Welcome to Dev Game Club, where this week we continue our series on Capcom's 2001 Japanese GBA title/2005 US DS title Phoenix Wright: Ace Attorney. We revisit the history just a bit before diving into this next case, talking about "detectiving" and adventure game tropes (and how/whether they work here), as well as various ways in which the game pushes its mechanics before turning to feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
Issues covered: a bit of correction and elaboration, the cost or lack thereof of pressing, the kid with no respect for the law, quick case recap, a slight change in structure, wondering whether Phoenix was defending a murderer, the personal stake in the case, demanding a lot of the legal system, growing the space you investigate, expanding into a detection game, deductions that are there to confound you, tricking the player, having to revisit places just to move characters, rebuilding logic after the fact, being thrown off by details that turn out to be meaningless, wanting fast travel, having clear ideas of what should happen in the game and not knowing what to do to trigger them, text adventure hold-overs, hesitating to change genre design, expanding the use of "evidence," stretching the interface, audio and visual upgrades, the arguments for remasters vs remakes, the high quality music, adding motion graphics in this case, feeling more engaged in the investigation mechanics, using a small amount of character animation budget to good effect, the slide mechanic in areas, missing support for a second stick, good moments with Edgeworth, adversarial legal systems, wanting the truth, adding S-Rank, why did we even go there?, how much we don't know about the legal system, lawyer's badges, more about the sexism, future supernatural stuff, Tim is possessed by the spirit of his wife, being conditioned to apologize for systemic issues, localization issues with various places, generally trying to abide to cultural sensitivity, questions of centrality, wanting to have the conversation and pushback, getting pushback in concept and pushing back yourself, censorship vs companies and creators, the difficulty as a creator of having your work looked at, curating how games are made, shouting into your DS, pronouncing names properly, AllThoseWhoWander.org, Tim's small trip.
Games, people, and influences mentioned or discussed: Portopia Serial Murder Case, Yuji Horii, Dragon Quest, Chrono Trigger, YU-NO: A Girl Who Chants Love at the Border of this World, Wolverine, Angela Lansbury, Murder She Wrote, Hotel Dusk, Trauma Center, Matlock, Sherlock Holmes, Capcom, GBC/GBA/DS, Ben "from Iowa" Zaugg, SamSpot, Kingdom Hearts, Gran Turismo, Sherlock Holmes Consulting Detective, Dagur Danielsson, Persona 4/5, Edwin, Matt A, The Muppets, Shaun, 8-4 Play podcast, Star Wars, Halo 5, Dragon's Crown, Judgement/Yakuza series, World of Warcraft, Kirk Hamilton, Aaron Evers.
The importance of lawyer lapel pins
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