Board Thread:General Discussion/@comment-4196571-20140131204347/@comment-25372493-20190919212330

RythusOmega wrote: From my POV NFSRacer, i in fact did brainstormed at the same aspect at trying to recreate AC3 in UE4 for example, i worked mostly with 3D Modeling from my modding days, but with time and stuff, mostly lack of knowledge, didn't moved things forward mostly due like you said, demands time, promoting results in pressure generation, making you going nuts, and also you won't be able to give a half-assed product. now about BNEI "shot down" the AC3 remake idea, they didn't shot it in fact. more that they are interresing at making it, like a whole re-interpretation of the OG concept. of course that this project are still begin brainstormed by them on the whiteboard, but seen by the Canon AC3 tie-ins in AC7, they will probably try to rewrite his story in a retcon.

Honestly, a retcon I feel is the most possible direction Bandai-Namco and Project Aces may go, and I'm perfectly okay with that. But, touching to a similar situation with the Star Wars expanded universe, there will always be those older titles that I'd love to see remade and Ace Combat 3 would always be one of those for me. I'm certain I'm not the only one in this mentality. Either way, I'm not saying it should remain canon. Far from it, considering AC3's story was all a simulation. Instead, a fan remake would actually allow the fans to take things into their hands without Bandai-Namco or even Project Aces even needing to lift a finger! Hell, Project Nemo (as far as I understand) was one such situation where this was beneficial! Over all, I still feel like a fan remake is the best option since it appears that Project Aces may not bother with a remake. At least...At current, anyway.

Over all, if nothing else, I know there's at least one level of the game that's in zero-G, and from what I understand, the devs had a hard time tackling that. All things considered, I may try to attempt it as a mod for a game like FreeSpace 2, considering that game has branching arches that seem to work in a similar instance to what players get in AC3 (if you want to see what I mean, look for Blue Planet: War in Heaven, Battlestar Galactica: Diaspora, or even the base game). Plus, on top of that, since the game is made as a space combat sim, it'll (hopefully) alleviate the need to work on a zero-G system for the game to start with. At least...On paper, anyway. May toy with it with time and see if it develops from there...