For thirty years, the Ace Combat franchise has asked players to find meaning in the sky — in speed, in sacrifice, and in the strange poetry of aerial combat. Now, with 'Wings of Theve,' Project Aces reaches toward its most ambitious expression yet: a campaign larger than any before it, a restructured vision of how pilots fight together online, and new mechanics that ask players not merely to aim, but to think in systems. It is the kind of moment a long-running series arrives at when it trusts both its history and its hunger to grow.
Ace Combat 8 Promises Franchise's Largest Campaign With New Combat Systems
Explosions can trigger chain reactions to destroy surrounding targets.
So they're saying this campaign is bigger than ACE COMBAT 3, which had multiple branching paths. How do you pack more content into a linear story?
More missions, more cutscenes, more cinematics overall. It's not about the structure being branching—it's about the sheer volume of content they're delivering in a single playthrough.
But we should note that "more content" is their claim. We don't have independent verification of exact mission counts or runtime comparisons. It's a developer statement, not a third-party measurement.
The Electronic Warfare Aircraft role sounds like a support class. Is that going to feel like a real option or just a gimmick?
It's built into the campaign design. If you assign a squadron member to fly one, you get the benefits yourself. So it's not optional—it's a tactical choice the game is built around.
Right, but we only have Kono's explanation and a hands-on demo. We don't know how it actually feels in practice across the full campaign, or whether players will find it genuinely useful or just a box to check.
They're running online as a live service. That's become standard, but it also means the game could change significantly after launch.
They're being explicit about listening to player feedback and adding content based on what people want. Superweapons are already flagged as something they'll expand.
The risk is that "live service" can mean anything from meaningful seasonal content to abandoned servers. We're taking them at their word about commitment, but the proof will be in what actually ships and how long they support it.
Why is Tasha getting so much attention? Is she just a character in the story?
She's a new character, and apparently her design—her personality, her outfit, how she wears military gear—happened to hit something culturally resonant right now. The team spent longer refining her than any other character.
That's interesting, but it's also worth noting that character popularity online doesn't necessarily predict how she'll land with the broader player base once the game ships. The demo crowd and social media are not always representative.
The chain explosion system sounds like it could make combat feel really different.
It's a complete overhaul of how damage calculations work. Instead of precise hitbox targeting, you get dynamic destruction where one explosion can trigger others. Kono said he couldn't clear a mission until he learned to use the new systems properly.
That's one person's experience with one mission. We don't have data on how this plays across difficulty levels, whether it makes the game easier or harder overall, or how it changes the skill ceiling for experienced players.
El Pulso
- Ace Combat 8 is staking its reputation on scale — more missions, more cutscenes, and more cinematic weight than even the beloved 1999 branching epic that defined the franchise's storytelling ambitions.
- A new Electronic Warfare Aircraft class disrupts the familiar rhythm of combat, shifting part of the battlefield from direct firepower to amplification and support — a quiet revolution in how players think about their squadron.
- The chain explosion system tears apart the old precision-hitbox model, letting destruction ripple outward in cascading reactions that make every engagement feel less surgical and more alive.
- Online play is being built as its own living ecosystem — cooperative PvE and team PvP running as a live service, shaped over time by the players who inhabit it rather than fixed at launch.
- Tutorials woven into the opening missions and a dedicated training mode signal a deliberate effort to open the cockpit to an entirely new generation, without asking veterans to slow down.
For thirty years, the Ace Combat franchise has asked players to find meaning in the sky — in speed, in sacrifice, and in the strange poetry of aerial combat. Now, with 'Wings of Theve,' Project Aces reaches toward its most ambitious expression yet: a campaign larger than any before it, a restructured vision of how pilots fight together online, and new mechanics that ask players not merely to aim, but to think in systems. It is the kind of moment a long-running series arrives at when it trusts both its history and its hunger to grow.
Project Aces is building the largest campaign in Ace Combat's thirty-year history. 'Ace Combat 8: Wings of Theve' surpasses even the 1999 branching classic 'ACE COMBAT 3 electrosphere' in sheer volume of missions, cutscenes, and cinematics — all while following a single linear story. Brand Director Kazutoki Kono confirmed the scope during a group interview at a Bilibili event in Shanghai, where he was visiting China for the first time to promote the title.
The game restructures how aircraft roles function. Alongside the familiar Fighter, Attacker, and Multirole categories, a fourth class arrives: Electronic Warfare Aircraft. These planes forgo direct damage in favor of special weapons that boost the attack power of nearby allies — including the player, if a squadron member is assigned to one. Weapon loadouts remain customizable mid-mission, giving players room to adapt their approach on the fly.
Online play exists as its own separate world, deliberately kept apart from the campaign. At launch it offers cooperative PvE missions against AI opponents and team-based PvP between rival squads. Kono described it as a live service that will grow through post-launch content additions shaped by player feedback, with superweapons like the large transport aircraft and land battleship among the elements earmarked for expansion.
A new fictional stealth fighter, the FA-36 Game, debuted at the Shanghai event — a tailless, thrust-vectoring design that evolved from a craft seen in the 1999 title, and one that immediately captured the attention of longtime fans.
Combat itself has been fundamentally revised. The old system demanded precise strikes on specific hitboxes; the new chain explosion mechanic allows detonations near — but not exactly on — a target to still deal damage, and a single blast can cascade into the destruction of nearby enemies. Kono admitted he struggled with one mission until he learned to combine special weapons with wingman commands, after which the difficulty collapsed. On higher settings, mastering these interlocking systems becomes essential rather than optional.
To welcome newcomers to a thirty-year franchise, the studio embedded tutorials organically into the prologue and first two missions, letting players absorb information through character dialogue rather than interruption. A separate training mode exists for those approaching the series fresh.
The game also includes 'ACE COMBAT ZERO' as a gift bundled with purchase — never to be sold separately. A new character named Tasha has generated unexpected enthusiasm, surprising even Kono, who counts himself a fan of a different character. Her design went through the longest refinement process of any character in the game, earning her the internal nickname of 'the most expensive character.' Kono credited her popularity to a combination of personality, distinctive style, and a look that happened to resonate with current trends. After three decades, the franchise is betting that its biggest chapter yet can feel both familiar and genuinely new.
Project Aces is building the largest campaign in Ace Combat's three-decade history. The studio's latest numbered entry, 'Ace Combat 8: Wings of Theve,' expands beyond what even 'ACE COMBAT 3 electrosphere'—the 1999 game known for its branching routes and multiple endings—managed to deliver. Despite following a linear story, the new game packs more campaign missions, cutscenes, and cinematics than any predecessor. Brand Director Kazutoki Kono, visiting China for the first time to promote the title, confirmed this scope during a group interview following a hands-on demonstration at a Bilibili event in Shanghai on September 3.
The game introduces a restructured approach to aircraft roles. Where previous entries offered Fighter, Attacker, and Multirole categories, Ace Combat 8 adds a fourth classification: Electronic Warfare Aircraft. These operate on a different principle than their counterparts. Rather than dealing direct damage, they deploy special weapons that amplify the attack power of allied aircraft within a certain range. In campaign missions, if a player directs a squadron member to pilot an Electronic Warfare Aircraft, the player benefits from that support as well. Each aircraft type can be further customized through weapon loadouts, allowing players to adjust their characteristics mid-mission.
Online play occupies a fundamentally different space from the campaign. The two modes operate independently, with no plans to merge them into a cooperative experience. Instead, online play launches with two main structures: cooperative PvE missions where players team up against AI opponents, and team-based PvP where two squads face off. Kono emphasized that online play will run as a live service after release, with new content added based on player feedback and engagement. Superweapons—including the large transport aircraft and land battleship already demonstrated—represent one key element the team plans to expand over time.
A new fictional stealth fighter, the FA-36 Game, made its debut at the Shanghai event. The aircraft features a tailless design and 3D thrust vectoring nozzles, representing a significantly more detailed evolution of a similar craft that appeared in the 1999 title. The reveal generated immediate interest from the community, particularly among longtime players familiar with the franchise's history.
Combat itself has undergone substantial revision. The most significant change involves a new chain explosion system that fundamentally alters how destruction works. In previous Ace Combat games, players had to strike precise hitboxes on targets to inflict damage. Ace Combat 8 allows explosions occurring slightly outside designated impact zones to still deal damage, and a single detonation can trigger chain reactions that destroy nearby targets. This creates what Kono described as much more dynamic destruction than before. Beyond chain reactions, players gain access to a system for deploying two types of special weapons and enhanced wingman commands. Kono shared that he initially struggled to clear a particular mission until he properly combined special weapons with wingman tactics, after which the challenge became significantly more manageable. On higher difficulties, mastering these new mechanics becomes essential.
The studio has prepared extensive tutorials to lower the barrier to entry for players new to the franchise. The prologue through Mission 2 is structured to let players naturally absorb necessary information while engaging with character dialogue. A separate training mode exists for those approaching the series for the first time. Kono noted that during the hands-on demo, players appeared intensely focused—so absorbed in gameplay that their faces showed little expression, which he initially worried about until they explained their concentration.
The game also ships with 'ACE COMBAT ZERO' as a bonus included with purchase. Kono confirmed this title will not be sold separately; it exists exclusively as a gift to players who buy Ace Combat 8. A new character named Tasha has drawn significant attention since her reveal, surprising even Kono, who described himself as being on 'Team Kate Evans.' Tasha's design began relatively early in development under a different artist and took the longest to finalize. The development team internally jokes about her being 'the most expensive character' because of how extensively she was refined. Kono attributed her unexpected popularity to elements like her personality, outfit, and distinctive approach to military fashion, which happened to align with current trends.
The franchise spans over three decades, and Kono has been with the series throughout that entire span. He emphasized that Ace Combat 8 contains features and elements designed to feel fresh even to longtime fans while remaining accessible to newcomers. The game represents a substantial evolution in how the series approaches both single-player narrative and online community engagement.
Citas Notables
While the story of Ace Combat 8 is linear, it boasts a larger volume of content than ACE COMBAT 3 electrosphere in many ways.— Kazutoki Kono, Brand Director
Online play will be operated as a live service. We plan to grow it moving forward while listening to player requests and feedback.— Kazutoki Kono, Brand Director