Rookie Illuminati Member
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Rank: Suspect
Joined: Tue Feb 27, 2007 8:44 pm
Posts: 48
I admit, one of the first things that I dug of the AA/GS series was the character design. Bold lines, a few vibrant colors, one or more characteristic items, gestures or whatever, and a new, shiny character is ready: that's the formula used all throghout GS1-3. Detail is absolutely not the key word here: if there was more detail, the design would lose focus on what's really important-be it Phoenix's spiky hair, Edgeworth's cravat, Mia's...huh, let's skip this one

, the Judge's stereotyped biblical patriarch figure

, Zenitora's "fiery redness"-you name it. Surely, in many cases there is more than one element that stands out (Max comes to mind), but they are never excessive for the sake of it, never baroque. The GBA's limited palette (only 16 colors per sprite, or something similar) and the necessity to use sprite animations made it compulsory to have a character design that comes, without frills, straight to the point-paradoxically, the limitations crafted its expressive strength.
And now, with limitations being lifted off by the DS's superior capabilities, the design-in my opinion- is
suffering. Nura, the character design responsible for GS1 case 5 and GS4, is stiffing his characters with rendundant details, and makes too much use of (serious) stereotypes to define his characters (the Garyuu brothers, with their bishonen looks). Sure, stereotypes were abundantly used in GS1-3 too(

,

), but came out as amusing self parody. Another gripe I have is that in 1-5, or in GS4( which, yes, I've poiled for myself), the "gag" characters don't even look human, while the "serious" characters are all handsome; the line was way more blurred in the previous games.
To make a case about what I said before, I'll take a look at young Ema Skye, the one present in GS1-5. Her whole character screams "Look! More colours, more details than before!": seriously, with all her "scientific equipment", pins, glasses, bowtie, vest,
patterned skirt...she is more detailed than the whole GS1 crew before her. And yet, what does she convey with her character design? The vague image of a teenage girl, maybe interested in chemistry because of her coat and chemicals. Not too effective.
Another case is

...ok, we've understood he's a "cowboy". You, Nura, don't have to stiff him with
yet another cowboy clichè to get the message across. Thank the Flying Spaghetti Monster he doesn't have a friggin' cactus in his pocket anymore. That would be just ridiculous.
Not casually, Nura's best designed characters IMHO, Gant and Odoroki, are much more streamlined than his usual ones.
I could go on, but I don't feel like it. I don't know why Nura took the lead as the GS designer, I sure don't like him and the path the GS series has taken since he arrived. I might, of course, enjoy GS4 in spite of his character design, but, from some comments I've read and what I've gathered on the story, it retains some of the themes and topoi from 1-5, and (spoilers about Phoenix's character developement and returning characters)
.
Sorry for the mega rambling rant.