Playing Dual Destinies hot off of the heels of The Great Ace Attorney Adventures, and about a year after beating and feeling mixed on Apollo Justice, was one of the most interesting experiences I've had with a game considering its context. But: Surprise! I really like this one.

[Very vague, non-specific spoilers mostly. Should be safe to read.]

As AA fans are aware, this game was the point when a new team took over Shu Takumi's darling mainline series. Takumi was occupied with Ghost Trick, vsLayton and later Great Ace Attorney, and the Apollo Justice team had kind of just dissolved: so, the team behind the spinoff series Ace Attorney Investigations had to take the reigns of the main series. Essentially, this marked the first time that two different teams were making "core" Ace Attorney games: The Investigations team now making this game, led by Takeshi Yamazaki, and Takumi's team releasing The Great Ace Attorney just two years later. The reason I want to give this context is because I find the contrast between these games to be fascinating, that despite being fundamentally "the same kind of game" they had such different directions as to lead to two wholly different experiences for wholly different players.

Looking at Takumi's games and history in interviews, its clear to me that he values The Puzzle above all else (he IS a magician in training, fun fact!). The feeling of working things out in your head, drawing conclusions wholly on your own and submitting your answer to see the game react in amazement at your ability. Ghost Trick and the existence of Herlock Sholmes in general make this the most apparent, but in my eyes "The Puzzle" is only a piece of what makes Ace Attorney what it is, and it is only thanks to Takumi's direction that it has become a focus in his games.

All this build-up is just to say this: Yes, Dual Destinies easily has the least interesting gameplay in the series. Yes, it will often make it plainly obvious what the solution to a puzzle is, moments before its time to submit the answer. BUT: I believe this is because Yamazaki's priorities were elsewhere in production. In my eyes, Dual Destinies focuses far more on its own narrative, mysteries and character drama than it does puzzle-solving, detective sleuthing and experimenting with game mechanics. This in my eyes is neither "better" nor "worse": Its just the result of a CHANGE in direction. But it IS a change that's to my preference.

For instance: There's no Soseki Natsume-type case here that, as Takumi loves to do, exists SOLELY to be a fun puzzle to unravel. Instead every case feels as if it has more of a point to it narratively, having them all fit together well thematically. Characters return, dynamics are explored, themes reinforced in interesting ways and generally I rarely got the sense that--story-wise-- my time was being wasted with any of the cases I was playing. This was an issue I felt plagued AA3, despite its attempt to be dramatic and conclusive.

Its mainly because of this new direction that I feel Case 2 in this game is the worst one: It seems intentionally set up like a "puzzle-box" mystery typical of the most devious puzzles in AA1-3, yet as I've explained that kind of focus is not want Dual Destinies typically wants to have.

Because of the baggage that both Apollo Justice and Capcom high-ups gave the team, Dual Destinies' story was almost destined to be one that attempted a lot of things, yet I don't think I could have predicted that it'd pull those things and more off...surprisingly well. I know the whole "Dark Age of the law" setting has been derided by a lot of fans, but what I found especially commendable with this direction was that they used it as a tool to go in and clean up a lot of things that...Apollo Justice just kind of handwaved away. Like...if Phoenix was disbarred and shunned away from the law world for seven years, how was he able to set up all that he does to take down Kristoph in the end of Apollo Justice, including the debut of the wholly untested Jury system? Why was Phoenix so casually doing extremely shady things both in the development of this system and while in court in Case 1? And, of course: Why was a supposedly story about Apollo becoming the new face of Justice instead written to secretly be about Phoenix being this mastermind?

By retroactively framing Apollo Justice as ALSO taking place during this Dark Age, suddenly things begin to click: Apollo defending nothing but criminals in that game becomes more than a neat coincidence, and Case 3 in that game suddenly becomes more about showing that corruption. The grimy world of Apollo Justice aside, I find all the cases in Dual Destinies in some subtle way show how the perception of the law has changed (which is a big part as to why Case 3 is my favorite in the game). The world itself hasn't changed: People's perception of it has. Culprits commit crimes not because they're in a position of power to where they're able to get away with it (AA1) or because they seek revenge (AA2), but simply because they now feel its the easiest way to solve their situation: because the current law system will not catch or punish them. Kristoph in AA4 is an excellent, shining example of this, going to lunatic lengths to commit a crime because he knows that a law world run the way it is in this age will never catch him.

Dual Destinies shows a world where people see little benefit in being truthful because their "champions of truth":
-Used fake evidence in a murder trial
-Defended nothing but criminals
-Would rather want attention as a rockstar than as a lawyer
-Was convicted of murder

That's a really cool yet understated part of Dual Destinies: Almost every character, new or old, are hiding away the truth or their true selves, not because they have done anything, but because they are afraid of what will happen once that truth is revealed. They're scared of what honesty will do to themselves, their relationships, and their careers, and instead keep it to themselves. Because to them, what happened to Phoenix, their guiding light in an unjust world, seven years ago, was the truth about him coming out, and as soon as it did his career and public perception of the law plummeted. This feeds into Blackquill's backstory as well and how he willingly turned himself in as a murderer, rather than having him be exposed: The moment these guardians of the law world come clean about their honest nature, the world came crumbling down, thus a world of secrecy and distrust was seen as the only way to live.

In terms of playable characters, I feel like the 3DS Home Menu diorama best showcases the game's direction: With Phoenix's story now told (and told again) with AA1-4, and Apollo having been introduced, its his and Athena's story now being told with Phoenix as mentor and motivation. Apollo and Athena are shown fighting in court, with Phoenix at home in the office. This is even reflected in the ending cutscene of the game, with Apollo and Athena being the ones celebrating as Phoenix just watches and smiles. The Dual Destinies the title is referring to is the two young lawyers overcoming their inner doubts and no longer hiding from the truth, no matter how scary it may sound, thanks to the help of their mentor, channeling Mia's positive mentorship.

I've heard people (mainly Athena fans) say the game feels crowded because of the trio-setup, but I find everyone gets a very comfortable slot in to tell the cohesive story. Phoenix is a passive figure as the plot delves into Athena's life alongside Apollo's inner turmoil. Given that AA4 didnt really...establish much of any goal for Apollo beyond meaningless family relations, this game works as a springboard for him, with a character moment so perfectly executed and befitting of him that he shot to the top of character popularity polls after launch. Following AA4 up with another game just starring Phoenix and Apollo and..."exploring" those family relations could've been a safe and easy direction to go in, yet Yamazaki's team committed to an ambitious idea of two kinds of character growth: DUAL DESTINIES, so to speak.

This is why I don’t mind Apollo’s “new backstory” in this game being so brief and, in a sense, discardable. Because the point of the backstory is to drive his actions and growth as a character: Not to give him a goal to pursue. You aren't meant to sympathize with him on a personal, "I-knew-how-good-of-a-guy-your-friend-was" level, because you're just observing the mental effects its having on Apollo, and trying to help him from the perspective of two people who really don't know the pain he's going through. Its what starts his internal turmoil and it does that well.

And putting a bow atop of it all is presentation that feels almost a cut above Ace Attorneys typical stellar pedigree: The composer of AA3 paired with the sound director of AA4 leads to whats pretty easily my favorite sound in the series, narrowly beating Great Ace Attorney purely by the element of variety. One of my biggest issues with AA4 was just how...dislikable a lot of the interacting cast was (again, is retroactively made more interesting with the Dark Age framing), and Dual Destinies remedies this with some absolute top-of-the-line new favorites (Simon + Case 3 my beloved) All the characters animate beautifully, and I admire the restrictions the team placed on themselves regardless: Characters like Filch and Fulbright will still snap to animations to retain the snappy timing of the original games, something I felt The Great Ace Attorney was comparatively lacking in due to reliance of "natural" motion-capture.

But then we come back to that point, that interesting contrast in direction: The Great Ace Attorney’s character models have far more detail and a whole new sense of fluidity, giving it more of a sophisticated feel, wheras Dual Destinies’ more simple designs and harsh cuts lend themselves to a different vibe altogether. The game’s anime cutscenes are a great example of this. The simpler designs lend themselves nicely to the occasional shift, and it does wonders to help drive the story. TGAA gets half as much cutscene runtime and accomplishes precious little with it, mostly just feeling jarring and out of place; Again, different direction.

So let's summarize: A fantastic story that retroactively makes the Ace Attorney game I have the most issues with click better and established three Top-5 favorite characters, paired with the best soundtrack in the series and a really nice visual direction for the mainline AA series. And crucially, while as I explained before the game fumbles in puzzle design, it NEVER shows its hand too early. This is my distinction between “the puzzle” mentioned earlier and "the mystery”, and the mystery is always excellently paced out across each case whilst driving a good story to boot. The points at which the game nudges you toward what to pick aren’t several steps before said event occurs, but rather often right after a major new unveiling has happened within the story. THIS is why the handholdy design doesn’t bother me.

Neither Takumi or Yamazaki had an easy task on their hands. Takumi had to introduce and build a whole new world, knowing full well it and its new characters, story and games would likely always live in the shadow of what would occur in the mainline series. Yamazaki, on the other hand, had to tie together the tangled web that Apollo Justice established, and carry the torch of the mainline series forward with a wholly new team with a distinct new flavor for the series, whilst also making an impactful game in its own right for both new fans and old. The results of both efforts are ones that, in a way falter where the other succeeds. Dual Destinies just so happened to land on the side of the pond that I happen to vibe just a bit more with, with all due respect paid to Takumi’s equally impressive effort.

I feel its best summarized with this: TGAA’s new mechanics like the Jury and Herlock Deductions lead to deviously clever puzzles and fun character interaction. AA5’s Percieve/Mood Matrix are very lacking in substance, yet are both used to pull some of the series’ best storybeats with incredibly satisfying ludonarrative harmony. And just the fact that Dual Destinies even HAS those abilities, on top of it all, to me speaks volumes on how passionate the team was to honor and respect the old, push forward with the new, and give it their all.

*[Playtime: 35 hours]
[Key Word: Admirable]*



(This is one of my favorite games to discuss in general, and you'll probably see me in the replies to a good few reviews of the game here, because there are a lot of things people view as flaws with the game that I just flat-out disagree with.)

Reviewed on Nov 19, 2021


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