Client: Namco / Agency:
Frognation / Circa: 1999
How not to save money
AC3: Electrosphere,
the third installment of the successful Namco franchise, is a FPS/flight-sim-action
set against a sweeping backdrop of intense corporate warfare (yes, WAY
too many people read Gibson) in a bright, high-tech and trigger-happy
future.
I was brought in to do a demo translation of a story chapter by people
who were supposedly contracted to write the screenplay. Soon after, Namco
decided to lighten the budget by ditching much or all of the plot content
for the non-Japanese release.
For whatever reason (though my admittedly biased view is that cutting
the story didn't help), AC3 didn't make quite the splash that a release
of its size should have. All the pre-localization hype surrounding the
massive storyline turned into a chorus of boos and then fading grouses
when the change was announced, which meant that there wasn't a lot of
interest left when the title was finally ready to ship. A shame, really,
since gamers who did play it almost universally praised it and it won
a respectable number of "Player's Choice" distinctions.
