Welcome to Dev Game Club, where this week we finish our series on Phoenix Wright: Ace Attorney. This week we talk about the final original case, particularly looking at the growing complexity of the story, and then turn to our takeaways and feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
0:48 Phoenix Wright Case 4
1:00:34 Takeaways and Feedback
Issues covered: being novelistic and weaving through multiple narratives, intricate backstories coming together, wanting the macro arc, ending on a high note, developing character empathy, the impact of one event on many lives, wanting to have a character introduced earlier, feeling a greater sense of the world, the Castlevania-lookin' character, goofy gourds, Edgeworth staying a little too quiet, potential professional embarrassment and guilt and shame, a common setup for a mystery, turning expectations on its head, where is this game set?, Lotta Hart, layers of motivation, getting stuck in a cross, the puzzle of getting to a bit of conflicting evidence and when, when to press and when to present, the way information enters into the world, looking for tells, the localization nightmare when language is so ambiguous, localization as design, animation tells, the case room, the police tools, Missile the Shiba Inu, what the police tools do, finding Larry's CO2 compression canister, working back from the one idea, establishing Yanni Yogi's identity and his own knowledge of it, the Chewbacca effect, economy driving connection, raising the stakes, the boss battle with von Karma, how are you going to get to von Karma, the riddle of the one bullet, von Karma's shoulder-grabbing pose, being careful to work within your constraints, deepening von Karma's "Objection", the screaming and head-banging, "the evidence was in you all along," a possible plot hole, what's "fair," realizing a connection, using every part of the animal to emphasize drama, doing a lot with a little, the hallmarks of a novel, anime/manga treatment of the courtroom procedural, making the rules part of the drama, what you marry to the adventure game to breathe new life in, a different take on the adventure game, JRPG to Western RPG, being careful about what you bring from a genre, asking whether a thing is necessary, Brett's Book Recommendation, a shout-out to a listener, fast-forwarding through random combat, the one-handed version of this game, playing the touch-screen, All Those Who Wander.
Games, people, and influences mentioned or discussed: X-Files, Castlevania, Bird Box, Josh Malerman, Sandra Bullock, Star Wars, Hotel Dusk, Secret of Monkey Island, Halo 1, Misery, Shinji Mikami, Resident Evil, Tango Gameworks, Zenimax, The Evil Within, Platinum, Eliza, Danganronpa, Richard Lloyd Parry, The People Who Eat Darkness, Mark Sean Garcia, Final Fantasy IX, Chrono Trigger, Final Fantasy XII, Matt A, Nintendo Wii, Kingdom Hearts, Yakuza (series), Persona 5, Ben "from Iowa" Zaugg, Hollow Knight, Kirk Hamilton, Aaron Evers.
Tim off on his trip
...? We will let you know.
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