the characters. This is not present in the international release.[ citation needed ]The player can rotate their camera 360-degrees around their fighter in order to see what is behind them or get a better view of the level. [2]

The Japanese release features additional content that is not present in the international releases. [3] [4] The most notable of these are the branching stage paths; depending on actions made by player input at certain sections of the game, the plot will change based on the outcome of those decision, leading to one of five possible endings. [5] An in-game encyclopedia can be accessed, documenting information regarding the game's characters and technology. Anime-style video emails with voice overs can be accessed, played through a fictional email inbox. Obtaining all five endings will unlock Mission Simulator mode, which allows the player to replay any mission with any aircraft and weapon of their choice. [6]

Plot

Setting

Ace Combat 3 is set within the United Galaxy Space Force saga, a fictional universe by Namco that connects many of their space-related games into a cohesive timeline. It takes place in a world linked by the Electrosphere, a computer network analogous to the Internet. This world is nigh-identical to the franchise's long-standing fictional setting of Strangereal, however Ace Combat 3 contains a number of lore elements which were retconned in later entries, such as USEA, later the name of the continent on which most of the series' mainline entries take place, being an acronym for 'United States of Euro-Asia,' and the presence of the organization NUN (Neo United Nations) rather than the later IUN. Government and rule of law have been superseded by sheer economic power and multinational corporations, the largest of which are General Resource Limited, based in the fictional continent of Usea, and Neucom Incorporated, formed from the privatization of Erusea's space agency and making heavy use of experimental aircraft. The two are fierce rivals, locked in a power struggle for many years. Despite efforts of peace-making by the Universal Peace Enforcement Organization (UPEO), war eventually breaks out when Neucom launches large-scale strikes against General Resource, forcing the UPEO to deploy a series of fighters to end the rivalry between the two companies and put an end to the war.

Japanese version

In 2040, on the Usean continent, Nemo, the player character, starts out as a pilot for UPEO's Special Armed Response Force (SARF) who is deployed, along with their fellow rookie pilots and flying prodigy Rena Hirose, to respond to incursions by Neucom in no-fly zones. Accusing UPEO of being in the back pocket of General Resource, Neucom launches a preemptive strike on General Resource, initiating the Intercorporate War. To prepare for combat, Nemo undergoes aerial training from General Resource's top ace, Abyssal Dision. Impressed by Nemo's skills during a subsequent mission, Dision asks them to defect to General Resource. If Nemo stays with UPEO, they begin to fight General Resource, who are counterattacking Neucom. Nemo is later assigned to escort Gabriel William Clarkson, UPEO's Delegate, who is traveling to a conference to mediate a new ceasefire agreement. They are ordered by Commander Park to shoot down Clarkson's plane, supposedly for being a spy and working for Neucom. If Nemo spares the plane, Neucom offers Clarkson protection, and Nemo joins Neucom's forces.

If Nemo kills Clarkson, or allows Rena to do so in their stead, it is ultimately revealed that the conflict was orchestrated by Ouroboros, a transhumanist group of underground revolutionaries based out of the airship Sphyrna, and led by Dision, who had secretly been "sublimated" and made into an AI copy following a cover-up assassination attempt by General Resource aimed at destroying the mind uploading technology that he was testing. Commander Park is revealed as a member of Ouroboros, who was using SARF to inflame the conflict. SARF breaks away from UPEO and defeats Park and Rena, who was brainwashed by Dision and forced to fly the Night Raven, a powerful experimental aircraft. Nemo fights and defeats Dision within the Electrosphere itself, ending the conflict for good.

If Nemo chooses to join General Resource or Neucom instead following their respective branch points, different potential endings can result, in which Nemo either defects to Ouroboros or remains with the company and ensures their victory. Either way, Nemo ends up destroying Dision in each ending. After all five endings are completed, scientist Simon Orestes Cohen reveals that Nemo is actually a combat AI within a simulation, and has been training to eliminate Dision as part of a revenge scheme for the death of his lover, Yoko Martha Inoue, a fellow researcher who was killed in the same cover-up that killed Dision. Despite the non-sublimated Dision also having been a victim, Simon blamed her death on his presence, potentially due to his romantic affair with her, although this is only implied through his dialogue and not outright stated. Satisfied in knowing that Nemo will defeat Dision in any possible scenario, Simon ends the simulation and lets Nemo out into the real world. [7]

International version

The story was heavily pared down, with its characters, backstory, and multiple endings being removed, and Neucom being renamed as Neuwork. Nemo is a human pilot who spends most of the game flying for UPEO and fighting off Neuwork attacks on General Resource. It is eventually revealed that terrorist organization Ouroboros precipitated the conflict, though its leader is a rogue AI developed by Neuwork codenamed "Aurora." Nemo fights and defeats Aurora inside the Electrosphere, ending the threat and the war itself. This version lacked voice acting and the majority of animated cutscenes present in the Japanese release, with the non-gameplay story elements being told through text slideshows between major missions.

Development

Electrosphere's futuristic landscapes were inspired by a combination of 1970's-esque city designs and modern-day architecture. Ace Combat 3 concept art.jpg
Electrosphere's futuristic landscapes were inspired by a combination of 1970's-esque city designs and modern-day architecture.

Ace Combat 3: Electrosphere began development in 1998 following the critical and commercial success of Air Combat and Ace Combat 2 . Directors Takuya Iwasaki and Atsushi and producer Takashi Fukawa led a team of other Namco employees during production, most of whom had worked on Ace Combat 2. The directors wanted the third entry to be far more ambitious than its predecessors in both content and presentation. [8] [9] The team focused primarily on making the storyline a key mechanic, which would change and affect the gameplay based on player progress and decision. Storylines in previous Ace Combat games were seen as unimportant and did not have a direct effect on the gameplay itself; this decision was to help make the story feel like an integral part of the game and to serve an actual purpose. [9] Drama television shows and the game R4: Ridge Racer Type 4 (1998) served as inspiration for this idea. [9]

During development, the team worked to make Electrosphere visually distinct from other combat flight simulators and create new technological breakthroughs. [8] This led to the game's futuristic, science fiction setting and world, which was created through combining 1970s city designs and modern-day architecture. [8] [9] The developers used Ace Combat 2 as a basis for the game, leading to Electrosphere borrowing many of its ideas and concepts. [9] Hardware limitations of the PlayStation and the team's limited skills made them skeptical of their vision and world being implemented. [8] The console had difficulties rendering maps due to their size, which made the game difficult to program. Programmer Kenji Nakano created a workaround to this problem by rendering far-away objects with far fewer polygons than they were up-close, which took two months to implement. [9] Cutscene animations were provided by Production I.G, featuring dark shadows and contrasting lines. To give the game the illusion of time passing, a day-to-night cycle was implemented. [9] Graphic designer Minoru Sashida, who worked on the arcade game Techno Drive , designed the game's menu interface. [10]

Tetsukazu Nakanishi, who had previously contributed tracks to Ace Combat 2, served as the lead composer and sound director of Electrosphere, which features a techno and electronica soundtrack. While previous games mostly featured melodic upbeat music akin to funk rock, [11] the soundtrack features more emphasis on sound design than melodic elements, which Nakanishi felt fits the game's atmosphere and design. Other tracks in the game were composed by Koji Nakagawa, Kanako Kakino, Hiroshi Okubo, and Go Shiina, along with one contribution from Tomoko Tatsuta. Kakino incorporated elements of world music into her tracks to express nature and life, while sticking to the sound direction. [12] Shiina extensively used an arpeggiator for his tracks, which he found very enjoyable to use. [13] On May 27th, 2024, the game's 25th anniversary, a remastered release of Ace Combat 3's soundtrack was published on streaming platforms. [14]

Release

Namco announced Ace Combat 3: Electrosphere in August 1998. [15] The company remained quiet about the game, making minimal comments during that year's Tokyo Game Show. The company broke the silence in November, opening up a website and showing conceptual artwork to video game publications. [15] Only a single level and a select few aircraft were revealed. Namco announced it was slated for a release in the first half of 1999 in Japan. [15] A small sample of video footage from the game was presented in a bonus disc shipped out with the Japanese release of Ridge Racer Type 4. [16] Famitsu reported that the game was roughly 80% complete by January 1999. [17] After months of secrecy, Namco demonstrated Electrosphere at the 1999 Tokyo Game Show, presented alongside World Stadium 3, Dragon Valor , and the Dreamcast conversion of Soulcalibur , taking up most of the Namco's booth. [18] Ace Combat 3: Electrosphere was published on May 27, 1999 in Japan by Namco Inc.. [6] Its size forced it to be split across two discs, each containing 26 missions for a total of 52 missions. [3] Alongside a 26-page instruction manual, it contained a 30-page promotional booklet called the Ace Combat 3 Electrosphere - Portfolio Photosphere, which details the game's characters, aircraft, storyline, and other information regarding its fictional world. [19] Also released was Ace Combat 3: Electrosphere Direct Audio with AppenDisc (a portmanteau of 'appendix' and 'disc') which contained the full game soundtrack as well as supplemental story footage and a 'deadcopy' save file which could be used to access the Mission Simulator mode. [20] On December 7, 2000, it was re-released in Japan under the PlayStation the Best line of budget titles. [6]

For the North American release, Namco Hometek Inc. removed all characters and considerably altered the original story-line, keeping only the inter-corporate conflict intact. Electrosphere was released in Europe on January 21, 2000, [21] and in North America on March 7. [1]

Localization

Frognation, a Japanese dubbing company, was contracted to assist in production of the localization process. They contacted Agness Kaku, a translator known for her work on games such as Metal Gear Solid 2: Sons of Liberty and D2 , to help translate the game. She recalled doing a demo translation based on the original Japanese storyline, but because of funding being cut Namco America scrapped the translation entirely and chose to completely re-do the plot for overseas audiences; this included removing the multiple endings, branching story paths, and almost half of the missions. It was also slightly altered to fit onto a single disc. While an official reason was not given for the cut of funds, Kaku believes it was due to the game not selling as well as Namco hoped in Japan, which gave the American division little hope in it being successful either. [3] [22]

Namco presented the game at the 1999 Electronic Entertainment Expo (E3) exposition to mostly positive coverage. [23] Before the funding was cut for the translation, Namco had already begun advertising the game's interconnected storyline. [22] According to Kaku, when Namco stated that the American release would be heavily cut down and omit the original Japanese storyline, it was met with backlash from fans and publications, causing interest in the game to severely diminish when it was ready to ship. [22]

A text-only fan translation covering most of one of the game's five routes was uploaded to GameFAQS in June 2000. [24] In 2009, a fan-translation team called "Project NEMO" began work on a text-only English translation for all 52 missions, reaching completion in mid-2010. In December 2016, the same team published patches that translated the game's story. [25] An update was published on January 1st, 2024. [26]

In December 2021, a localization group called the "Load Word Team" translated the game in the Italian language. Later on May 27, 2023, the same team also completed translation to the English and Spanish languages.

Reception

The Japanese version received mostly positive reviews. Staff from Famitsu appreciated the game for its "overwhelming" graphics and deeper storyline, in addition to its realism. [6] An Official Czech PlayStation Magazine reviewer had a similar response, enjoying its futuristic approach, realistic graphics, and refined gameplay. [40] In an early preview, James Mielke of GameSpot commented that the game, while it was not as fun as Ace Combat 2, had the same ambitious design as R4: Ridge Racer Type 4 , with personality-driven cutscenes, sleek fighter craft designs, and detailed graphics. [41] Edge staff members highlighted its branching storyline, stating that it makes the game more involving and rewarding than its predecessors. [29]

By a drastic comparison, reviews for the North American and European releases were met with a much more mixed response. Because international versions had a significantly lower amount of content than in the Japanese version, reviewers showed confusion and disappointment towards the lack of missions and a proper storyline for diminishing the game as a whole. [37] [35] Mielke presented a radically different response to Electrosphere from his preview, writing that its removal of content from the Japanese version and linear approach made the game feel inferior to its predecessor Ace Combat 2. [35] NextGen 's Eric Bratcher agreed that without its branching level system and additional campaign, it felt boring to play and not nearly as refined as earlier Ace Combat games. [37] Mandip Sandhu of The Electric Playground showed disappointment towards the plot and bland cutscenes for creating a story that had little to no significance over the game itself. [31] Dean Evans of Official UK PlayStation Magazine said that it felt more like a PC flight simulator than an Ace Combat game, mockingly writing: "Namco prove that yes, it is possible to recreate PC-style flight sim graphics on the PlayStation. But, unfortunately, they forgot to include a game to go with them." [42] Not all reviewers expressed criticism over the game; Sam Bishop of IGN and Dr. Zombie of GamePro both praised the gameplay for being solid and energetic, [43] [lower-alpha 3] with Bishop in particular commenting that it "delivers the same action-packed air combat experience that you've come to expect from the series, and does it with an unmatched style and flair that's never over the top". [36] Jeuxvideo.com 's Kornifex said that it had the same refinement as Ace Combat 2, with a large selection of fighters and varied missions. [44]

Critics agreed that Electrosphere posed "gorgeous" graphics with plenty of detail. [42] [37] [44] [31] Bishop said it had an amazing sense of detail and proved to be one of the game's strong points. [36] Dr. Zombie and Mielke both agreed, [43] [35] with the former author in particular saying that it had a unique blend of realistic and arcade-esque graphics. [43] Mielke also liked the game's high production values. [35] Sandhu complemented its visuals for their high amount of detail, as did Kornifex and Evans. [44] [42] Reviewers also praised the game's control scheme for being responsive and easy to use, with Dr. Zombie specifically pointing out its realism to actual aircraft. [43] Kornifex also praised the game's usage of the PlayStation DualShock controller to great effect, namely with its rumble feature and smoothness. [44] Electrosphere's soundtrack, [36] [31] usage of instant replays, [36] [31] and considerable lack of slowdown [36] [43] were also the subject of praise. [31] Although Bratcher praised the graphical style and gameplay mechanics, he felt it ultimately fell short compared to its predecessors, writing that the game "has too many arcade elements to be a serious flight sim. Unfortunately, it's also too boring to be a great arcade-style dogfighter." [37] In another GamePro review, however, Lamchop said that the game "is not for the gamer who just wants to jump in and shoot things out of the sky. On the other hand, if you want to take a shot at handling a multition aircraft, this may be a flight booked for you." [45] [lower-alpha 4]

Commercially, the game under-performed, and was not as big of a hit as Namco hoped it would be. It was commercially unsuccessful in North America and pulled fewer units than previous entries. [4] [22] By 2008, Electrosphere had shipped 1.164 million units worldwide, barely surpassing Ace Combat 2's 1.092 million worldwide shipment. [46]

The game won the award for "Shooter" in both Editors' Choice and Readers' Choice at IGN's Best of 2000 Awards. [47]

Retrospective feedback

Ace Combat 3 has received better feedback in retrospect, with critics identifying its ambitious design and story. In celebration of the game's 20th anniversary in 2019, Game*Spark retrospectively compared the complex storyline of Electrosphere to that of Final Fantasy VII and Ridge Racer Type 4, praising its branching path system for having a meaningful, interesting impact on the plot as a whole. They also liked the game's futuristic atmosphere and theme, a drastic departure from other Ace Combat games. Game*Spark further stated that Electrosphere was one of the best and most unique games in the series, showing disappointment towards the lack of a modern digital release on platforms such as PlayStation Network. [5]

Sebastiano Pezzile, a writer for Player.it, reviewed the game in 2019 to commemorate the launch of Ace Combat 7: Skies Unknown . He compared its story and visual style to that of Neon Genesis Evangelion and Ghost in the Shell , enjoying its larger storyline for being far darker than its predecessors. While Pazille praised its Wipeout -influenced soundtrack, he was critical of the international version for being inferior to Air Combat and Ace Combat 2 from a content standpoint. [4] Writing for GameRevolution , Tyler Treese also expressed his disappointment in the game's international release, believing it made for one of the worst attempts at video game localization. [3]

Notes

  1. Japanese: エースコンバット3 エレクトロスフィア, Hepburn: Ēsu Konbatto Surī Erekutorosufia
  2. Two critics of Electronic Gaming Monthly gave the game each a score of 5.5/10, one gave it 7/10, and the other gave it 6/10.
  3. GamePro gave the game three 4/5 scores for graphics, control, and fun factor, and 3.5/5 for sound in one review.
  4. GamePro gave the game two 3.5/5 scores for graphics and sound, and two 4/5 scores for control and fun factor in another review.

Related Research Articles

<i>Ace Combat 04: Shattered Skies</i> 2001 combat flight simulation video game

Ace Combat 04: Shattered Skies is a 2001 combat flight simulation video game developed and published by Namco for the PlayStation 2. It is the fourth entry in the Ace Combat series and the first in the series to be released for the PlayStation 2. The game's plot, set in a fictional alternate universe where Earth has been ravaged by asteroid impacts, follows the player character "Mobius 1", a fighter pilot in a multinational military coalition who spearheads the liberation of the fictional continent of Usea from the expansionist country of Erusea.

Ace Combat is an arcade-style combat flight simulation video game series by Project Aces, an internal development team of Bandai Namco Entertainment, formerly Namco. Debuting in 1995 with Air Combat for the PlayStation, the series includes eight mainline installments, multiple spin-offs, and other forms of media, such as novels, model kits, and soundtrack albums. Since 2012, the series has been developed primarily by Bandai Namco Studios through its internal development group, Project Aces.

<i>Tekken Tag Tournament</i> 1999 fighting video game

Tekken Tag Tournament is a 1999 fighting game and the fourth installment in the Tekken series. Not canon to the main storyline, Tekken Tag Tournament features nearly all the characters in the previous Tekken games and introduces a two-on-two 'tag team' battle mechanic. It was released as an arcade game, before becoming a North American and European launch title for the PlayStation 2 in 2000. The arcade version ran on the same Namco System 12 board with a 32-bit engine as Tekken 3, while the ported home console version received upgraded graphics.

<i>Mr. Driller</i> Video game series

Mr. Driller is a puzzle video game franchise created by Yasuhito Nagaoka and Hideo Yoshizawa for Namco. The eponymous first game was released in 1999 for arcades and several home consoles, such as the PlayStation. Gameplay in the series consists of controlling Susumu Hori, the titular Mr. Driller, or one of his friends and destroying colorful formations of blocks to make it to the bottom of a well. In order to survive, players need to collect air capsules to replenish their depleting oxygen and avoid being crushed by falling blocks.

<i>Ace Combat 5: The Unsung War</i> 2004 video game

Ace Combat 5: The Unsung War is a 2004 combat flight simulation video game by Namco for the PlayStation 2. The game was developed by Project Aces, an internal Namco studio credited with the development of the Ace Combat series. A limited number of the games were bundled with the Hori Flightstick 2 accessory.

<i>Star Fox: Assault</i> 2005 video game

Star Fox: Assault is a 2005 third-person shooter game developed by Namco and published by Nintendo for the GameCube. It is the fourth released title in the Star Fox series. The game was released on 15 February 2005 in North America, on 24 February 2005 in Japan, on 29 April 2005 in Europe, and on 16 June 2005 in Australia.

<i>Ace Combat 2</i> 1997 video game

Ace Combat 2 is a 1997 combat flight simulation video game developed and published by Namco for the PlayStation. It is the sequel to Air Combat and the second in the Ace Combat franchise. The player controls one of 24 different fighter jets through 21 different missions with certain objectives to fulfill, such as protecting a base from enemy fire, intercepting a squadron of enemies, or taking down an aircraft carrier.

<i>Air Combat</i> 1995 video game

Air Combat is a 1995 combat flight simulation video game developed and published by Namco for the PlayStation, and the first title of the Ace Combat franchise. Players control an aircraft and are tasked with completing a series of missions, with objectives ranging from destroying formations of enemies to protecting a specific target from enemy fire. Missions award money that is used to purchase new fighter aircraft, each with its own unique weapons and strengths.

<i>Incoming</i> (1998 video game) 1998 video game

Incoming is a 3D shooter video game developed and published by Rage Software. The game was first released for Microsoft Windows in mid-1998, and was followed by a Dreamcast version, which was released in Japan on December 17, 1998, in Europe on October 14, 1999, and in North America on September 15, 1999. Set in the near-future of 2009, the game primarily revolves around controlling vehicles and turrets to fight alien invaders of Earth in one of the campaign modes, the arcade mode, and with or against another player. Some levels include brief real-time strategy segments.

<i>Ace Combat Zero: The Belkan War</i> 2006 video game developed by Namco

Ace Combat Zero: The Belkan War is a 2006 combat flight simulation video game developed and published by Namco for the PlayStation 2. Part of the Ace Combat series, the game was first released outside of Japan by the newly formed Namco Bandai Games. Set in the Ace Combat series' fictional universe of Strangereal, the game's story takes place before the events of most other entries in the series, and follows the actions of "Galm Team", a mercenary fighter squadron led by the player character "Cipher", as they fight to repel an enemy invasion during the titular Belkan War, a World War II-esque conflict that was mentioned but not elaborated upon in previous entries.

<i>Xevious 3D/G</i> 1997 video game

Xevious 3D/G is a 1996 vertically scrolling shooter arcade video game developed and published by Namco. The eighth entry in the Xevious series, it combines 2D-based gameplay with 3D gouraud-shaded polygon graphics. Players control the Solvalou starship in its mission to destroy a rogue supercomputer named GAMP and the Xevian Forces, using two basic weapon types - an air zapper to destroy air targets, and a blaster bomb to destroy ground targets. The game also features destructive power-ups, new bosses, and two player simultaneous play.

<i>Ace Combat Advance</i> 2005 video game

Ace Combat Advance is a 2005 combat flight simulation video game in the Ace Combat series. Developed by Hungarian studio Humansoft, it is the first entry in the series released on a handheld game console and the first 2D entry in the series. Unlike other Ace Combat games, Advance was not released in Japan. It received mixed reviews from critics.

<i>Street Fighter EX3</i> 2000 video game

Street Fighter EX3 is a 2D head-to-head fighting game with 3D graphics, developed by Arika and published by Capcom. It is the third and final console installment in the Street Fighter EX series. The game was first released on March 4, 2000 in Japan and on October 26, 2000 in North America as a launch title exclusively for the PlayStation 2, making it the first game in the Street Fighter series to be released on the console. It was subsequently released in Europe on March 2, 2001.

<i>Muscle March</i> 2009 video game

Muscle March, known in Japan as Muscle Kōshinkyoku, is an action game developed and published by Namco Bandai Games for the Wii through the WiiWare service. It was released in Japan in 2009, and in North America and the PAL region in 2010. Players control one of seven different bodybuilders and try to catch a thief that has stolen their bodybuilding friends' tub of protein powder. Its gameplay is similar to Hole In The Wall, where players use the Wiimote and Nunchuck to perform specific bodybuilder poses to pass through corresponding holes in walls left by the thief.

<i>Ace Combat Xi: Skies of Incursion</i> 2009 video game

Ace Combat Xi: Skies of Incursion was a 2009 combat flight simulation video game developed and published by Namco Bandai Games for iOS.

<i>Ace Combat: Joint Assault</i> 2010 video game

Ace Combat: Joint Assault is a 2010 combat flight simulation video game developed by Project Aces and Access Games and published by Namco Bandai Games for the PlayStation Portable. It is the second in the Ace Combat franchise to be released for the PlayStation Portable and the fourth for a portable platform. It is also the first game in the franchise to be set in the real world.

<i>Ace Combat: Assault Horizon</i> 2011 video game

Ace Combat: Assault Horizon is a spin-off installment of the Ace Combat flight simulation video game series. It was developed by Project Aces and published by Bandai Namco Games for the PlayStation 3 and Xbox 360 platforms in October 2011. The game was later released on Microsoft Windows in January 2013 through Steam and Games for Windows – Live, with the latter notably being the final retail release for the platform shortly before its discontinuation. The title has also been removed from Steam listings.

<i>Ace Combat 7: Skies Unknown</i> 2019 video game

Ace Combat 7: Skies Unknown is a 2019 combat flight simulation game by Bandai Namco Entertainment. The first new entry in the Ace Combat series since 2014's Ace Combat Infinity, the game was released for PlayStation 4 and Xbox One in January 2019, and for Windows in February 2019. A Nintendo Switch port was released in July 2024.

<i>Star Ixiom</i> 1999 video game

Star Ixiom is a 3D space combat simulator video game developed and released by Namco in 1999 for the PlayStation. It is the sequel to the 1985 Family Computer game Star Luster, which was Namco's first original game for home consoles. In the game, the player controls one of seven ships in their mission to wipe out an alien race threatening the galaxy. Gameplay revolves around clearing missions to progress further, such as destroying a certain fleet of enemies or protecting a space station from enemy fire.

<i>Mr. Driller</i> (video game) 1999 video game

Mr. Driller is a 1999 puzzle arcade game developed and published by Namco. Versions for the PlayStation, Dreamcast, Microsoft Windows, Game Boy Color, WonderSwan Color, mobile phones, and iOS were also released. Controlling Susumu Hori, the titular "Mr. Driller", the player must dig their way to the bottom of the screen by destroying colored blocks that litter the playfield. Blocks will be cleared if four or more are touching each other, which can be used to cause chain reactions. Susumu has a constantly-depleting oxygen meter that can be refilled by collecting air capsules found throughout stages.

References

  1. 1 2 IGN staff (March 7, 2000). "The Games of March". IGN . Ziff Davis. Archived from the original on May 13, 2023. Retrieved November 25, 2023.
  2. 1 2 Ace Combat 3: Electrosphere instruction manual. Namco Hometek. March 7, 2000.
  3. 1 2 3 4 Treese, Tyler (May 21, 2023). "Ace Combat Games Ranked From Best to Worst". GameRevolution . Evolve Media. Archived from the original on May 26, 2023. Retrieved November 25, 2023.
  4. 1 2 3 Pezzile, Sebastiano (February 1, 2019). "Ace Combat 3: l'Evangelion che nessuno conosce". Player.it (in Italian). Archived from the original on August 18, 2020. Retrieved August 18, 2020.
  5. 1 2 "『エースコンバット3 エレクトロスフィア』発売20周年!フライトSTGに本格SFストーリーを導入し物議を醸した異色作に迫る【特集】". Game*Spark (in Japanese). Japan: IID, Inc. June 1, 2019. Archived from the original on June 16, 2019. Retrieved March 18, 2020.
  6. 1 2 3 4 5 "プレイステーション - エースコンバット3 エレクトロスフィア". Famitsu (in Japanese). Vol. 915. Kadokawa Corporation. June 30, 2006. p. 20. Archived from the original on March 18, 2020. Retrieved March 18, 2020.
  7. Ace Combat Fan (March 2, 2017). Ace Combat 3's True Ending - All Paths . Retrieved August 24, 2024 via YouTube.
  8. 1 2 3 4 Elston, Brett (April 4, 2007). "Ace Combat 6: Fires of Liberation (Page 3)". GamesRadar+ . Future plc. Archived from the original on December 19, 2020. Retrieved December 19, 2020.
  9. 1 2 3 4 5 6 7 "ACECOMBAT3 electrosphere" (in Japanese). Bandai Namco Entertainment. May 1999. Archived from the original on June 7, 2019. Retrieved March 28, 2020.
  10. Murakami, Munjo (March 4, 2016). "「ナムコ遺伝子」を継ぐ者が大集結! 30年前の受付ロボ復活劇". ITMedia (in Japanese). Archived from the original on December 28, 2019. Retrieved July 26, 2020.
  11. Greening, Chris (August 1, 2012). "Ace Combat 3 -Electrosphere- Original Soundtrack". VGM Online.
  12. ACE COMBAT 3 ELECTROSPHERE : DIRECT AUDIO (CD) (in Japanese). August 26, 1999.
  13. "Interview with Go Shiina (November 2009)". Square Enix Music Online. November 2009. Retrieved December 2, 2009.
  14. "「ACE COMBAT 3」サウンドトラック 新規マスタリング音源で配信! – gamemusic.bn-ent.net". Bandai Namco Game Music(バンダイナムコゲームミュージック). Retrieved August 20, 2024.
  15. 1 2 3 IGN staff (November 19, 1998). "First Look: Ace Combat 3". IGN. Ziff Davis. Archived from the original on March 18, 2020. Retrieved March 18, 2020.
  16. IGN staff (December 3, 1998). "Combat Footage". IGN. Ziff Davis. Archived from the original on March 18, 2020. Retrieved March 18, 2020.
  17. IGN staff (January 21, 1999). "An Ace of a View". IGN. Ziff Davis. Archived from the original on May 24, 2018. Retrieved March 18, 2020.
  18. IGN staff (March 22, 1999). "TGS: Namco's Offering". IGN. Ziff Davis. Archived from the original on March 18, 2020. Retrieved March 18, 2020.
  19. Testowy (December 8, 2008). "『 Ace Combat 3: Electrosphere / エースコンバット3 エレクトロスフィア 』". Tesowy Blog (in Japanese). Archived from the original on April 27, 2020. Retrieved April 27, 2020.
  20. Dragonspikexiii (September 12, 2009). "Direct Audio with AppenDisc (overview)". USEA Today. Retrieved October 8, 2024.
  21. "Ace Combat 3". Sony Computer Entertainment Europe . Archived from the original on December 19, 2008. Retrieved March 18, 2020.
  22. 1 2 3 4 Kaku, Agness (2004). "Commercial Writing - Ace Combat 3: Electrosphere". Hibernium. Archived from the original on October 13, 2004. Retrieved March 18, 2020.
  23. Harris, Craig (November 16, 1999). "Ace Combat 3 (Preview)". IGN. Ziff Davis. Archived from the original on March 18, 2020. Retrieved March 18, 2020.
  24. Jerng, Henry (June 13, 1999). "Ace Combat 3: Electrosphere - Search Engine Info and Missions". GameFAQS . Fandom. Archived from the original on November 17, 2023. Retrieved November 25, 2023.
  25. DragonSpikeXIII (December 14, 2016). "AC3e IE Discs 2/2 《 Heaven and Earth 》". USEA Today. Archived from the original on November 17, 2023. Retrieved November 25, 2023.
  26. DragonSpikeXIII (July 13, 2023). "Wanna play a game of Simon Says?". Archived from the original on July 15, 2023. Retrieved November 25, 2023.
  27. "Ace Combat 3: Electrosphere for PlayStation". GameRankings . CBS Interactive. Archived from the original on May 1, 2019. Retrieved November 25, 2023.
  28. Kanarick, Mark. "Ace Combat 3: Electrosphere - Review". AllGame . All Media Network. Archived from the original on November 15, 2014. Retrieved November 25, 2023.
  29. 1 2 Edge staff (August 1999). "Ace Combat 3 Electrosphere [JP Import]" (PDF). Edge . No. 74. Future Publishing. p. 84. Archived (PDF) from the original on July 10, 2023. Retrieved November 25, 2023.
  30. Boyer, Crispin; Hager, Dean; Davison, John; Smith, Shawn (April 2000). "Ace Combat 3 [Electrosphere]" (PDF). Electronic Gaming Monthly . No. 129. Ziff Davis. p. 162. Archived (PDF) from the original on November 5, 2022. Retrieved November 26, 2023.
  31. 1 2 3 4 5 6 Sandhu, Mandip (July 17, 2000). "Ace Combat 3 [Electrosphere]". The Electric Playground . Greedy Productions Ltd. Archived from the original on March 18, 2002. Retrieved November 25, 2023.
  32. "Ace Combat 3: Electrosphere". Game Informer . No. 85. FuncoLand. May 2000.
  33. Boor, Jay (March 10, 2000). "REVIEW for Ace Combat 3: Electrosphere". GameFan . Shinno Media. Archived from the original on June 19, 2000. Retrieved November 26, 2023.
  34. Rodriguez, Tyrone "Cerberus" (August 1999). "Ace Combat 3: Electrosphere [JP Import]". GameFan. Vol. 7, no. 8. Shinno Media. p. 74. Retrieved November 26, 2023.
  35. 1 2 3 4 5 Mielke, James (June 22, 1999). "Ace Combat 3: Electrosphere Review [JP Import]". GameSpot . Fandom. Archived from the original on December 9, 2004. Retrieved November 25, 2023.
  36. 1 2 3 4 5 6 Bishop, Sam (March 13, 2000). "Ace Combat 3 [Electrosphere]". IGN. Ziff Davis. Archived from the original on September 28, 2023. Retrieved November 25, 2023.
  37. 1 2 3 4 5 Bratcher, Eric (April 2000). "Ace Combat 3 [Electrosphere]". NextGen . No. 64. Imagine Media. p. 90. Retrieved November 25, 2023.
  38. Rybicki, Joe (April 2000). "Ace Combat 3 [Electrosphere]". Official U.S. PlayStation Magazine . Vol. 3, no. 7. Ziff Davis. p. 92. Retrieved November 26, 2023.
  39. Soropos, George (February 5, 2000). "Ace Combat 3 - Electrosphere". The Sydney Morning Herald . Fairfax Media. Archived from the original on October 1, 2000. Retrieved March 27, 2022.
  40. "Let A Boj". Official Czech PlayStation Magazine (in Czech). No. 14. Czechoslovakia: Art Consulting, Inc. July 1999. p. 10. Retrieved March 18, 2020.
  41. Mielke, James (June 2, 1999). "Hands-on Ace Combat 3: Electrosphere". GameSpot. Fandom. Archived from the original on October 13, 1999. Retrieved November 25, 2023.
  42. 1 2 3 Evans, Dean (February 2000). "Ace Combat 3: Electrosphere". Official UK PlayStation Magazine . No. 55. Future Publishing. p. 108. Retrieved August 21, 2019.
  43. 1 2 3 4 5 Dr. Zombie (March 22, 2000). "Ace Combat 3: Electrosphere Review for PlayStation". GamePro . IDG. Archived from the original on March 15, 2004. Retrieved August 21, 2019.
  44. 1 2 3 4 Kornifex (March 22, 2000). "Test : Ace Combat 3". Jeuxvideo.com (in French). Webedia. Archived from the original on September 28, 2023. Retrieved November 25, 2023.
  45. Lamchop (April 2000). "Ace Combat 3: Electrosphere" (PDF). GamePro. No. 139. IDG. p. 98. Archived (PDF) from the original on November 6, 2023. Retrieved November 25, 2023.
  46. Ichinoya, Hiroyuki (January 30, 2008). "『エースコンバット』シリーズ全世界累計1,000万本突破!" [The cumulative worldwide sales total of the "Ace Combat" series exceeds 10,000,000 units!]. Bandai Namco Games (in Japanese). Archived from the original on March 11, 2020. Retrieved January 25, 2021.
  47. IGN staff (January 30, 2001). "PSX Best of 2000: Shooter". IGN. Snowball.com. Archived from the original on April 17, 2001. Retrieved November 26, 2023.