A Phoenix Wright: Ace Attorney - Justice For All | Trials and Tribulations / Gyakuten Saiban Fansite *Pant-Pant-Pant* en-us Tue, 04 Aug 2015 07:43:41 EDT Tue, 04 Aug 2015 07:43:41 EDT Wooster Croik Takumi Special Interview Ash Thu, 23 Jul 2015 09:43:03 EDT <a href="http&#58;//www&#46;capcom&#46;co&#46;jp/dai-gyakuten/miryoku/m06&#46;html" target="_blank">A very long, and very informative interview</a> with Takumi was posted on the <i>Dai Gyakuten Saiban</i> website. A part of it was already posted in the Capcom Legends column (and my translation of it is <a href="http&#58;//forums&#46;court-records&#46;net/viewtopic&#46;php?f=31&amp;t=31241" target="_blank">in this topic</a>), but this is the complete interview and is easily double, maybe three times as long and informative. It deals with Takumi's career at Capcom before <i>Ace Attorney</i>, about making the first couple of AA games and of course DGS (also on creating the DGS characters) and even fandom outside Japan!<br /><br />Have I mentioned it is a really, really long interview? =_=<br /><font size="85">?????</font><br /><br />Q: First, I want to ask you about your career after you joined Capcom. What games were you involved with until <i>Ace Attorney</i>?<br />A: I joined Capcom in 1994, so this is my 21st year. Memories of when I joined…… First I learned about development in a place called the “training room”. Talented people would get picked from there to join development teams. There were 12 of us of my year in the consumer division alone, and all of them got picked for teams like <i>Biohazard/Resident Evil</i> and <i>Breath of Fire</i>, and so half a year passed and then a year…… I stayed until the very last watching over my seat in the training room (laugh)<br />Finally, I was picked for a team, and the first game I got to work at was <a href="http&#58;//capcom&#46;wikia&#46;com/wiki/Gakkou_no_Kowai_Uwasa&#58;_Hanako-san_ga_Kita!!" target="_blank"><i>Gakkou no Kowai Uwasa Hanako-san ga kita!! / Scary Rumors at School – Hanako-san is here!!</i></a> (1995). And would you believe it, together with the fighting game <a href="https&#58;//en&#46;wikipedia&#46;org/wiki/Street_Fighter&#58;_The_Movie_%28home_video_game%29" target="_blank"><i>Street Fighter Real Battle on Film / Street Fighter the Movie: The Game</i></a>, <i>Hanako-san</i> was one of the very first PlayStation games Capcom made…… But I’ve heard nobody talking about any remakes or ports of the game, so it’s really an “elusive” product (laugh).<br /><br />Q: ……It might because of copyright issues [Translator’s note: <i>Hanako-san ga Kita</i> was a licensed game"><br />A: So I joined the <i>Hanako-san</i> development as a planner. The genre was supposed to be something like horror or ghost stories, but they made me, the new kid who knew absolutely nothing of the game concept, the planner, so the game turned into a rather “strange game” that sometimes showed signs of trying to make the player laugh. The director was also busy with other projects, so I made the game rather freely in secret (laugh).<br /><br />Q: (laugh)<br />A: And then there was a two, three year blank. This was a period where we kept coming with new plans, which also kept falling apart. The plans went everywhere, from a “music game” to “an educational game”, and I also came up with a project for a “detective game” which would be the protype for <i>Ace Attorney</i>. My boss at the time quit, and I was picked up by the producer of the <i>Biohazard</i> team, and thus came to join <a href="http&#58;//residentevil&#46;wikia&#46;com/Capcom_Production_Studio_4" target="_blank">Production Studio 4</a> (as it was called at the time).<br /><br />Q: I heard you were also involved with development on <i>Biohazard 2</i>?<br />A: I was involved with the prototype of <i>Biohazard 2</i> (<i>Resident Evil 2</i>, which never was never released. It’s known inside Capcom as <a href="http&#58;//residentevil&#46;wikia&#46;com/BIOHAZARD_1&#46;5" target="_blank"><i>Biohazard 1.5</i></a>. At the time, we were working on the plans of <i><a href="https&#58;//en&#46;wikipedia&#46;org/wiki/Dino_Crisis" target="_blank">Dino Crisis</a></i>, but because the development of <i>Biohazard 2</i> was in trouble, our team was temporarily disbanded, and I joined the other team for three months. They just needed more people. I am not sure how much I helped though. After that, they stopped development on <i>Biohazard 2</i> for a while anyway. They remade it right from the start and it became a big hit. Unfortunately, the part we worked on wasn’t preserved. Doesn’t really matter though (laugh).<br /><br />Q: And after that, you were put in charge of the <i>Dino Crisis</i> series.<br />A: Right. They made me director of <i>Dino Crisis</i> (1), but now I look back, I don’t think I even knew what it meant to be a “director”. Because of that, I put the team in confusion, and was fired as the director…… (laugh). They made me a planner and I was responsible for the stages in the first half. I felt frustrated at that, of course. But looking back at it now, I think it was something necessary. They then decided to make <i>Dino Crisis 2</i> and for some reason, they made me director again. I have no idea whether the producer was extremely kind, or just forgetful (laugh). Anyway, I reflected deeply on what myself during the development of 1, and changed my way of working and thinking. I was also helped by the fact it was a sequel and somehow completed the task. Even now I still quite like 2 as a game, and I won’t ever forget the second chance they gave me. Also, the script was handled by <a href="https&#58;//en&#46;wikipedia&#46;org/wiki/Flagship_%28company%29" target="_blank">Flagship</a>, a Capcom subsidiary, but I learned a lot about scenario creation, like 'simply' ordering a scenario, and that really came in handy when I made the scenario for <i>Ace Attorney</i> later.<br /><br />Q: I see. All these experiences came together when you create <i>Ace Attorney</i>. So after <i>Dino Crisis 2</i>, you finally came up with your plans for <i>Ace Attorney</i>.<br />A: “We’ll give you half a year to go make whatever you want,” I was told. Like I explained, when I first started on <i>Dino Crisis</i>, I knew absolutely nothing about dinosaurs--I couldn’t even see the difference between a tyrannosaurus and a velociraptor—but I guess this was a little bonus for me having done my best on the <i>Dino Crisis</i> series for three years. At the time, there were several of these projects, meant as training grounds for the young staff, to create new games with small teams and budgets. One of them was <i>Ace Attorney</i>. We didn’t make it in six months and finally finished it in ten. But even so, I think that’s a great record.<br /><br />Q: <i>Ace Attorney</i> was first released on the Game Boy Advance, but how was it working on new hardware?<br />A: Actually, it was initially scheduled for the Game Boy Color, but around that time we started hearing rumors of this new piece of hardware coming, the Game Boy Advance, and they showed it to us. It was still before the actual release, so we didn’t get the actual unit, but just the boards, but the screen looked amazing and the whole team was impressed by it. Development on <i>Rockman/Megaman.EXE</i> was already ongoing, and they showed us some footage and it made an impact on us. I thought that this was perfect for a title like <i>Ace Attorney</i>.<br /><br />Q: The first <i>Ace Attorney</i> was a small project of just 7 people. I heard it was a hectic job, with people dropping out during development and such.<br />A: Yes. It was a team comprising of new people with little experience on the job, and even though there were just the seven of us, we made a lot of trouble (laugh). But we were just making this game somewhere hidden away in the corner of the company, so there was no pressure at all, and we could work rather relaxed. We were all young and we poured our all into it (without thinking about what our limits would be), but now I think about it, I’m amazed just two people managed to create all the graphical assets and two programmers did the whole thing. And I on my turn was the planner, scenario writer and the director in one. I could not have imagined that this game would be going on even now.<br /><br />Q: The <i>Ace Attorney</i> series is now one of the main series of Capcom, but I heard you had a lot of trouble while making the sequel.<br />A: Obviously, there had been no talk at all about a sequel while we were working on the first game and I thought it would be just this single game. But the producer liked the finished product a lot, and after forcefully convincing everybody, made the call on making a sequel, saying “let’s make until part 3”. I remember that at the time, I felt like I had poured all of my ideas in the first game, so I was not even sure I'd be able to come up with three of them. But if the producer hadn’t decided on development on the sequels it would've been just the single game, and I wouldn’t be here now talking about it. Even to this day, I’m grateful to that.<br /><br />Q: That is a great story. After that, you made <i>Ace Attorney 4</i>, and after <i>Ghost Trick</i>, <i>Professor Layton VS Ace Attorney</i> and now <i>Dai Gyakuten Saiban</i>. Have you any thoughts about <i>Ace Attorney</i> having becoming this long-lived series, starting in in 2001 and now, 14 years later, still around? <br />A: I feel both “gratitude” and “confusion”. Considering <i>Ace Attorney</i> was originally made for the GBA, we also needed to make it playable for children in elementary school. But now 14 years later, it’s played by many generations, from kids to adults. The hardware also changed to Nintendo DS, cell phones to smart phones and even more people got a chance to play it. It’s an easy game to port, so I have the feeling the game is spreading out in a slow, but steady pace. In terms of profit and fan reactions, I think it became really big with <i>Ace Attorney 4</i>, but with the changes in development, the project also became bigger than I could really graps, and it also made me confused. Also, it’s about that time we had all kinds of projects besides the games, like the orchestra concert and the Takurazuka plays and the film, and I was really amazed by it all. Thanks to everyone playing the game, I too got to experience all kinds of new things and I am grateful for that. Now we have the <i>The Grand London Courtroom Murder Case</i>, a real-life escape game we collaborated on with SCRAP and coming in touch with all these new experiences really stimulates me. Right now, <i>Ace Attorney</i> has become this big a project that sometimes, there are even staff members I have never seen, but I have only words of gratitude for everyone giving their energy to the series. Thanks, always. <br /><br />Q: How did this new project, <i>Dai Gyakuten Saiban</i>, start?<br />A: It started when they asked me early 2013 if I wanted to make a <i>Ace Attorney</i> seperate of the numbered series. I proposed a game with Sherlock Holmes and that how it got rolling.<br /><br />Q: So Sherlock Holmes was there from the start?<br />I had considered other ideas. For example, I also looked at civil trials as a hook. But I realized the game would be about rather ugly topics, like &quot;Mediation between family members fighting over an inheritance&quot; or &quot;Settling Things Out of Court In A Case of Being Falsely Accused of Molesting&quot;, cases with no clear-cut conclusions (laugh).<br /><br />Q: That's true (laugh)<br />A: Originally, I came up with the idea of <i>Ace Attorney</i> because I wanted something else than just choosing options. I thought about a way to have the player input their own deductions themselves directly, and the answer I came up with was the system where you point out contradictions between testimony and evidence.<br /><br />Q: (W)right! <i>Ace Attorney</i> is indeed a bit different from those games where you just have to make a choice between command options.<br />A: And so I came up with a laywer as a detective, and the setting of the courtroom, instead of the crime scene. But another answer I came up with at the time was: Maybe I could make a mystery game where a great detective made the wrong deductions, and where you needed to correct and lead him to the truth. That idea was &quot;Sherlock Holmes (temp title)&quot;<br /><br />Q: The new &quot;Joint Reasoning&quot; system! When did you think of that?<br />A: Around 2000, somewhere around the first and the third <i>Ace Attorney</i>.<br /><br />Q: That long ago?! So <i>Dai Gyakuten Saiban</i> started with joining that idea with <i>Ace Attorney</i>?<br />A: I had been wanting to do a Holmes game for a long time, so with the opportunity presented, I schemed to make it happen one way or another! So yes, <i>Dai Gyakuten Saiban</i> started with Sherlock Holmes. But there's a lot of reasons for Holmes appearing in the game. For the game mechanics of course, but to set this project apart from the numbered series, it was the easiest to set this game in a different time period, which also opened up new opportunities for the mystery plot. It was perfect for the game. So I thought about how Japan looked like when Holmes lived, which is how I came up with the in-game universe.<br /><br />Q: Takumi-san, what is your impression of 19th century London, where Holmes lived?<br />A: After first reading Holmes in middle school, I only read mystery fiction set in that period. So it might be all in my head, but I am fairly familiar with the setting. The late Victorian age was when scientific investigation started when they first accepted fingerprints as evidence and there was the technological revolution with photocameras, gramaphones and automobiles and the move from gas and steam to electricity... anyway, it was a period of much change and therefore interesting. This big center of energy is what lies at the base of the story.<br /><br />Q: I see. By the way, what Holmes story do you like best?<br />A: I'm often asked that, but I find it hard to answer. But I think the easiest answer is the first 12 stories that make up the first short story collection. People think of Holmes as the great detective, but even he makes mistakes at times and feels bad because of them, and there's the friendship with Watson. He's a very human character. You'll understand that as you read more of his stories, so I recommend reading a lot of them.<br /><br />Q: What was difficult about directing this project?<br />A: It's been a while since I wrote an <i>Ace Attorney</i> scenario, so there was the pressure to write something that in terms of quality, wouldn't lose from <i>Ace Attorney</i> 1~3.<br /><br />Q: You wanted something that could compete with <i>Ace Attorney</i>?<br />A: Yes. So with that pressure, I just started writing without thinking about pacing or anything. And for various reasons, the story structure changed several times and I had trouble keeping the scenario in check. You might think that a scenario should be written from start to finish after you've decided on everything, but in reality it doesn't go like that. As you write, you suddenly start to see things in a way you had never considered before, as if driven by a mysterious energy. Could it be Holmes' energy? Mystery fiction is about surprises, but I even was sometimes shocked by what I had come up with, sometimes more surprising than the surprises I myself had planned, so you can expect the unexpected from the story. I've been making games for 20 years now, so by now you'd think I'd be better at controlling this creation process though (laugh).<br /><br />Q: There's something profound in the creation process, right?<br />A: A large part of it comes from the staff members who watched over me with warm eyes, but we did everything until it wasn't possible to do anything more. That's also true of the development schedule.<br /><br />Q: A question about creating the <i>Dai Gyakuten Saiban</i> characters. I think that characters made alive with polygons started for you with <i>Ghost Trick</i>, and <i>Dai Gyakuten Saiban</i> now but what was difficult about that and what is new?<br />A: <i>Ghost Trick</i> was in the end 2D graphics, but with <i>Professor Layton VS Ace Attorney</i> and now <i>Dai Gyakuten Saiban</i>... I think the motifs have become bigger now. <i>Ghost Trick</i> was like a theater where I wanted to show the whole bodies of the characters, so I used spotlights and had them dance and stuff, very different from <i>Ace Attorney</i>. Now with <i>Dai Gyakuten Saiban</i>, I'm letting them do that too, and more.<br /><br />Q: Now you mention it, the use of the spotlight in <i>Ghost Trick</i> was very memorable.<br />A: We used motion capture for <i>Dai Gyakuten Saiban</i>. In the original stories, Holmes could deduce the most incredible things from a man's tiniest movements or the movements of the eyes and to reenact those scenes in <i>Dai Gyakuten Saiban</i> we used mo-cap. This time we can control the movements of the eyes of the characters and to show that off at the start of the game, I came up with... restless-eyes-Ryuunosuke.<br /><br />Q: Ah, yes, his eyes did move around a lot in his character introduction PV.<br />A: That's the thing we wanted to mention the most today! (laugh). We can now control the eyes of all the major characters, but that takes a lot of time and by the end, our eyes too hurt. But it looks very good on the screen, so it was worth it. We didn't just use mo-cap to get realistic movements, but we also came up with &quot;<i>Ace Attorney</i>&quot;-esque uses for it, so please look forward to it.<br /><br />Q: Now I want to ask about each of the charactes seperatedly. First is Naruhodou Ryuunosuke. What part of you made it into him as you made this new protagonist of the <i>Ace Attorney</i> series?<br />A: When I created Naruhodo for <i>Ace Attorney</i>, I mean Naruhodou Ryuuichi, and Odoroki Housuke/Apollo Justice, I had this in mind: the character has to be an avatar for the player. That’s why I tried to keep them ‘natural’, without too strong a personality as I wrote the scenarios.<br /><br />Q: Are there other people in the staff who think that Naruhodo is just like you?<br />A: Because I conceive him as being “nothing special in particular”, I write his lines just the way they come up to me. And as a result, the character might sound like me (laugh). When I made <i>Ace Attorney 4</i>’s Odoroki (Odoroki Housuke), I had to make sure he was different from Naruhodou, so my task was to give him a personality, for example by making him use the personal pronoun <i>ore</i>. Naturally, different characters need different personalities, but it’s also true it’s simply easier to write a protagonist similar to the writer himself. And when we’re were planning out <i>Dai Gyakuten Saiban</i>, the keyword “forefather” came up in my head. If I would write a Meiji-era Naruhodou, I wouldn’t have to really “think” about differentiate the characters, but this new time period alone would be help enough for me to write a character I myself feel familiar with, but still new and fresh. And we made them all members of the same Naruhodou clan, people familiar with Ryuuichi/Phoenix would have no trouble getting used to the new protagonists, while new fans would get a protagonist who is easy to get used to. <br /><br />Q: And how about Asougi? For an ally in the <i>Ace Attorney</i> games, he is quite straightforward, I think.<br />A: It took quite some time before we made our minds on the background of Asougi, but art director Nuri’s design was good and we agreed upon the character design just like that. He would be the reason for Ryuunosuke to go to England, and is thus a very important character for the story, so it was hard to write him.<br /><br />Q: And how about <i>Ace Attorney</i>’s new heroine, Mikotoba Susato?<br />A: The heroines of <i>Ace Attorney</i> are always right by the protagonist’s side, so it’s important that they have elements of being “an ally”, “an ideal partner” and “a fun character to be with”. That has been the same since Mayoi in the first game. Susato came from the same concept. And from the Meiji period, I added the keyword Yamato Nadeshiko. She’s a legal assistant, but as an independent working lady, she’s a very progressive character. You see how dignified she holds herself. This time I made her a simple partner on purpose, so no spirit channeling or magic tricks.<br /><br />Q: And how about rival prosecutor Barok van Zieks, the strongest foe in the Old Bailey? Are there elements you paid attention to when you created him, in regards to Mitsurugi/Edgeworth or Godot?<br />A: <i>Ace Attorney</i>’s Mitsurugi appeared in the very first game, so I was able to write him freely according to my own mental image of the “ideal rival”. “The biggest talent of the Prosecutor’s Office” was something I could do because it was the first game, but I couldn’t do that come up with a genius every time, so coming up with prosecutors has been difficult ever since the second game. I came up with all kinds of things. Karuma Mei/Franziska von Karma was “a hard worker who had to be perfect because she was Karuma Gou/Manfred von Karma’s daughter” and Godot was “a big one despite being new at the job”. The prosecutors are giving me trouble every time (laugh). With Van Zieks this time, I created the character keeping in mind it <i>Dai Gyakuten Saiban</i> was set in another time period and focused on that. The “people” were much more influential in the courtrooms of the 19th century, also considering they had jury trials. The prosecutor might present a perfect case, but the voice of the people and simple flukes can just overturn the verdict. The trials back then had an element you couldn’t fight with just by being good at the job. So I thought about what kind of prosecutor it would be, who could still make sure the defendant would not escape in such a world, with lay judges who know nothing about the law and where verdicts on good and evil were not done based on simply the law. The defendant would be helpless regardless the verdict… from this, I came up with the keyword “death god”, and thus Barok van Zieks was born.<br /><br />Q: I see. So you create the characters keeping the time period in mind. And now, something on Holmes? He’s become quite different from the original stories in a way, but had you planned it like that from the beginning?<br />A: For this game, it was already planned that it would be about “correcting the wrong deductions of the great detective”. So I was terribly sorry, but <i>Dai Gyakuten Saiban</i>’s Holmes was destined to never say anything correct. Did you know that just a few months after Conan Doyle started publishing the stories of Sherlock Holmes, people were already making parodies? The history of Holmes pastiches is almost as a long as that of the proper history. There are some of those stories I really like, and our Holmes was born as another one of those loving parodies.<br /><br />Q: And what about Watson? I think this was also a big step away from the original?<br />A: True. Ryuunosuke has his partner, so we thought that it would be more interesting for Holmes to have a Watson who wasn’t just another English gentleman, but someone complete different. In the world of pastiches, this is quite common, and there are many variations like a boy Watson, or a female Watson. In a way, it’s a rather predictable change.<br /><br />Q: <i>Ace Attorney</i> is also well received outside Japan and that’s one of the reasons it appeared in <i>Ultimate Marvel VS Capcom 3</i>, but what do you think about the enormous fan reaction abroad?<br />A: To be honest, there are few occasions for me to directly see the fan reaction while I’m in Japan. Some years ago, I had the opportunity to go to Comic Con and do promotion abroad for <i>Ghost Trick</i>, and I was able to talk to students abroad and the press, and I was happy so any of them said it was fun directly to me. Oh yeah, interviewers abroad ask rather detailed, almost maniacal questions, the kinds you’d hardly hear here in Japan, and answering those questions was a stimulating and fun experience. I oversaw the script lines of Naruhodo in <i>Ultimate Marvel VS Capcom 3</i>, and I was shown a video of when he was announced abroad. Seeing everyone there yell out in joy, gave me a warm feeling.<br /><br />Q: Finally, something to say to all the players.<br />A: It's been 15 years since the first <i>Ace Attorney</i>, but thanks to all of you playing the game, we've now been able to make <i>Dai Gyakuten Saiban</i>. From people who've been there since the first game to people who only started last week, when I think about it and realize that <i>Dai Gyakuten Saiban</i> is a game made possible because of a long history of people after people playing the games, I can only be enormous grateful for it. <i>Ace Attorney</i> is a series that has grown to what it is now because of those playing the games and I myself too am only here because of the reactions of the fans. <i>Dai Gyakuten Saiban</i> is the game where I poured all my feelings of thanks in, hoping to repay your kindness. I'd be happy if you'll play the game! DGS in September 2015 Dengeki Nintendo Bolt Storm Tue, 21 Jul 2015 05:09:00 EDT [center"><img src="https&#58;//i&#46;imgur&#46;com/gJSct9C&#46;jpg" alt="" />[/center"><br /><br />DGS has been out for a few weeks now, which means a few magazines are starting to publish longer-form articles on the game!<br /><br />This month Dengeki Nintendo is running a huge feature on DGS, with a very long article with Takumi, Kojima, and Nuri, as well as bunches of concept art and comments. While I unfortunately don't have time to translate/organize everything, you can <a href="http&#58;//www&#46;perfectly-nintendo&#46;com/dengeki-nintendo-scans-of-the-september-2015-issue/?utm_campaign=dengeki-nintendo-scans-of-the-september-2015-issue" target="_blank">check out the full scans at L~A's Perfectly Nintendo.</a> Takumi on Columbo (Kono Manga ga Sugoi interview) Ash Sat, 18 Jul 2015 11:56:14 EDT A discussion between Takumi Shuu and mystery writer Ookura Takahiro was posted last week on the <a href="http&#58;//konomanga&#46;jp/interview/37565-2" target="_blank">Kono Manga ga Sugoi</a> site (a famous annual ranking of popular manga). It had some interesting points, like Takumi talking how &quot;Perry Mason&quot; was an important hint for Takumi to create the &quot;Ace Attorney&quot; series and how <a href="http&#58;//ho-lingnojikenbo&#46;blogspot&#46;nl/search/label/Arisugawa%20Alice%20|%20%E6%9C%89%E6%A0%96%E5%B7%9D%E6%9C%89%E6%A0%96" target="_blank">Awasaka Tsumao</a>'s &quot;<a href="http&#58;//ho-lingnojikenbo&#46;blogspot&#46;nl/search/label/A%20Aiichirou%20%7C%20%E4%BA%9C%E6%84%9B%E4%B8%80%E9%83%8E" target="_blank">A Aiichirou</a>&quot; series influenced &quot;Ace Attorney&quot; (both being comedic mysteries), the usage of something mystic like 'channeling' in a detective story (and the reactions of fans to that), to for example how <a href="http&#58;//ho-lingnojikenbo&#46;blogspot&#46;nl/search/label/Arisugawa%20Alice%20|%20%E6%9C%89%E6%A0%96%E5%B7%9D%E6%9C%89%E6%A0%96" target="_blank">Arisugawa Alice</a>'s &quot;<a href="http&#58;//ho-lingnojikenbo&#46;blogspot&#46;nl/2011/07/unlucky-men-in-rain&#46;html" target="_blank">Double-Headed Devil</a>&quot; was a big influence to AA3-5 (both featuring a case happening on both sides of a river). But it was a bit too much to translate all of it.<br /><br />They also talked a lot about &quot;Columbo&quot;, but it was cut from the original interview. But today, <a href="http&#58;//konomanga&#46;jp/interview/37565-2" target="_blank">this part of the discussion</a> was also added to the site. I am a big fan of the TV drama <i>Columbo</i>,so I just couldn't leave this untranslated. <br /><br />TAKUMI Shuu (Director, scenario writer of the AA series, Ghost Trick)<br />OOKURA Takahiro (Lieutenant Fukuie series)<br /><br /><b>A Neverending Love for Columbo</b><br /><br />Takumi: I too love &quot;Columbo&quot;. Lots of people urged me to read the &quot;Lt. Fukuie&quot; series, because it was written by someone who loved &quot;Columbo&quot;. And that was indeed the case, I found out once I started reading the books.<br /><br />Ookura: Actually, I only started writing the &quot;Lt. Fukue&quot; series, because I wanted to write something like &quot;Columbo&quot;. But doing an inverted mystery like in &quot;Columbo&quot; is difficult, and as the culprit is known from the start, there's little left to hide. On screen, they can do thinks like showing it together with Peter Falk's performance, but in novels, the complete truth is written there right from the start, and there's nothing interesting left. I thought about that problem for 2, 3 years. Then I remembered what my editor said when I was given the job of writing a novelization of &quot;Columbo&quot;.<br />&quot;You can do anything you want, just don't let us know what's going in Columbo's head. Nobody knows what Columbo's thinking, and that's the point.&quot; And that's exactly it when you watch him. He might be saying something about his wife, but we don't even know if he really has a wife. Having remembered that, I came up with the style of always describing Fukuie (the protagonist of the series) in the third person and have the crime solved without ever knowing what Fukuie was thinking.<br /><br />Interview: Mr. Takuma, how do you write your characters?<br /><br />T: Games are meant to be played by the players, so I am of the opinion that the protagonist should not have a strong, clear-cut personality. As a result, I think I'm doing something similar to what Mr. Ookura just said about &quot;Columbo&quot;. For example, I don't touch upon Phoenix' past in the games, and the players don't even know where his parents are. Fans often ask e about the birthdate of a character, or their bloodtype or favorite food, but I don't talk about them on purpose.<br />On the other hand, my own personality might be shining through my characters... In the game, Phoenix' thoughts are shown as monologue, but those inner monologues are just my own, personal thoughts. So when people say &quot;Phoenix is actually quite sarcastic&quot;, they're actually talking about me (laugh).<br /><br />O: &quot;Detective Conan&quot;'s Conan's inner thoughts are sarcastic too, thinking &quot;Don't you even know that?!&quot;. I think it's something like that. I actually like that though. It might be a bit sharp-tongued, but it's a refined sharpness. You can't have a mystery story with a bit of spite. I think Columbo too can be a bit mean too. He is not as nice as he seems and can be a bit meanspirited. <br /><br />T: Mr. Ookura, what are your three favorite episodes of &quot;Columbo&quot;?<br /><br />O: When discussing &quot;Columbo&quot;, it always comes to this. I am a fan of &quot;Identity Crisis&quot;.<br /><br />T: Whaat!?<br /><br />O: My no. 1 is &quot;Identity Crisis&quot;, no. 2 is &quot;The Bye-Bye Sky High IQ Murder Case&quot; and no. 3 is &quot;Columbo Cries Wolf&quot;, of the ABC series.<br /><br />T: No! Oh, sorry. I'm just surprised at how different our picks are. I haven't seen much of the ABC series actually.<br /><br />O: Well, of the original run, my no. 3 could be &quot;Now You See Him&quot;, &quot;Candidate for Crime&quot; or &quot;The Conspirators&quot;. So none of the fan-favorites like &quot;Any Old Port In A Storm&quot; or &quot;Forgotten Lady&quot;. What are your favorites, Mr. Takumi?<br /><br />T: When I was a kid, I used to record the audio of &quot;Columbo&quot; episodes on a casette tape and listen to them in my room, but the one I listened most to was &quot;Negative Reaction&quot;. Looking back, I think it has all the essentials of &quot;Columbo&quot;. The surprise ending, but also Columbo being mistaken for a homeless guy, it has everything &quot;Columbo&quot;. If I needed to recommend one episode, it would be &quot;Negative Reaction&quot;.<br /><br />O: True, &quot;Negative Reaction&quot; is a very balanced story. There's the nun, and the drunk who starts talking and there were also great guest stars.<br /><br />T: The Japanese dubbing was great too! (laugh). I originnaly wanted someone like talking like that too in &quot;Ace Attorney&quot; but it was too difficult and I gave up. Oh, and these might be predictable, but I also love &quot;Suitable for Framing&quot; and &quot;Short Fuse&quot;<br /><br />O: I think that not many Columbo fans would mention &quot;Short Fuse&quot;.<br /><br />T: And I also like &quot;An Excercise in Fatility&quot;. <br /><br />O: That's a good one too. But fans probably like all episodes (laugh)<br /><br />T: To be honest, of the titles you just mentioned, I don't remember much of &quot;Identity Crisis&quot;. It didn't leave much of an impression.<br /><br />O: Patrick McGoohan directed and starred as the murderer in &quot;Identity Crisis&quot; but it's not really a mystery story... He's just going with it. The trick is really rather simple. But for me, &quot;Columbo&quot; is not about the script or mystery plot, but about the directing and the performances.<br /><br />T: I see. So as a visual product.<br /><br />O: Yes, how good it is on the screen. So my list of three favorite episodes is probably quite different from people who focus on the mystery plot.<br /><br />I: It's been an interesting discussion, but it's about time... Do you have something to say to the fans? <br /><br />O: I can feel the influence of &quot;Columbo&quot; in &quot;Ace Attorney&quot;. For example, there's the thing with the IV drops in &quot;Turnabout Succession&quot;, episode 4 of &quot;Ace Attorney 4&quot;. I won't go into details, but the part where it goes &quot;the only way you can know about this if you were there at that time&quot;, that's a type of logic often used in &quot;Columbo&quot;. I definitely got me. Mr. Takumi, I hope you'll make more stories with these kind of reasonings. In my opinion, the heart of &quot;Ace Attorney&quot; lies not in proving your client's innocent, but the process towards that.<br /><br />T: I'm happy you, being such a big fan of &quot;Columbo&quot;, say that. &quot;Columbo&quot; is an orthodox inverted mystery, but lately, you'll see a lot of inverted mysteries on websites with list of &quot;Recommended Mystery Stories&quot;. Inverted mysteries are fun as they always have a big surprise waiting at the end, and I am a fan of a lot of inverted mysteries, but I wouldn't want people to think they're the norm.<br /><br />O: True. Inverted mysteries might be easy to understand for the modern reader, but I'd be a bit disappointed if all the titles mentioned in a list of &quot;Recommended Mystery Stories&quot; would be inverted mystery stories.<br /><br />T: The real fun behind mystery stories lies in the logic when you connect all the hints and solve the mystery. Inverted mysteries on their turn have their chance to shine because they're the outliers. But if people would first start with inverted mysteries and then work their way through the classics, I'd be happy with that too as a mystery fan. The world of mystery stories is wide and deep. I'd also love it if people would watch the TV drama &quot;Columbo&quot; once again.<br /><br />Interviewer: Mr. Takumi, Mr. Ookura, thanks for your time. Dai Gyakuten Saiban - ~135k sold in week one, first DLC Bolt Storm Thu, 16 Jul 2015 04:38:41 EDT A week has passed since DGS' release, and Media Create <a href="http&#58;//www&#46;neogaf&#46;com/forum/showthread&#46;php?t=1079908" target="_blank">have released sales numbers</a> to show us how it's doing!<br /><br />[quote">01./00. [3DS"> Yo-Kai Watch Busters: Red Cat Team / White Dog Squad &lt;ACT&gt; (Level 5) {2015.07.11} (¥4.968) - 693.538 / NEW<br /><b>02./00. [3DS"> Great Phoenix Wright: Ace Attorney - Naruhodou Ryuunosuke no Bouken # &lt;ADV&gt; (Capcom) {2015.07.09} (¥6.264) - 135.690 / NEW</b><br />03./00. [PSV"> Taiko no Tatsujin: V Version &lt;ACT&gt; (Bandai Namco Games) {2015.07.09} (¥6.145) - 46.101 / NEW<br />04./01. [3DS"> Fire Emblem Fates: Black Kingdom / White Kingdom &lt;SLG&gt; (Nintendo) {2015.06.25} (¥5.076) - 29.682 / 345.253 (-46%)<br />05./03. [WIU"> Splatoon &lt;ACT&gt; (Nintendo) {2015.05.28} (¥6.156) - 26.136 / 408.312 (-23%)<br />06./02. [3DS"> Rhythm Heaven: The Best+ &lt;ACT&gt; (Nintendo) {2015.06.11} (¥5.076) - 24.650 / 325.844 (-28%)<br />07./00. [3DS"> Super Run For Money Tousouchuu Atsumare! Saikyou no Tousou Monotachi &lt;ACT&gt; (Bandai Namco Games) {2015.07.09} (¥5.119) - 13.571 / NEW<br />08./05. [PSV"> Minecraft: PlayStation Vita Edition &lt;ADV&gt; (Sony Computer Entertainment) {2015.03.19} (¥2.592) - 10.898 / 243.428 (-9%)<br />09./06. [WIU"> Mario Kart 8 # &lt;RCE&gt; (Nintendo) {2014.05.29} (¥6.156) - 6.708 / 1.060.442 (-14%)<br />10./07. [3DS"> Dragon Ball Z: Extreme Butoden &lt;FTG&gt; (Bandai Namco Games) {2015.06.11} (¥6.145) - 4.642 / 110.087 (-30%)<br />11./10. [3DS"> Pokemon Omega Ruby / Alpha Sapphire &lt;RPG&gt; (Pokemon Co.) {2014.11.21} (¥4.937) - 4.608 / 2.657.661 (-2%)<br />12./04. [PSV"> Persona 4: Dancing All Night # &lt;ACT&gt; (Atlus) {2015.06.25} (¥7.538) - 4.449 / 111.513 (-66%)<br />13./11. [3DS"> Animal Crossing: New Leaf # &lt;ETC&gt; (Nintendo) {2012.11.08} (¥4.800) - 4.232 / 3.996.960 (-1%)<br />14./14. [3DS"> Style Savvy 3: Kira Kira Code &lt;ETC&gt; (Nintendo) {2015.04.16} (¥5.076) - 2.891 / 164.436 (-8%)<br />15./12. [PS4"> The Witcher 3: Wild Hunt &lt;RPG&gt; (Spike Chunsoft) {2015.05.21} (¥8.856) - 2.847 / 128.414 (-19%)<br />16./09. [PS4"> Devil May Cry 4: Special Edition &lt;ACT&gt; (Capcom) {2015.06.18} (¥4.849) - 2.772 / 50.017 (-44%)<br />17./08. [3DS"> Return to PoPoLoCrois: A Story of Seasons Fairytale &lt;RPG&gt; (Marvelous) {2015.06.18} (¥6.458) - 2.757 / 63.524 (-45%)<br />18./13. [3DS"> Super Smash Bros. for Nintendo 3DS &lt;FTG&gt; (Nintendo) {2014.09.13} (¥5.616) - 2.746 / 2.256.326 (-17%)<br />19./18. [WIU"> Super Smash Bros. for Wii U # &lt;FTG&gt; (Nintendo) {2014.12.06} (¥7.776) - 2.218 / 653.783 (-13%)<br />20./16. [3DS"> Puzzle &amp; Dragons: Super Mario Bros. Edition &lt;RPG&gt; (GungHo Online Entertainment) {2015.04.29} (¥4.320) - 1.901 / 274.678 (-30%)[/quote"><br /><br />...In other words, DGS sold (in physical copies) about 135,000 units, which represents somewhere between 60 and 80% of its initial shipment. That's quite a bit lower than AA5's ~250k unit debut, but tops PLvsPW's ~129k. It's also worth noting DGS went up against the 3DS juggernaut that is Yokai Watch; seems like Level-5 franchises are just destined to outsell AA games!<br /><br />In addition, the game's first paid DLC content has gone on sale; it features a short scene set immediately after episode 1, concept art of Ryuunosuke, an unused &quot;Court Begins&quot; theme, voice clips from Ryuunosuke and Susato, the TGS 2014 Special Court video, and a Ryuunsouke theme for the 3DS. It costs 300 yen, or players can spend 2000 yen to purchase a season pass. Capcom Legends interview with Nuri (art director DGS) Ash Sat, 11 Jul 2015 03:12:36 EDT Capcom has put a new &quot;Capcom Legends&quot; interview <a href="http&#58;//www&#46;capcom&#46;co&#46;jp/game/content/?p=20564&amp;utm_source=TW&amp;utm_medium=cpp&amp;utm_campaign=sns&amp;redirect_stop=1" target="_blank">on their site</a>, this time with AA illustrator NURI Kazuya. It's very informative interview on character designing, but also very long, so I'm just going through the main points. <br /><br />Nuri Kazuya studied Economics in university, entered a company after that, but switched to Capcom in '99. Illustrators &amp; mangaka he likes / was influenced by are HARA Tetsuo (Fist of the North Star), OZAWA Satoru (Submarine 707).<br /><br />He was first added to the Breath of Fire team, where his first job was a character 'dotter' (sprite artist) for BoF IV. With BoF V, he helped with character designs, 3D modeling &amp; some animation. After BoF, he did Demento, and then moved on to Ace Attorney, doing character design and original art until AA4, and then art director &amp; character designer for Professor Layton VS AA. And he also did some work for the Capcom Lounge in PS Home.<br /><br />Nuri was asked by producer Matsukawa if he was interested to become the new illustrator for AA around the time AA3 (GBA) was released. He had just started playing the first game and loved it, so the timing was great (Matsukawa asked Nuri this in an udon restaurant by the way). Takumi had Nuri draw the four main characters as a test, and he loved it. Those illustrations are on the cover of AA1 (DS) (Japanese version).<br /><br />Nuri designs his characters to look simple, but to actually convey a lot of information. A large part of this comes from making a basic 'cel' of a character and putting shaders on it, giving the illusion of depth. For Layton VS AA, he focused on doing stuff they could only do in 3D, while keeping the good points of the 2D era. For DGS, he wanted the graphics to have an 'illustration-like' touch to it and convey the feel of the material of the clothing and objects of the period.<br /><br />Nuri's favorite AA characters are:<br />- Apollo (first protagonist he designed. He kept a balance between &quot;looking cool&quot; and &quot;easy to get attached to&quot; by playing with his expressions).<br />- Ema (first character Nuri designed. Also because he was able to draw her in different stages in her life).<br />- Gant (did a lot of work on his design and animations. Thinks he's a real AA-like character who leaves an impression).<br />- Darklaw (has a lot of elements Nuri himself likes. They also got the voice actress he wanted for her).<br /><br />Capcom characters are often designed so their silhouette is recognizable, which is especially important for action games (so you can see your own character). With AA, this is a bit different, as they need to be recognizable only from the chest up. For DGS, the characters tend to have a more 'realistic' touch to them, as their (more realistic) expressions and movements are necessary for their roles. Witness and jury members on the other hand tend to be more comic-like, so you can recognize them instantly even if they are all sitting next to each other.<br /><br />What he did with the DGS characters was:<br />-Ryuunosuke: the student uniform was so you could instantly set him apart from Phoenix. The hairstyle was the most difficult; Phoenix' silhouette might be very recognizable, but such a hairstyle wouldn't fit Meiji at all. Nuri tried a lot with the few hairstyles available around the time, and he did around 50 variations.<br />- Susato: starting with the keyword Yamato Nadeshiko, Nuri made sure she looked the part as someone with a good upbringing and gave her a 'sorta-believable, but actually not possible' hairdo. The sakura family emblem was to emphasize the Japanese theme. The overall design is fairly subdued, to contrast with the English team.<br />- Asougi: clothes are designed to be more influenced by both Japanese and Western culture than Ryuunosuke. The headband fluttering in the wind was something they could only do in 3D and was something Nuri really wanted.<br />- Holmes: Nuri made a lot of designs for him: Depresssive Holmes / Cute Holmes / Adventure Holmes / Dark Holmes / the Sleeping Holmes, but they settled on a slightly arranged version of a 'classic' Holmes, that worked to contrast with his actual personality. The pistol is for contrast with Ryuunosuke's sword.<br />- Iris: the keyword &quot;genius girl&quot; invoked ideas of gothic and 'mad-scientist' elements. Details were made so she would look good on the screen together with Holmes.<br />- Barok: Death God -&gt; vampire, wolf, fallen angel ideas. Nuri used those elements to make a upper-class type of character.<br /><br />For AA, unique characters and showy movements are important, but for DGS, these characters needed also to look the period. It was difficult to come up with characters considering the more limited choice in clothes and hairstyles then. Everyone had a suit, had and a mustache then, so he had to bring out their personalities in different ways. Dai Gyakuten Saiban: Release Day in Japan Bolt Storm Wed, 08 Jul 2015 03:24:47 EDT [center"><img src="https&#58;//i&#46;imgur&#46;com/RlPSEU3&#46;png">[/center"><br /><br /><i>Dai Gyakuten Saiban</i> was announced in the most unassuming of ways: as a &quot;new Ace Attorney project&quot; in a Nintendo Direct, with no details save that it would be directed by Shu Takumi and be quite different from other games in the series. The theories flew hard and fast, but I don't think anyone expected a Meiji-era prequel. Nor a Sherlock Holmes crossover. Nor a Watson who was ten years old and had pink hair, but I digress. <br /><br />A year and a half after that first tease, <i>Dai Gyakuten Saiban</i> releases in just a few hours in Japan. If you'd like to play the game immediately, you can purchase it now on the Japanese eShop and pre-load it; it'll be available to play as soon as the clock strikes midnight there, if not sooner. If you're waiting for localization news, or otherwise just can't play it - as always, C-R strives to provide coverage without spoilage. Stop by <a href="http&#58;//www&#46;forums&#46;court-records&#46;net/viewforum&#46;php?f=47" target="_blank">Baker Street</a> to discuss the game and share your impressions, screens, or rips, and keep an eye out for more DGS news over the coming days and weeks.<br /><br />Of course, the Japanese release isn't the be-all-end-all. DGS is shaping up to be a fresh new entry in the series, and it would be a terrible shame if Capcom USA and Capcom Europe didn't bring it over to the West. Now (as always) we encourage to make your voices heard - tweet to @Capcom_Unity, swing by their forums, awkwardly work #GAA4West into a Tumblr post - let Capcom (respectfully!) know that we'd love to see this game released worldwide.<br /><br />That's more than enough introduction, I suppose. The game is afoot! Ace Attorney 3DS Themes on sale in NA eShop (and DD/Trilogy) Blizdi Thu, 02 Jul 2015 12:53:56 EDT <!-- m --><a class="postlink" href=""> ... a-of-time/</a><!-- m --><br /><br />Capcom finally decided to bring the themes over! <br />Also an eShop sale of Ace Attorney games until July 16th! Maybe a foreshadow of a... certain game?<br /><br /><br><br><strong>Quote:</strong><table border='0' cellspacing='0' cellpadding='3'><tr><td bgcolor='#EFEFEF'><font color='#000000' size='-2'><br />3DS Theme Shop<br /><br /><b>Ace Attorney: Dual Destinies Mood Matrix<br />Ace Attorney: Dual Destinies Court Record<br />Ace Attorney Trilogy Pixel Art<br />Ace Attorney Trilogy Main Characters</b><br />Pokemon: Mega Charizard Y &amp; Mega Rayquaza<br />Pokemon: Eevee Collection: Espeon &amp; Umbreon<br /><br />3DS sales<br /><b>Phoenix Wright: Ace Attorney – Dual Destinies from Capcom is 44 percent off (reduced from $29.99 to $16.79) until 8:59 a.m. PT on July 16.<br />Phoenix Wright: Ace Attorney Trilogy from Capcom is 25 percent off (reduced from $29.99 to $22.49) until 8:59 a.m. PT on July 16.</font></td></tr></table><br></b> Official DGS Countdown: Naruhodou Ryuunosuke's Sinful 7 Days Bolt Storm Thu, 02 Jul 2015 02:42:47 EDT [center"><img src="http&#58;//i&#46;imgur&#46;com/GajNggX&#46;jpg" alt="" />[/center"><br /><br />DGS launches in just under a week, and to celebrate Capcom has <a href="http&#58;//www&#46;capcom&#46;co&#46;jp/dai-gyakuten/7days/" target="_blank">set up an official countdown</a> - in the form of a very long trial for Ryuunosuke! <br /><br />Titled &quot;Naruhodou Ryuunosuke's Sinful 7 Days&quot;, the countdown sees each day revealing a new video explaining what crime Ryuunosuke is on trial for that day. In today's first episode, <a href="https&#58;//www&#46;youtube&#46;com/watch?v=RYc1VKIZnis" target="_blank">Holmes accuses him of spoiling DGS by revealing that Holmes is in the game!</a> It's up to readers to vote as to whether or not revealing any info about a detective game constitutes a spoiler.<br /><br />Tomorrow the votes will be tallied and a video showing Ryuunosuke's fate will be posted. Then it's on to the next charge! Gonna be a long week, Ryuunosuke...<br /><br />(You can vote at that top link, or share your vote on Twitter to have it count 100x.) DGS in Famitsu 7/2 - Full Scans Bolt Storm Wed, 01 Jul 2015 11:35:23 EDT Famitsu is out, and brings with it 8 pages on DGS!<br /><br />[spoiler=Scans"><img src="http&#58;//i&#46;imgur&#46;com/cwaUj2Q&#46;jpg" alt="" /><img src="http&#58;//i&#46;imgur&#46;com/B1l3ve1&#46;jpg" alt="" /><br /><img src="http&#58;//i&#46;imgur&#46;com/z6aOFUY&#46;jpg" alt="" /><img src="http&#58;//i&#46;imgur&#46;com/negn9ZL&#46;jpg" alt="" /><br /><img src="http&#58;//i&#46;imgur&#46;com/Pf2b1MQ&#46;jpg" alt="" /><img src="http&#58;//i&#46;imgur&#46;com/34s6uwk&#46;jpg" alt="" /><br /><img src="http&#58;//i&#46;imgur&#46;com/oMO9hq0&#46;jpg" alt="" /><img src="http&#58;//i&#46;imgur&#46;com/t1AV7DD&#46;jpg" alt="" />[/spoiler"><br /><br />The article brings us a better look at Tobias Gregson, a detective at Scotland Yard. Noted for his love of fish and chips (yes, really), he's also appeared in the Sherlock Holmes novels Iris writes, which is both a source of pride and vexation to him. (Later, Takumi notes he serves as something of the game's Gumshoe equivalent.)<br /><br />Next up, the article shows us Holmes' and Iris' home, as well as a look at Holmes when he's not dressed up to go investigating. That's quite the hairdo, Mr. Holmes...<br /><br />The fifth and sixth pages bring us play impressions on the game's first two episodes. They're all quite positive, with the caveat that one author, upon learning episode 2 didn't have a trial section, said &quot;Huh? Then it's not really &quot;Turnabout Trial&quot;, is it?&quot; (Turnabout Trial being the translation of &quot;Gyakuten Saiban&quot;.) But with that out of the way, they had a good time (even if their final impression was &quot;everyone in this game is weird!&quot;)<br /><br />After that comes an interview with Kojima and Takumi. I haven't got time to translate it all, but some interesting points: writing the game's script only wrapped up in April, Takumi notes that after writing Phoenix so long writing Apollo had been difficult and that influenced how he wrote Ryuunosuke, and that - if possible - they'd love to do a sequel.<br /><br />Lastly, the game was reviewed by Famitsu's staff, and received a score of 9/9/9/8, for a total of 35/40. In general, the impressions were quite positive, and the staff logged an average play time of 30 hours. <a href="https&#58;//i&#46;imgur&#46;com/OEOhH21&#46;jpg" target="_blank">The full Japanese reviews can be seen here.</a><br /><br />A week to go! DGS in Famitsu 7/2 Bolt Storm Tue, 30 Jun 2015 05:52:15 EDT One last Famitsu, <a href="http&#58;//www&#46;famitsu&#46;com/news/201506/30082080&#46;html" target="_blank">one last DGS article</a>!<br /><br /><img src="https&#58;//i&#46;imgur&#46;com/qZCnFFW&#46;jpg" alt="" /><br /><br />This week's article celebrates the game's imminent release, in the process introducing another character - <b>Detective Tobias Gregson</b>, a member of the Holmes canon and visible on the game's boxart. Also present will be interviews with Takumi and Kojima, play impressions from the game's first two episodes, and maybe even more!<br /><br />Details once the magazine leaks or officially releases (~29 hours from now.)