Mon 21 May 2007
9:11 pm
Namco Bandai released new details about the Ace Combat 6: Fires of Liberation, currently in development for Xbox 360. Up to this point, each new installment has lived up to fans expectations and now that the franchise is entering next-gen territory, the developers are planning to up the ante.
Eye candy ftw! |
If you guessed “eye-candy”, you’d only be half right. Ace Combat 6 isn’t just going to tingle those optic nerve centers, it’s going to reach out and constantly test your sense of tactical prowess. Expect non-stop, intense action that’s going to make Crimson Skies look like a junior grade flight simulation.
Enter the Dynamic Operation System feature, a new feature that will allow you to control ground, air and sea units at any time. Namco Bandai is going for the effect in which you’ll be able to experience what it’s like to be engaged in a battle on multiple fronts. Players can be faced with six distinct operations all at once. Just when you’ve managed to complete one operation, another battle won’t be too far behind… it’s non-stop. After each operation is cleared, the situation of the battle dynamically changes according to the tactical order the player chooses to take on each operation. To win the mission and move forward in the game, a certain number of operations must be cleared.
Here’s a few examples of the Dynamic Operations System:
- When an enemies’ power facility gets destroyed, their power supply is diminished, leaving them vulnerable and unable to counterattack.
- When an operation to help a friend’s helicopter, carrying ground forces, lands in an enemies’ airport, succeeds, the airport becomes available for players and their allied assault forces to refill and change their weapons or recover from damage there. Takeoff and landing can be done at this airport in the middle of battle without changing maps.
- When an operation to guard a very important aircraft that houses strong radars and computers, succeeds, the fighting strength of the player’s and the adjacent friend’s units increase, giving players an advantage in their next operation.
It’s important to note that player will have the freedom to tactically choose the order of which of the above operations to engage in. The outcome of each operation will have an impact on other surrounding operations.
All this sounds really great on paper; enough that it’s certainly piqued my interest. Looks like I’ll be picking this up on day one.


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