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Re: What do you think of Dual Destinies?Topic%20Title
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TheIdioteque wrote:
Spoiler:
Apollo really stood out in this game for me. I was kind of apathetic about him after GS4 since they never really gave him much of a personality in the game, but I really think Case 4 and Case 5 should down as his 'breakthrough performance' in the series. I really hope GS6 focuses more on him, especially since he was basically the scene stealer in this game. Also, he seems to be turning into quite the ladies man in the series. Both Juniper and Athena seem to be into him, hell I even thought that Aura was flirting with him until the game all but stated she was a lesbian.


I have to agree with the last bit. If it weren't for the part where she practically screams in frustration, I would have even thought the two of them actually liking each other. I like the direction Capcom is taking with Apollo though. He's got more depth and a stronger background now. Hope he shines more in GS6.
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Re: What do you think of Dual Destinies?Topic%20Title
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Quote:
You were trying to argue that it doesn't make sense to call this unrealistic when AA is a series based on unrealistic over-the-top courtroom drama moments, but think back to the earlier games. There was a certain borderline for what was far-fetched and what wasn't, and for each game it might've been crossed a tiny bit but ever since AJ and DD that borderline has been crossed by several miles now that there's just actual magic (percieve) and Mood Matrix (hearing? wtf?). They basically just took the concept and went with it, with very little care for what has been established in the AA universe as being realistic and what isn't. It's okay, and it works but it's hard to believe in because it's so much more "far-fetched" on top of what is already far-fetched. /ramble


What was the Magatama then? I seem to recall hearing warning about FREAKING GAMBLING WITH YOUR SOUL when you get an answer wrong. Face it the AA series has almost always had magical super powers and unrealistic things. Hell having a magical soul-powered lie detector seems more over the top than super sharp eyesight and hearing.

Quote:
Dual Destinies was a definite improvement, but in AAI the game was ruined by this and it was also way too evident in Dual Destinies at a lot of point. It's kind of how it is in most of Kojima's games when you get these "history-interrupts" and a character explains a backstory as elaborate as possible, but at the same time Kojima completely forgets that the over-exposition doesn't suit the tone of the story, that the player might get lost in the over-informative writing and that it doesn't fit the character to be explaining the issue as if he was Kojima himself.


No....that's not right at all. In the Metal Gear series yes you do get those long explanations of the past...but they've been in it since the first Metal Gear Solid...it is an accepted and EXPECTED part of the tone of the story. Hell it's not a Metal Gear game without massive amounts of over-exposition. Plus the characters who explain it typically suit the explanations they are giving, with increased importance leading to more information about the field. Otacon will talk about Tech, Big Mama will talk about the old warriors of her time.
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Re: What do you think of Dual Destinies?Topic%20Title
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GoingforMiles wrote:
Urgh, I fucking hate Phineas Filch. And I hate that his name sounds so much like Phineas Flynn (Phineas & Ferb). It's a disgrace, really.


Really? He was actually one of my favorite new characters. I just found him humorous I guess.
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Can I just say how annoying sol is? And freaking tankuki was?! And freaking lebllr
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Spoiler: Case 4
First of all, I really didn't expect the twist of an ending. Also, I'm kind of warming to Blackquill, after telling Yuri Cosmos to "sod off" (Talking about Yuri Cosmos, I found his freaking out animations to be among the funniest in the series.). :gant:

The one thing that bothers me that Blackquill's sister is pretty much a throwaway character (you don't even use her witness account for anything).

Finally, this has to be the first AA case where you get a defendant declared innocent, without the real killer being found.
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Allie_Fey wrote:
Can I just say how annoying sol is? And freaking tankuki was?! And freaking lebllr


I like Sol, but I swear he must be related to Sister Bikini with all that hmraaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaggghhing.
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linkenski wrote:
TheBlarghMan wrote:
Jonathan wrote:
I don't get it,what was the point of that lecture?Are you trying to explain why the way I felt was wrong?
As I was playing,I felt the game lacked in realism,that's a fact.If you don't think it's any less realistic than the other games in the franchise then good for you.
Not to mention you brought up completely irrelevant things.I just said that the problem wasn't the concept and themes but rather the way the characters spoke and reacted to certain things("the writing" aka the text)and yet you bring up concepts such as how a"person survived falling into a river notorious for washing victims away".
4-3 was a god awful case,yeah.How does that contradict what I said?Did I say that I think 4-3 is more realistic than DD?No.

In a nutshell, I was arguing that your points are unfounded while asking for a bit more explanation as to why you felt that way at points. I am genuinely curious to the reasoning behind your feelings.

You say that you felt the game was unfounded, and I don't debate this. My first point is that in a series that essentially thrives off being unrealistic, claiming that there are "too many unrealistic abilities" for a game in said series is hardly even a valid complaint. What about these abilities makes them so much more unrealistic? Or is it just the sheer number of them?

I referenced 4-3 simply because it has a much greater number of "unrealistic abilities" than DD, or more specifically, the case you referenced, 5-2. I could have picked pretty much any case in the Ace Attorney series and substituted it in here. Why do the abilities in 5-2 suddenly become "too unrealistic" as opposed to before? That's my question.

As for the writing, I addressed that separately (you did mention both the writing and the abilities, if you'll refer to the post I quoted) with a question. Since you never responded to this question, I'll ask it again: What specifically about the writing makes it unrealistic? Is it the characters? The plot twists of the story? The dynamic between the various protagonists? What exactly is so unrealistic in the writing?

I'm not attempting to lecture here, just simply posing an argument as to why I believe making the claim that "Dual Destinies is far more unrealistic than other Ace Attorney games" is on one hard, hardly a valid complaint, and on the other, it isn't any more unrealistic than titles preceding it. That's all I'm doing. Friendly debate n' such.

If you don't want to engage in said friendly debate, then I won't bring it up again.

I think you might be missing his point though. He's saying the writing is unrealistic because of the way it is when you use the Bracelet or the Mood Matrix and that when you have more than just one of these magical gimmicks the suspension of disbelief is harder to hold on to. Think about the fact that whenever you point out a contradicting emotion with the Mood Matrix the characters always use these blatant ways of explaining the contradiction, such as "We sensed joy but that contradicts what you should've felt". First of all, the game lacked a moment where they properly explained how the Mood Matrix ended up being accepted in the court and second of all the writing is terrible whenever you use the magical systems.

You were trying to argue that it doesn't make sense to call this unrealistic when AA is a series based on unrealistic over-the-top courtroom drama moments, but think back to the earlier games. There was a certain borderline for what was far-fetched and what wasn't, and for each game it might've been crossed a tiny bit but ever since AJ and DD that borderline has been crossed by several miles now that there's just actual magic (percieve) and Mood Matrix (hearing? wtf?). They basically just took the concept and went with it, with very little care for what has been established in the AA universe as being realistic and what isn't. It's okay, and it works but it's hard to believe in because it's so much more "far-fetched" on top of what is already far-fetched. /ramble

But anyway, since he mentioned writing, I have to admit that this wasn't my biggest concern that the writing was too focused on unrealisitc stuff. No, my problem is excellently pointed out in a review I just found.

http://www.siliconera.com/2013/10/30/ace-attorney-dual-destinies-justice-trust/

Really, I've tried to put my finger on why I dislike the new writing staff and I had almost given up at this point because I usually end up grasping at the wrong points and people call me out for being nostalgia-blinded or hypocritical. No, really, read this review of the game. It points out that at too many times the characterization for any of the visible characters is dropped for the sake of having them become "the mouthpiece" of the author. This is why I keep rambling on about Takumi vs. Yamazaki. Sometimes the new guy seems to have written himself so much into a corner or maybe he can barely make his point so he makes the characters directly explain his points and in the end the writing just loses all of its flavor and is devoid of any kind of characterization.

Dual Destinies was a definite improvement, but in AAI the game was ruined by this and it was also way too evident in Dual Destinies at a lot of point. It's kind of how it is in most of Kojima's games when you get these "history-interrupts" and a character explains a backstory as elaborate as possible, but at the same time Kojima completely forgets that the over-exposition doesn't suit the tone of the story, that the player might get lost in the over-informative writing and that it doesn't fit the character to be explaining the issue as if he was Kojima himself.

Again, check the link as I'm terrible at wording this properly but the fact of the matter is, the story is bottlenecked by the fact that the writing is far too forgetful of characterization in favor of portraying the author's direct line of thought. In any Takumi-written game I've played even the most plot-devicey characters have their own unique behavior and even if they're making a point across they do it in their own manner, and are not directly quoting Takumi's logical, rational explanation. In court it works but during investigations it becomes a chore.

TL;DR: Don't read my ramblings, read the link.

I realize his point, but my argument in return is that if you're willing to accept a game where spirit mediums channel dead people and where the main protagonist has an ability that lets him see other people's secrets, then I really don't get why taking away one of those abilities and adding two different (and much more founded in potential reality, I might add) abilities suddenly makes the game's writing too unrealistic. It's actually much easier, in my opinion, to believe that there is a possibility of people out there who legitimately would be able to detect flinches in other people, and I could also imagine that a device could potentially come into play at some point which could detect people's emotions (though admittedly probably not by the year 2020).

I guess my point in saying this is that simple numerical terms of supposedly difficult to believe instances don't require any more suspension of belief than one really difficult to believe special ability. DD has Phoenix's Magatama, Apollo's Bracelet, and Widget, two of which I could realistically picture existing. The original Trilogy has the Magatama and multiple people channeling spirits, neither of which I would ever believe exist. In my opinion, substituting one major suspension of disbelief for two far more minor suspensions of disbelief is by no means making a game harder to believe in.

I honestly don't understand what you're saying about the characters supposedly being mouthpieces for the author, after reading the article. The only point I got out of it was that the author seemed to be upset at the characters sometimes serving as little more than hint mechanisms for telling you what to present (I guess that's what the "optional dialogue during investigations sequences" meant?, and I really don't see how this is a problem at all. Besides being something that nearly every Ace Attorney game does on multiple occasions, let's just consider reality for a second. If someone figured something out, wouldn't they tell their partner about it instead of just keeping it to themselves? Criticizing a character for sharing what they've figured out is really, really pushing it.

I could just be addressing something else entirely, but the point the author makes is so incredibly vague I'm having trouble figuring out just what it is he's upset about.

I think you made the point much better than the author did, and at least in this instance, I know what I'm actually trying to respond to. As for the character's over-expositating (not a word, I know), I disagree simply because I personally don't believe that happens in any case outside of witness breakdowns, and that's for pretty much every game in the series. When the final bad guy is caught, they always go on a monologue of sorts about their entire plan, and how genius it was, and blah blah blah. It's unrealistic, sure, but it's necessary to explain things to the players, and I can honestly accept a little bit of a loss in characterization for explanation.

I get the sense that you're referring to more than just witnesses, though, and to that end I don't think there's ever a case where the explanation seems out of character for any major character in Dual Destinies. Apollo...

Spoiler:
discusses his friend Clay to great length, but all of that is very in character for him as he just lost a friend and is understandably upset, and his explanations remain very much in character with plenty of emotion (thinking specifically about his interjection of how it was unfair during his rant at the Anything Agency)


...and Athena...

Spoiler:
towards the headphones she had to wear, towards Simon, towards people in general, towards the robots, towards Juniper, etc.


This is a bit of a tough argument to tackle without any examples, so if you could list some instances where you think characters are acting out of character for the sake of explanation, by all means, list them, and I'll address them as best I can.

One final point, though: Perceiving is not (as you said) magic. Perceiving is assuming that some sort of evolutional mutation has sprung from a line of magicians who needed an extraordinary level of vision to operate with. In time, this developed into a bodily reflex of sorts, to where the person with this trait would unknowingly tense when seeing someone else who tensed in the same way. Likely a reflex originally born from magicians needing to guess how their audience was feeling.

So it's not exactly founded in science, certainly, but it's by no means on the level of unbelievableness(yeah, not a word) of magic.
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Last edited by TheBlarghMan on Thu Oct 31, 2013 11:16 pm, edited 2 times in total.
Re: What do you think of Dual Destinies?Topic%20Title
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Ya know, guys, the main way this game excels above all is how much further out there it is than any other game. /inb4spacejokecrash

Thane wrote:
Pierre wrote:
FREAKING GAMBLING WITH YOUR SOUL


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He went on break in this game; that's why the "Dark Age of Law" was kinda meh.

Maybe GS6 will go holy... as in, not religiously or ethnically holy, but just more... sparkly lights and stuff. coming to shojo jump in 2016
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Re: What do you think of Dual Destinies?Topic%20Title
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GoingforMiles wrote:
Urgh, I fucking hate Phineas Filch. And I hate that his name sounds so much like Phineas Flynn (Phineas & Ferb). It's a disgrace, really.


Haha... Disgrace! Well, that's one way to put it...
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Re: What do you think of Dual Destinies?Topic%20Title
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I really really loved this game, for me it's the best one in terms of writing and/or storyline. Some parts of the writing were meh but the plot twists and character development for me were very good, although I wish there was a teensy bit more focus on apollo's reaction on something that happened and the wright co. comforting him or something, but maybe it happened off-screen. This is my favorite because I have never been so emotionally invested in this game as the others. I have never been so shocked before at the reveals; I was crying and sympathizing with the characters a lot and even teared up during the credits and yelling OBJECTION! at the mic. The animation and 3d sprites and surroundings wow, I loved the detail that you could see birds flying in the background or the lanterns swaying to the wind. Sometimes I'd just stare at a while and wait for it to repeat. The cameos were handled well, enough to satisfy old fans but not taking the spotlight of other characters. Wished there were more interactions of Apollo and Trucy, Phoenix and Trucy, or the three of them, I love their interaction.

The negative part was, as I'm pretty sure it has been stated a lot was the investigation gameplay, I understand in trying to make it go easy but I missed examining everything because you got gems of dialogue and knowing the character a little more (Like Phoenix thinking that he doesn't know a lot of flower names and should know more). The voice acting could be better, same with the objection, hold it, etc, voices. The anime scenes felt random at times or too short.The court sessions were really good and long but I don't know if it was because I was rusty but I found the contradictions and evidence more vague when in other games it was obvious because it said so in the evidence description.
An example I can think of is:
Spoiler: 5-3
When Hugh is testifying about seeing Juniper dragging the mattress, you had to present the evidence of either the diagram or the photo of them setting up the stage with a fence (I can't remember now),thus making him unable to see Juniper, when in previous games there would've been an evidence saying something like construction of stage during 5-8pm, there was a tall fence between these two places to prevent peeking

The use of psyche locks were good although I wished it was used more and a little bit more difficult. LOVED the mood matrix and the only problem with perceive is that it was only used in one statement, at least in AJ you had to look for more than a sentence to find the twitch.

It could just be me though, I am an easily satisfied person when it comes to games and stuff. I can't wait for GS6 or hell AAI2

I give it a 9.5/10

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Re: What do you think of Dual Destinies?Topic%20Title
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Well, I'm buying Dual Destinies tomorrow! (Although I'm nowhere near being close to finished on my marathon, so I probably won't get to it for a few weeks. I guess that's ok since the DLC isn't out yet.) Even though I won't be playing it right away, it's exciting just downloading it!
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Re: What do you think of Dual Destinies?Topic%20Title

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Robin Goodfellow wrote:
[*]
Spoiler:
Just finished the game.

Overall, I still like T&T and the original more BUT this one is right up there for me. I enjoyed playing all the cases, and they didn't feel like there's like one I would skip on a replay like I do with say, JFA. I feel like they took advantage of the new technology fairly well and though some people have complained about each attorney having their own gimmick I like it. It offered a fair bit of variety in what we could do each case and there feels like appropriate limits to each other (for ex, Apollo not being able to use his powers against Blackquill as long as Taka's around and his human lie detector abilities working against him in the narrative; return of Black Psych Locks; Athena's relying heavily on having evidence to support what she finds).

In terms of Athena's character, I don't consider her a mary sue. She's not my favorite assistent but in terms of general personality and stake in the plot, I feel like it works. The nice thing about her is that she can actually do more in trials, unlike Maya and Trucy who eventually tapered off because their abilities weren't needed as much, because Athena's interests are similar to Apollo and Phoenix. Plius, I enjoy her interactions with the rest of the cast, especially Apollo with how much they play off each other as senior/junior employees. I also didn't mind her having accomplished as much as she had despite her age partially because of her motives/where she got it done. So far, AA-verse has established Europe as the mystical land people keep getting their jobs way too early so given Klavier and Franny, Athena being over there and deciding to push to for it when with her motives made sense.

In terms of Apollo, I'm actually really looking forward to when they get to his story. I didn't mind the character himself in AJ, but he suffered being just a replacement or stand in for Phoenix. Even when this game felt like it was more about Athena, Apollo got a lot of nice moments, clear characterization, and you see more sides to him in his work, relationships to Phoenix and Athena and Trucy, and hints to his backstory. I also actually really liked the reason for him covering his eye, since it shows a double-sided edge to his power. I wanted him to keep the jacket but oh well.

For Phoenix, he definitely felt like a supporting protagonist but that's not a bad thing. You see traces of both old Phoenix and Hobo!Phoenix, especially when you see him through Apollo and Athena's POV. If they phased him out more in the next game or gave him fewer cases, I wouldn't mind at all. It really feels like he's around to guide the next generation than anything else, much like Edgeworth and his comment about how he doesn't get to be in the courtroom much anymore because of his position and new duties.

Definitely worth the play, overall.


I totally agree with the quote above

AA5:DD isn't my favourite game but it's was very satisfying unlike AA4:AJ or AA2:JFA, where I felt dissatisfied, like there was a something missing that didn't quench my thirst.

My first and seconds spots still go to AA3:T&T & PW:AA1

I'd say AA5:DD is on par with AAI-1, at least personally they're not perfect games but they're very satisfying and enjoyable.

My favourite moments in the game were the little things

Spoiler: Case 3
When Athena poses as Nick's Statue and the audience in the gallery spoke up about Athena's likeliness, the way the audience spoke sounded like Nick was actually a famous lawyer even though he had approximately 8 year hiatus, maybe the people who visit the gallery during the court cases are generally the same people? I was pleasantly surprise Nick seemed famous that's all.


Spoiler: Case 5
When Nick says, I'm paraphrasing because I don't remember the quote word for word "Don't lecture me on matters of the heart when I can see into people's souls" then the Psyche Locks appear, *owned* lol although he said this in this head and not out loud.

And they mention the little things about past characters like how Maya visits Nick on a regular basis, they never say how often but I assume annually and that Maya and Pearl were familiar with Trucy and Apollo. Now I'm more curious then ever about how Trucy met Maya and Pearl.

From AA4:AJ it seemed like Nick and Maya kind of fell out of contact with each other (I havent's played AA4 for a LONG time so I could be wrong) But that was never the case.


What I didn't like was that they never touched on.

Spoiler: AA:AJ
Did Apollo and Trucy find out they were blood related Siblings at the end of AA4:AJ? I can't remember, because it didn't feel like they were siblings. Like that atmosphere that they were close as family. The fact that their Mother was still alive but never revealed it to them. I didn't think she'd abandon them again, could have kept in contact.


And the English Dub, if they ever do full voice acting to the entire game, I hope they give us the option to mute the voices or dual audio and obviously work on their spelling, grammar and localization.

Last edited by kniteowl on Fri Nov 01, 2013 10:59 am, edited 2 times in total.
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TheIdioteque wrote:
GoingforMiles wrote:
Urgh, I fucking hate Phineas Filch. And I hate that his name sounds so much like Phineas Flynn (Phineas & Ferb). It's a disgrace, really.


Really? He was actually one of my favorite new characters. I just found him humorous I guess.


I'm not through with case 2 but I don't expect any progress on his part so: Yes! He's so... so sleazy and most of his animations give me the creeps, like the "humble" one, or when he tips to the side and his cap slides off... *shudder* And it's STILL not ok to steal from the attorney (that's not a spoiler, is it?) *3-3 déjà vu*
(......Ack! I've run out of snide comments!)
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I don't like Phineas either but I liked the animation of him when he stamps on your foot haha

All the animations are so smooth they look amazing.
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Well, after a long, long time I came back here. I played DD through yesterday and I have to say, I think it's 'okay', but not more IMO.
I'm gonna elaborate on the reasons for that, because i just love to list things :D

Spoiler: the negatives. Spoiler for the whole game
- It was way too easy. Am I the only One one who thinks so? They literally pointed out the next step every Single time. 'Let's Talk to XY next!' 'Why don't we present THAT PHOTO to him?' And if you didn't pick up on those *subtle* hints you could always look it up in the Notes. It's a shame because i really loved to present random stuff to get different reactions, but it seemed ridiculous to do that when they tell you exactly what to present.
- Same in the courtroom. After pressing some statements or at the end of the Testimony, Most of the time they tell you what's wrong.
- it's sad that we are just able to investigate the Crime scene and Nothing more. I loved to investigate EVERYTHING just to get dialogue.
- the Lack of minigames. When Athena pulled out that fingerprint powder, i thought we could finally do something, but nope. Or repairing the Statue..i had hoped we'd be able to fix it like in 1-5 with the Vase. It's nothing big, but i just think those were opportunities missed.
- too many lawyers. They tried to give each of them an equal Share of time and Story, but it's hard with three lawyers and just Five cases.
- and with that, too many gadgets. I like each gadget on it's own, but it just seems that defending somebody is impossible if you don't have a superpower. PW1 had nothing of the sort and was great, and after that, one gadget (the magatama) was more than enough.
- no punishments for magatama/perceiving/moodmatrix. Made the game even easier.
- i felt like they couldn't decide between Hobo!Phoenix and the old Phoenix.. They showed two completely different Characters, especially if you looked through Athenas POV.
- the cameos were nice, but Pearls cameo was forced and so random. She Shows up to clean his Office. Then she goes home.
- somehow, i didn't Feel like Blackquill was much of a rival. He helped us even most of the times, got mad at the witnesses when they were lying and wanted the truth. I get that he has to be 'good' in this 'dark Age of law', but being used to the von Karmas who rather explain why the lie still made Sense than forcing the witness to say the truth.. He didn't feel like a challenge, and i was glad when edgey showed up.


Spoiler: the positives. Spoilers for all cases
- as somebody who didn't like AJ, this game made me like his character and Klavier a lot more
- i loved maya's Letter.
- the 3D stuff felt great, and although we could only investigate the Crime scene, i like how thoroughly we could do that with different angles.
- very good twists. I was shocked when I realized that Fulbright is the Bad Guy.. I got quite attached to him.
- i love that the cases are all connected somehow and emotionally build up, and that Apollo keeps mentioning Clay in previous cases. Made me feel sorry for Apollo, and at some point even think that Clay maybe didn't *really* die.
- the explanation of the black Psyche locks. Bit weird though, huh? So Kristoph has a buried memory?
- the theme songs. They were full of awesome.


That's my opinion on the game, i guess. I know the negatives are more than the positives, but i still did enjoy the game, i just think it Comes after the Original Series in my Personal Ranking.. But still in front of Apollo Justice.

Spoiler: random thoughts
- edgey and Nick totally have their Moments. I might start to ship those two if Maya doesn't come back ;).
- why does nobody react when a freaking sniper shoots around in the courtroom? They didn't even look for him, or, idk, run away.
- Nick doesn't care at all that his daughter is held hostage, does he? I even forgot it sometimes. I have to say that his strengthens my Nick/Maya ship - when Maya was kidnapped, it was way more important ( even to him, it seems ) ;)

I'm german.. so please forgive me mistakes etc. x)
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Was I the only one who found it adorable that Edgeworth had accompanied Phoenix to watch Trucy perform? It's the little details and tidbits like this that makes the game so good.

And I can just smell the fanfics coming.
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Thane wrote:
Was I the only one who found it adorable that Edgeworth had accompanied Phoenix to watch Trucy perform? It's the little details and tidbits like this that makes the game so good.

And I can just smell the fanfics coming.

the squeals of delight that came outta my mouth when I read that we're inhuman
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Thane wrote:
Was I the only one who found it adorable that Edgeworth had accompanied Phoenix to watch Trucy perform? It's the little details and tidbits like this that makes the game so good.

And I can just smell the fanfics coming.

I'm pretty sure they've already come, and the game basically made that point canon.
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Allie_Fey wrote:
Thane wrote:
Was I the only one who found it adorable that Edgeworth had accompanied Phoenix to watch Trucy perform? It's the little details and tidbits like this that makes the game so good.

And I can just smell the fanfics coming.

the squeals of delight that came outta my mouth when I read that we're inhuman


I should write a fanfic about this.

Speaking of DD, I got it yesterday.
It's really good, not the best, but it's fine. The animations are great, and the dialogue is hilarious! Like everyone else, I'm disappointed that I can't examine everywhere. Trucy seems great and in-character but... I wished case 2 was a Apollo-Trucy case instead. >.>
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Sahnie wrote:
Well, after a long, long time I came back here. I played DD through yesterday and I have to say, I think it's 'okay', but not more IMO.
I'm gonna elaborate on the reasons for that, because i just love to list things :D

Spoiler: the negatives. Spoiler for the whole game
- It was way too easy. Am I the only One one who thinks so? They literally pointed out the next step every Single time. 'Let's Talk to XY next!' 'Why don't we present THAT PHOTO to him?' And if you didn't pick up on those *subtle* hints you could always look it up in the Notes. It's a shame because i really loved to present random stuff to get different reactions, but it seemed ridiculous to do that when they tell you exactly what to present.
- Same in the courtroom. After pressing some statements or at the end of the Testimony, Most of the time they tell you what's wrong.
- it's sad that we are just able to investigate the Crime scene and Nothing more. I loved to investigate EVERYTHING just to get dialogue.
- the Lack of minigames. When Athena pulled out that fingerprint powder, i thought we could finally do something, but nope. Or repairing the Statue..i had hoped we'd be able to fix it like in 1-5 with the Vase. It's nothing big, but i just think those were opportunities missed.
- too many lawyers. They tried to give each of them an equal Share of time and Story, but it's hard with three lawyers and just Five cases.
- and with that, too many gadgets. I like each gadget on it's own, but it just seems that defending somebody is impossible if you don't have a superpower. PW1 had nothing of the sort and was great, and after that, one gadget (the magatama) was more than enough.
- no punishments for magatama/perceiving/moodmatrix. Made the game even easier.
- i felt like they couldn't decide between Hobo!Phoenix and the old Phoenix.. They showed two completely different Characters, especially if you looked through Athenas POV.
- the cameos were nice, but Pearls cameo was forced and so random. She Shows up to clean his Office. Then she goes home.
- somehow, i didn't Feel like Blackquill was much of a rival. He helped us even most of the times, got mad at the witnesses when they were lying and wanted the truth. I get that he has to be 'good' in this 'dark Age of law', but being used to the von Karmas who rather explain why the lie still made Sense than forcing the witness to say the truth.. He didn't feel like a challenge, and i was glad when edgey showed up.


Spoiler: the positives. Spoilers for all cases
- as somebody who didn't like AJ, this game made me like his character and Klavier a lot more
- i loved maya's Letter.
- the 3D stuff felt great, and although we could only investigate the Crime scene, i like how thoroughly we could do that with different angles.
- very good twists. I was shocked when I realized that Fulbright is the Bad Guy.. I got quite attached to him.
- i love that the cases are all connected somehow and emotionally build up, and that Apollo keeps mentioning Clay in previous cases. Made me feel sorry for Apollo, and at some point even think that Clay maybe didn't *really* die.
- the explanation of the black Psyche locks. Bit weird though, huh? So Kristoph has a buried memory?
- the theme songs. They were full of awesome.


That's my opinion on the game, i guess. I know the negatives are more than the positives, but i still did enjoy the game, i just think it Comes after the Original Series in my Personal Ranking.. But still in front of Apollo Justice.

Spoiler: random thoughts
- edgey and Nick totally have their Moments. I might start to ship those two if Maya doesn't come back ;).
- why does nobody react when a freaking sniper shoots around in the courtroom? They didn't even look for him, or, idk, run away.
- Nick doesn't care at all that his daughter is held hostage, does he? I even forgot it sometimes. I have to say that his strengthens my Nick/Maya ship - when Maya was kidnapped, it was way more important ( even to him, it seems ) ;)

Addressing the negatives, I really don't mind the lack of minigames. In fact, I welcome it, to an extent. Blowing on the DS microphone with fingerprints was beyond silly and added nothing to the experience, and putting a statue together (like was done with the jar in Rise from the Ashes, felt pretty forced to me as well. I welcome taking advantage of the DSs capabilities, but almost all of the minigames were just the game reminding us as much as possible that it was on the DS. So I'm glad they got rid of them, personally.

Spoiler:
I'd much rather have Blackquill than another Von Karma of some sort. Character variety is the spice of story based games, and just having prosecutors that forge evidence and cover up for witness mistakes keeps character variety from existing. And honestly, I would say Blackquill is far more similar to Edgeworth than any other character. Edgeworth was more than willing to call out witnesses for lying, even if it worked in his favor (Turnabout Samurai, Rise from the Ashes, Farewell, My Turnabout). Simply seeking the truth above all else can be threatening, as Edgeworth himself exemplifies.


I honestly liked (for the most part) the compromise between Hobo Nick and Old Nick. It makes sense for him to stop being so cryptic now that his badge is back, but his strategy for getting through trials is still bluff, bluff, bluff. I wish he would maintain a bit of composure when he gets surprised, but that's nitpicking in my opinion.

And I really liked the splitting of time between lawyers, because even when you were playing as someone else, other characters were still developed.

I guess all of this is opinion, but at the end of the day it seems to me that the majority of people's problems with DD is that it's just "too different" from old AA games. Either the prosecutor isn't like Edgeworth, or the lawyers are too different with different gadgets, or the writing seems too different, or the twists are too different (which wasn't addressed in this specific post).
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I feel kinda bad registering to be negative, but I'm interested to find the feedback so far is mostly positive, because I've been pretty disappointed.

I'm in the middle of case 4 and still playing, so it can't be THAT bad, but...let's see. The buglets and language errors in the translation are annoying, but no big deal. But more seriously...

Positives...well I like quite a lot of the new characters. And I like that there isn't really a 'lead character' (I was happy that, contrary to the pre-release reports, we're not just back to Phoenix as the lead character), but a storyline with multiple leads - that part of the overarching story I think is handled well. I think a lot of the dialog is snappily written and translated. It could actually be one of the funnier games in the series so far.

But I think there's some more fundamental problems with the writing. I haven't finished the game yet so I can't make a final judgement, but the overarching story seems to be handled pretty clunkily. It feels very much like a second-rate Shu Takumi pastiche; if you look at the previous AA games and Ghost Trick, his stories are obviously completely improbable, but on some level they hang together really cleverly and neatly. I don't get that feeling from this one, so far. It's a bit hard to explain, but it just has me rolling my eyes, not really invested in the plot.

I've really not been a fan of the actual evidentiary flow of the cases so far. Yeah, it's kind of an in-joke in the AA games that the prosecution barely has to break a sweat to have someone ready to hang while the defence has to explain every tiny thing that comes along, but it's just taken to absurd extremes in DD, and it's never really lampshaded at all; the game treats it entirely seriously. Some of the cases have logical flaws you could drive a semi trailer through. Take the start of case 4, where I am now: the prosecution's initial argument is a purely circular piece of reasoning - "the defendant must be guilty because the victim is dead in this footage. How do we know the victim is dead in the footage? Because if the defendant is guilty, the victim must have been dead at this point in time!" Apollo even *makes that argument*, and the judge brushes it away by saying that *Apollo* is being illogical. WTF? That's just one example, but there's tons of them; Case 3, which seems to be getting rave reviews, was utterly ridiculous to me (yet, even though it really didn't make much logical sense, you could see the 'twist' coming five miles away).

Finally, is it just me, or has the actual gameplay been almost entirely removed, when you think about it? OK, the AA games have never exactly been the pinnacle of open-world interaction, but again, DD takes it to ludicrous extremes. The 'investigation' segments are almost entirely pointless, you are led through them by the nose to such an extent: in the earlier games I remember it being at least a little challenging to find everywhere you had to go, everything you had to say to everyone, and every piece of evidence you had to spot, but in DD, nope. You're in a place and someone says "HEY, I GUESS NEXT WE SHOULD GO TO THIS OTHER PLACE, EH?!" Oh, hey, I wonder where we should go next? Same thing with talking to people: you're just explicitly told what to say. There've been like three conversations so far which haven't literally been 'click conversation path A, then conversation path B, then conversation path C, OK you're done' - it may as well just be a cut scene.

When you actually get to do some evidence gathering, the cursor indicates when you've looked at something before (which is great), but it also changes shape to indicate what's something to look at and what isn't (which renders the whole exercise basically pointless, because all you have to do is drive a cursor around a screen watching it change shape and pressing 'A' occasionally). There are ridiculously, childishly simple 'point at the thing in the picture' puzzles very occasionally, but by the time two or three people have said "OH HEY MAYBE THIS OBJECT CONTRADICTS SOMETHING IN THIS PIECE OF EVIDENCE, HUH?!" there's zero challenge to it. There's basically zero actual gameplay left in the investigation sequences at all: they're cut scenes with occasional button presses.

The court sequences are similar. Here's the kind of thing I remember from previous AA games: you have, like, 20 pieces of evidence in the court record. Lead character says something oblique like "Hmm, is there anything that could contradict what this witness just said?" You get to try and think it through and remember the details of what's going on in the case, sometimes from two or three days previously in the trial, or something someone said briefly in an investigation phase you played two hours earlier. It was actually challenging.

Here's what happens in DD: you have maybe 8 pieces of evidence in the court record. Lead character says "Hey, I wonder if the piece of evidence that was ***RECORDED*** on a ***TAPE*** might contradict the thing this witness just said ***ABOUT THE EVENTS OF LAST THURSDAY***!"

Oh, gee, I wonder if I should go to the statement about the events of last Thursday and present the tape recorder? Ya think? Just maybe? If anything, it's worse when you figured out the next step before the super heavy-handed hints: you feel all clever, you're ready to demonstrate how smart you are, and then by the time the characters have finished beating you over the head with hints, you're wondering why you bothered exercising your brain at all.

OK, I guess that's enough moaning. Like I said, I'm still playing. But it's just kind of a letdown. Ah, well.
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Thane wrote:
Was I the only one who found it adorable that Edgeworth had accompanied Phoenix to watch Trucy perform? It's the little details and tidbits like this that makes the game so good.


Hah, I found that part amusing as well as the fact that Edgeworth also refers to Pearl as 'Pearls' like Phoenix does. It's nice to know the Phoenix and Edgeworth apparently still have time to "hang out" outside of court. :phoenix:
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TheIdioteque wrote:
Thane wrote:
Was I the only one who found it adorable that Edgeworth had accompanied Phoenix to watch Trucy perform? It's the little details and tidbits like this that makes the game so good.


Hah, I found that part amusing as well as the fact that Edgeworth also refers to Pearl as 'Pearls' like Phoenix does. It's nice to know the Phoenix and Edgeworth apparently still have time to "hang out" outside of court. :phoenix:


Not sure if it's a translation error, localization miss or if Edgeworth has finally succumbed to Pearl's irresistible adorableness...
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Thane wrote:
TheIdioteque wrote:
Thane wrote:
Was I the only one who found it adorable that Edgeworth had accompanied Phoenix to watch Trucy perform? It's the little details and tidbits like this that makes the game so good.


Hah, I found that part amusing as well as the fact that Edgeworth also refers to Pearl as 'Pearls' like Phoenix does. It's nice to know the Phoenix and Edgeworth apparently still have time to "hang out" outside of court. :phoenix:


Not sure if it's a translation error, localization miss or if Edgeworth has finally succumbed to Pearl's irresistible adorableness...


Is really hoping it's the second
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TheBlarghMan wrote:
Addressing the negatives, I really don't mind the lack of minigames. In fact, I welcome it, to an extent. Blowing on the DS microphone with fingerprints was beyond silly and added nothing to the experience, and putting a statue together (like was done with the jar in Rise from the Ashes, felt pretty forced to me as well. I welcome taking advantage of the DSs capabilities, but almost all of the minigames were just the game reminding us as much as possible that it was on the DS. So I'm glad they got rid of them, personally.

Spoiler:
I'd much rather have Blackquill than another Von Karma of some sort. Character variety is the spice of story based games, and just having prosecutors that forge evidence and cover up for witness mistakes keeps character variety from existing. And honestly, I would say Blackquill is far more similar to Edgeworth than any other character. Edgeworth was more than willing to call out witnesses for lying, even if it worked in his favor (Turnabout Samurai, Rise from the Ashes, Farewell, My Turnabout). Simply seeking the truth above all else can be threatening, as Edgeworth himself exemplifies.


I honestly liked (for the most part) the compromise between Hobo Nick and Old Nick. It makes sense for him to stop being so cryptic now that his badge is back, but his strategy for getting through trials is still bluff, bluff, bluff. I wish he would maintain a bit of composure when he gets surprised, but that's nitpicking in my opinion.

And I really liked the splitting of time between lawyers, because even when you were playing as someone else, other characters were still developed.

I guess all of this is opinion, but at the end of the day it seems to me that the majority of people's problems with DD is that it's just "too different" from old AA games. Either the prosecutor isn't like Edgeworth, or the lawyers are too different with different gadgets, or the writing seems too different, or the twists are too different (which wasn't addressed in this specific post).


Well, I guess if you like the minigames is opinion, but I do think that it would've added to the gameplay. Right now, it felt like there was almost no gameplay at all, because they told us what to do/present/where to go, sometimes even *transporting* us there. Maybe the minigames wouldn't be needed, but I know I missed them.

The Old!Nick and Hobo!Nick.. I don't have a problem with him using his old strategies or being more of a leader now, but it didn't feel balanced out. When we got to play Nick, he was way more sarcastic (and also made sarcastic remarks, not just silently), than he was when we played eg Athena. I just felt like there was a sprite missing for Phoenix or something like that.

My problem with Blackquill isn't that he is "not like Edgeworth", but that he gives up too easily and helps us. Godot wasn't like Edgeworth and I love him, too, same with Klavier. But they put up a fight and were interesting to beat. It just seems to me that the way he acts in court adds to the overall easy gameplay. I do like his backstory and character, he is interesting enough as a opponent, I'd just wished that he'd be a bit more persistant with his claims.


AdamW wrote:
Finally, is it just me, or has the actual gameplay been almost entirely removed, when you think about it? OK, the AA games have never exactly been the pinnacle of open-world interaction, but again, DD takes it to ludicrous extremes. The 'investigation' segments are almost entirely pointless, you are led through them by the nose to such an extent: in the earlier games I remember it being at least a little challenging to find everywhere you had to go, everything you had to say to everyone, and every piece of evidence you had to spot, but in DD, nope. You're in a place and someone says "HEY, I GUESS NEXT WE SHOULD GO TO THIS OTHER PLACE, EH?!" Oh, hey, I wonder where we should go next? Same thing with talking to people: you're just explicitly told what to say. There've been like three conversations so far which haven't literally been 'click conversation path A, then conversation path B, then conversation path C, OK you're done' - it may as well just be a cut scene.


This is exactly what I mean. It's more like reading through the game than actually playing it, which is why I missed one or two minigames so badly.. just to do *something*.
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^ Uhhh out of Godot, Klavier and Blacky, Blacky is the one who's most like Edgeworth IMO. Klavier helps all the time because "He only wishes to know the truth, ja?" and Godot is just way too passive or lazy to prosecute properly. Blackquill was actually very commited to his job, though he did sometimes put off his guard and let the defence win some points, while Edgeworth is as always extremely strict.
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Thane wrote:
TheIdioteque wrote:
Thane wrote:
Was I the only one who found it adorable that Edgeworth had accompanied Phoenix to watch Trucy perform? It's the little details and tidbits like this that makes the game so good.


Hah, I found that part amusing as well as the fact that Edgeworth also refers to Pearl as 'Pearls' like Phoenix does. It's nice to know the Phoenix and Edgeworth apparently still have time to "hang out" outside of court. :phoenix:


Not sure if it's a translation error, localization miss or if Edgeworth has finally succumbed to Pearl's irresistible adorableness...

It's a miss, probably a typo. He doesn't treat her any different in the source version.

However, Pearl singing the robot's theme and imagining Edgeworth pushing a suitcase with herself and Nick riding on it are two of the sweetest moments in this game... aside from some stuff in Turnabout Reclaimed. (Beware of the cuteness in that case. It's potentially mind-blowing.)
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I just finished the game. My thoughts:

* I've been looking forward to this game and it delivered :) Nice new characters, overall good cases and nice plottwists. The humour was great again, I really missed that in AJ. I laughed out loud several times and snorts and giggles all around.

* But. I really disliked the second case. It kinda made me despair for the rest of the game. It just dragged and dragged, especially the second day. I really wanted it to be over with, especially since you already know the culprit.

* The third case luckily started so much better! It was quite good, but for me it was spoiled a bit since I saw a screenshot which kinda pointed to the real culprit. But the characters were better and it was more realistic.

* Fourth and fifth case. Wow. Really made the game for me.
Spoiler:
Minor thing, why was Athena's mum killed? Was she in the way? Why was the phantom even there?
I really had to keep playing and wanted to find out what had happened. Great story.

* Characters:
Spoiler:
Some were kinda fillers... Like 'oh the fans like them so we need to squeeze 'm in!' Klavier and Pearl especially. They could've been left out... Edgeworth's return was a lot better and I missed the arguments between him and Phoenix in court. I loved him prosecuting the case.
Aside from case 2, I really liked all the characters. I didn't know what to think about Athena at first, but I came to like her.
And Blackquill was really cool as well. Especially his bird! =D Taka is my new favourite character I think ^^
Ah, no wait, that would be Cosmos. Loved him and his galactic pogo stick (or whatever the judge called it)

* References!!
Spoiler:
Ahh, my favourite things. Astronaut Starbuck. As in, Battlestar Galactica Starbuck? ^^ Snakes in boxes refering to Metal Gear. Fifty Shades


* Voice acting. I was really looking forward to this... but I thought the cutscenes were pretty horrible. Especially Athena *shiver* Athena's Objections and such were really good, but in the cutscenes I just wanted her to shut up.
Overall, the interjections were pretty good. Just... EDGEWORTH! Noooooo, what the hell. In the cutscenes he sounded pretty cool, but his objection sounded like a 60 year old country bumpkin.
Also, dislike that the voice actors aren't credited.

But Apollo and Phoenix were pretty good. Nothing to complain about. Blackquill as well, though his Objection! seems a little weak compared to his intimidating Silence!

* Last, some final, somewhat negative thoughts. Best put it in spoilers (1 case 5 spoiler).
Spoiler:
I felt like you really were guided by the game. Especially while pressing the witnesses. In the last cases not so much, but often the game just told you which piece of evidence to present.
And with investigating it was too suggestive. If this were the 2nd game, I bet it would even suggest: *ask Edgeworth if he's got a second part of that suicide report*

Also, how dense were the police and the characters!!! Most of the contradictions were pretty obvious and you could see what had happened. But it took the defense quite a while to figure out. Also, in case 5, where they have the camera records. They were like: well, only Blackquill can be seen on camera around 3 o'clock so he did it. And then Phoenix: Well, what about before that time, have you seen the footage? OH! Heavens, no, we haven't. Oh look, dearie me, a third party!
Couldn't the police figure out for themselves that another party could've entered before that timespan...

Speaking of third parties, I got kinda tired that every single case was about proving the third party was there. Also, most cases the attorney really was saved every time by the skin of their teeth.

Anti-climatic plottwists in the 2nd and 3rd case. I usually like plottwists, but when they had the premise totally wrong again in case 3 I'd gotten a little tired of it. You just proved everything the day before and then: nope, it's actually totally not that. (With the Nine-tales identity and the scene of the crime in case 3). It was such an anti climax.
But in case 4 and 5 I thought they were really cool.


This has gotten quite long ^^ But I've wanted to discuss this the entire week but I couldn't for fear of spoilers.
I may seem a little negative, but hey, they negative is usually better remembered ^^ Need to nag about something.
Overall, I really liked the game and I'd give it an 8. T&T still remains at the top for me, but this one may enter my top 3.
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Here's a little test I'd like someone playing the game to do for me.

Talk to Trucy as often as you can, present right evidence to her, present wrong evidence to her, just exhaust her dialogue.

Then tell me how many times through the game she gets a piece of dialogue where she doesn't mention her magic panties...because it feels like that's about the only thing they've kept of her character and just ran with it. It's a little creepy.
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Pierre wrote:
Here's a little test I'd like someone playing the game to do for me.

Talk to Trucy as often as you can, present right evidence to her, present wrong evidence to her, just exhaust her dialogue.

Then tell me how many times through the game she gets a piece of dialogue where she doesn't mention her magic panties...because it feels like that's about the only thing they've kept of her character and just ran with it. It's a little creepy.


I've heard that a lot and its too bad. For one thing, I've never cared for all the magic panty jokes, but more importantly, it sounds like her character has devolved rather than gotten more complicated like Apollo's. It's as if in JFA suddenly all Maya ever talked about was her love of burgers. There's more to Trucy's character than just the magic panties thing. As someone who played AJ first, Trucy was my first assistant and I thought she was a good, fun character, so it's very disappointing she is just being treated as such a small, underdeveloped character, although it makes sense since she doesn't really have that big of a role in the game.

Hopefully she'll get some more screentime in GS6.
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Re: What do you think of Dual Destinies?Topic%20Title

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Ciran wrote:

* References!!
Spoiler:
Ahh, my favourite things. Astronaut Starbuck. As in, Battlestar Galactica Starbuck? ^^ Snakes in boxes refering to Metal Gear. Fifty Shades


*


Don't forget
Spoiler:
The Twilight reference in case 2. If you read the description of the wrestling match you'll see it was about a werewolf fighting a vampire, all described a guy named Timothy Twilight. Also At one point Nick says "If we are not punished by the said moon" wich is maybe a reference to Sailor Moon who punish bad guy in the name of the moon.


I know I'm lame, but I really like that the game guided you. I hated, to just guess where to go, what to present because when you are stuck I really suck and annoy you like nothing before. Also the fact that every place you can go are always accessible. I liked the characters and the plottwist. Even if the second case was a bit long and annoying since we knew who the killeer was.


What I didn't like though is there wasn't enough magatama and perceiving to my taste. Also Pearls appearance was unuseful when Klavier made at least minimum sense.

Spoiler:
Still weird that everyone seem to have forgeted Lamiroir.

Please don't hit me...
Re: What do you think of Dual Destinies?Topic%20Title
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D.A. McCoy wrote:
Pierre wrote:
Here's a little test I'd like someone playing the game to do for me.

Talk to Trucy as often as you can, present right evidence to her, present wrong evidence to her, just exhaust her dialogue.

Then tell me how many times through the game she gets a piece of dialogue where she doesn't mention her magic panties...because it feels like that's about the only thing they've kept of her character and just ran with it. It's a little creepy.


I've heard that a lot and its too bad. For one thing, I've never cared for all the magic panty jokes, but more importantly, it sounds like her character has devolved rather than gotten more complicated like Apollo's. It's as if in JFA suddenly all Maya ever talked about was her love of burgers. There's more to Trucy's character than just the magic panties thing. As someone who played AJ first, Trucy was my first assistant and I thought she was a good, fun character, so it's very disappointing she is just being treated as such a small, underdeveloped character, although it makes sense since she doesn't really have that big of a role in the game.

Hopefully she'll get some more screentime in GS6.


Yeah Athena had kinda taken her spot I suppose as the assistant, unless you want three people behind the desk in court. It's just a shame she's been reduced to that because you are right it does feel like she's devolved. I mean she was competent in her own way, brought her own array of tricks to the game and had a fun unique character. It's not like they couldn't have done anything with her I mean she's been capable of doing solo-missions before for Phoenix and Zak but yeah...I think there must only be a few times where her Magic Panties were not involved in her dialogue.
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Re: What do you think of Dual Destinies?Topic%20Title
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Sahnie wrote:
Well, I guess if you like the minigames is opinion, but I do think that it would've added to the gameplay. Right now, it felt like there was almost no gameplay at all, because they told us what to do/present/where to go, sometimes even *transporting* us there. Maybe the minigames wouldn't be needed, but I know I missed them.

The Old!Nick and Hobo!Nick.. I don't have a problem with him using his old strategies or being more of a leader now, but it didn't feel balanced out. When we got to play Nick, he was way more sarcastic (and also made sarcastic remarks, not just silently), than he was when we played eg Athena. I just felt like there was a sprite missing for Phoenix or something like that.

My problem with Blackquill isn't that he is "not like Edgeworth", but that he gives up too easily and helps us. Godot wasn't like Edgeworth and I love him, too, same with Klavier. But they put up a fight and were interesting to beat. It just seems to me that the way he acts in court adds to the overall easy gameplay. I do like his backstory and character, he is interesting enough as a opponent, I'd just wished that he'd be a bit more persistant with his claims.

I would argue that Blackquill is very persistent, arguably much more so than Klavier. It's just he's an equal opportunity threatener; whoever slips up is who he's going to pounce on. He never really helps out the defense as much as he does tears people down for the sake of doing so, and that's what really set him apart for me. In Cases 2 and 3, it wasn't so much that he really wants to help the defense out as it is he's a powder keg of sorts, ready to go off on any one who slips up; judge, defense, or witness.

I honestly thought he posed a much bigger threat than Klavier did (mainly because Klavier was never going for threatening). While Klavier actively aids the defense, Blackquill

Spoiler:
only does in Case 5


...and the rest of the time, just beats up on witnesses for his own amusement.

AdamW wrote:
Finally, is it just me, or has the actual gameplay been almost entirely removed, when you think about it? OK, the AA games have never exactly been the pinnacle of open-world interaction, but again, DD takes it to ludicrous extremes. The 'investigation' segments are almost entirely pointless, you are led through them by the nose to such an extent: in the earlier games I remember it being at least a little challenging to find everywhere you had to go, everything you had to say to everyone, and every piece of evidence you had to spot, but in DD, nope. You're in a place and someone says "HEY, I GUESS NEXT WE SHOULD GO TO THIS OTHER PLACE, EH?!" Oh, hey, I wonder where we should go next? Same thing with talking to people: you're just explicitly told what to say. There've been like three conversations so far which haven't literally been 'click conversation path A, then conversation path B, then conversation path C, OK you're done' - it may as well just be a cut scene.

Quite honestly, I prefer the style of letting you know where you should be heading next as opposed to having to wander all over the map presenting random pieces of evidence to random people and examining every corner of every scene in the hopes of finding that one plot element that lets you progress to the next part. I will say that DD goes a bit far in not letting you examine every scene, and not putting you in charge of moving at all times, but if the next game rectified those two things while keeping the rest of DD's investigation style intact, I think it'd be a lot better for it.

Probably my biggest frustration with the older Ace Attorney games is just that; randomly running around and presenting things until you succeed isn't much of a logic puzzle either, it's just more frustrating.

The biggest gameplay element that I've found from the old Ace Attorney series investigations is keeping track of information found in the investigations, and then transferring that over to the courtroom, which is still there. In my mind, the majority of what was done was just getting rid of a lot of annoyance.

I'm also glad they got rid of the penalty bar involved with the Magatama. Maybe it makes things a bit easier, but it makes absolutely no sense to have your starting position in court the next day be affected by how you question witnesses.
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Re: What do you think of Dual Destinies?Topic%20Title
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^ My pitch to your statements... DD has a memo function. It eliminates the "run around and present random pieces of evidence" problem by itself. Let's just make the next AA game have the old formula but with DD's memo system on top of it, don't you agree?
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linkenski wrote:
^ My pitch to your statements... DD has a memo function. It eliminates the "run around and present random pieces of evidence" problem by itself. Let's just make the next AA game have the old formula but with DD's memo system on top of it, don't you agree?

You could do that if you want, sure. Personally I think it's just an extra step, as you have to pull out the organizer and then look through the notes as opposed to just reading text, but for the sake of people who enjoy presenting random pieces of evidence to everyone I suppose would function just as well.
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Re: What do you think of Dual Destinies?Topic%20Title
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Pierre wrote:
D.A. McCoy wrote:
Pierre wrote:
Here's a little test I'd like someone playing the game to do for me.

Talk to Trucy as often as you can, present right evidence to her, present wrong evidence to her, just exhaust her dialogue.

Then tell me how many times through the game she gets a piece of dialogue where she doesn't mention her magic panties...because it feels like that's about the only thing they've kept of her character and just ran with it. It's a little creepy.


I've heard that a lot and its too bad. For one thing, I've never cared for all the magic panty jokes, but more importantly, it sounds like her character has devolved rather than gotten more complicated like Apollo's. It's as if in JFA suddenly all Maya ever talked about was her love of burgers. There's more to Trucy's character than just the magic panties thing. As someone who played AJ first, Trucy was my first assistant and I thought she was a good, fun character, so it's very disappointing she is just being treated as such a small, underdeveloped character, although it makes sense since she doesn't really have that big of a role in the game.

Hopefully she'll get some more screentime in GS6.


Yeah Athena had kinda taken her spot I suppose as the assistant, unless you want three people behind the desk in court. It's just a shame she's been reduced to that because you are right it does feel like she's devolved. I mean she was competent in her own way, brought her own array of tricks to the game and had a fun unique character. It's not like they couldn't have done anything with her I mean she's been capable of doing solo-missions before for Phoenix and Zak but yeah...I think there must only be a few times where her Magic Panties were not involved in her dialogue.

Nah, it's a lot less than you'd expect. Trucy's always at the office, besides the latter half of the 2nd day of investigation in case 2, when Phoenix takes her place. (You don't get to talk to her in the DLC case because Apollo is the one at the office. It isn't until the end of the case that she reappears.) She does talk a lot about her panties, but more often, she talks of her magic acts in general. Just present random evidence to her, and it's almost always about making things disappear, setting them aflame, ripping them up, etc. only to reappear in perfect condition.

...Poor Trucy, it's so boring at the office, especially in case 3 when all the others are wandering a prestigious academy.
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Re: What do you think of Dual Destinies?Topic%20Title
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Rubia Silve Ryu wrote:
Nah, it's a lot less than you'd expect. Trucy's always at the office, besides the latter half of the 2nd day of investigation in case 2, when Phoenix takes her place. (You don't get to talk to her in the DLC case because Apollo is the one at the office. It isn't until the end of the case that she reappears.) She does talk a lot about her panties, but more often, she talks of her magic acts in general. Just present random evidence to her, and it's almost always about making things disappear, setting them aflame, ripping them up, etc. only to reappear in perfect condition.

...Poor Trucy, it's so boring at the office, especially in case 3 when all the others are wandering a prestigious academy.


They could make a spin-off game about filling out paper work and taking care of charley with Trucy as the main character! Perfect for the casual iOS market!

Seriously, you've made me a little less worried. I guess I should just get around to playing it and then I can figure out what I think about her characterization.
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Re: What do you think of Dual Destinies?Topic%20Title
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Shao-Mae wrote:

Spoiler:
Still weird that everyone seem to have forgeted Lamiroir.


Spoiler:
Yeah, no kidding, especially considering her damn costume is right there in 5-3. Not even a single comment about the lady? Geez...

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