Board Thread:General Discussion/@comment-120.164.47.13-20141212073358/@comment-1824272-20141231060938

@Masseffect7 Keiki Kobayashi is no longer a member of Bandai Namco. In the future, if his services are ever requested for Ace Combat, he will have to be hired in a similar way that Bone Arrow Squadron was hired for missions 1-5. The composers of Assault Horizon were mainly Keiki Kobayashi, Hiroshi Okubo, and Rio Hamamoto. Kobayashi's work was mostly on cutscenes and the briefings, but he did the mission BGM for the prologue mission and the entire Akula mission.

As far as the counter-maneuver system works, I honestly did not mind the Close Range Assault mechanic from Assault Horizon. I was a part of the very few who was at least a little disappointed when Kono announced that it wasn't going to be in Infinity. My main gripe was that it was forced on the player in AH in some sequences, and its inclusion resulted in a terrible experience fighting outside of DFM which got improved heavily in Infinity. But if DFM was still in, and very much optional, I wouldn't have complained.

Please be advised, Masseffect7, that you should not base any claims on information you may be incorrect on. Ace Combat 6: Fires of Liberation sold 700,000 copies in its recorded history, and Assault Horizon sold over 1 million copies. The PS2 games sold very well in relation, but all of these games have sold equally as well. Please don't claim that the gameplay of the PS2 games is preferred just because they sold and the new games including such mechanics didn't; that's a blatant lie.

In fact, the maneuver system was very well received in The Sky Crawlers: Innocent Aces and Ace Combat: Assault Horizon Legacy (they had essentially the same mechanic). Tons of people liked it.

Personally, though, I'm fine with more games just using the Infinity engine over anything else. No new engine needs to be made; Infinity's gameplay is some of the strongest I've seen in the series.