videogamedunkey's negative impact on this game has been immeasurable and i urge you all to gather your own opinions

"I am no one. I am nothing but an endless abyss."
- The Phantom, Turnabout for Tomorrow

Dual Destinies is poorly written and creatively bankrupt. I'm honestly impressed by how the game simultaneously derailed the existing continuity and character arcs established in previous games, while also delivering a half baked and childish new storyline that leaves the series nowhere to go in the future.

The “dark age of the law” was a comically awful overarching theme and having villains like Aristotle Means, a guy who genuinely believes lawyers are supposed to lie and forge evidence, is proof of how allergic the writers are from creating actual interesting or thought provoking character drama and moral arguments.

Do we not see the hypocrisy of this story when Phoenix Wright himself used underhanded means (forging evidence, rigging a jury) to justify the end goal of beating Kristoph Gavin and absolving himself in AA4? Like we literally had an interesting “does the end justify the means” moral argument set up for us in the previous game and we throw it all away for this 4Kids ass good vs evil plot line that is resolved by exposing a nameless, faceless villain whose goals were never explained?

Speaking of, the actions of the "phantom" in Dual Destinies was motivated by his desire to cover up his previous crimes from 7 years prior. You might be asking, "what motivated him to commit the crimes of 7 years ago, like disrupting the first rocket launch?" Too bad! There's no explanation! But don't worry, catching him ended the dark age of the law anyways!

There are so many “gags” that just fall back on moments from past games like Trucy only showing up with the panties, turning Apollo’s “I’m fine” into an actual character trait (wtf bro😭), and Phoenix being regressed to a compulsive bluffer. Apollo as a whole is literally a completely different character who shares none of the same motivations and thoughts he did in the previous game. You know how he was consistently at odds with the way Phoenix carried himself and raised Trucy? And how he trusts his clients less? Now, Apollo sees him as a mentor and gets complimented on how similar he is to him. Phoenix also has no reason to exist in this game, he appears to be way less capable, completely undoing the ultimatum he dealt with at the end of Bridge to the Turnabout.

Athena and Blackquill's story is by far the most competent part of this game but it still feels underwhelming given the shared screentime with the other protags, filler cases, and terrible phantom story. Why couldn’t we have had a story about the immorality of Blackquill’s death penalty?

Like the gags, the music is super derivative of past games. So many tracks are uninspired remixes (or straight up ports like guilty love?) although there were a few original bangers like the cross examination themes.

The DLC was mid filler. The fact that they decided to make DLC filler cases at all, in what's supposed to be a narrative-driven mystery series, should tell you how depraved this game truly is.

The mood matrix doubles down on the childish dialogue with conversations like "My sources are telling me you were thinking happy thoughts when you should be thinking sad thoughts." Actual elementary school dialogue, and it pervades through the entire game's writing too, drenched in incredibly cringy anime tropes.

It really feels like the devs wrote themselves into a corner here. They wanted to tell their own story with Athena and Blackquill, but they wanted to bring Phoenix back too. So they had to bring Trucy back. Which meant they also had to bring Apollo back. Oh, and why not give Pearl and Edgeworth a couple seconds of screentime too? Since Athena and Blackquill's story resolved at the end of this game, there is literally no way any of these characters can grow. Dual Destinies toppled the reputation of Ace Attorney in one fell swoop.

Please, by all means, explain to me why having a villain with no name, no face, no backstory, and no clear motivations somehow isn't enough to instantly classify this game as garbage.

Gonna abstain from giving this a star rating. This might be a tough thing to swallow, but Pokemon Scarlet and Violet do not deserve your praise, even if you think they do.

If you had fun with these games, unironically, please keep that shit to yourself. I'm not saying these are the worst games ever made. I can certainly understand why people are enjoying them in spite of the massive flaws. It's pokemon, the gameplay loop is the same, and the music rocks. Of course you're enjoying it.

What I think a lot of people don't understand is that there are people behind these games, behind TPC and Game Freak, and all around the games industry who are affected by this franchise. Game Freak has been experiencing massive crunch for a long time, starting with them being dragged into 3D game development, kicking and screaming. Recent years have created even more crunch. Interviews with developers during the release window of Sword and Shield said that Game Freak was working on a HD backlog of high quality pokemon models and animations, and that turned out to be a flat out lie. Legends Arceus, despite all the praise it got for switching the formula up, is still fucking disgusting to look at, and it has clunky controls and mechanics. BDSP were outsourced entirely and were awful excuses for video games. Given all of this, I am still reluctant to blame the developers at Game Freak. Pokemon is a multimedia francise with strict deadlines that also must align with merchandising, anime, and trading cards. The Pokemon franchise has been overcome by corporate greed, period. Endorsing Scarlet and Violet given their quality level, even if you still personally enjoyed the games, sends a horrifying message to the games industry, TPC, and Game Freak that flat out says, "I am okay with developer crunch and half baked products! If you sell me this, I will buy it!"

Discourse with this series has also always been bad, with genwunners dominating conversations, and players prioritizing pokemon walking around behind the player as opposed to pokemon games telling competent stories with interesting bosses (looking at you, johto apologists), just to name an example. Dexit took the already garbage-level pokemon discourse and plunged it deeper underground. Players chose to complain about the lack of Tropius and Purugly in Sword and Shield's pokedex, instead of focusing on the rushed story, poor quality animations, empty towns, lack of voice acting, the list goes on...

So many gamers care more about their instant gratification instead of the lives of real human beings, and I think this issue extends far beyond pokemon. If you go to Activision Blizzard CEO Bobby Kotick's Twitter replies, a vast majority of his hate comments don't even pertain to his horrifying harrasment scandals or massive corporate greed. It's Call of Duty fans begging him to fix their game. This is a deep rooted social problem with gamers in the midst of consumer culture, and pokemon fans aren't exempt.

To reiterate, if you enjoyed Pokemon Scarlet and Violet, keep that shit to yourself. The lives of developers are more important than your instant gratification. I swear to god, if I see one more post on r/pokemon titled “unpopular opinion…but I actually love scarlet and violet” with tens of thousands of upvotes, i'm gonna lose it.

If you still want to try this game out, buy it secondhand.

Definitely has its problems in the dungeon and world design departments but its charm is irresistible. Awesome soundtrack and art style, one of the best Zelda stories, and good characters. While Ocarina of Time was about growing up, Wind Waker is about being forced to grow up. You aren't "the chosen one", you aren't inhabiting some kind of magical fairytale world, and your call to action wasn't from a talking tree. Your sister was captured, the world is flooding, and your grandmother is spiraling. What's left of Hyrule has gone to absolute shit (and you didn't even need to set foot in a temple of time), and now it's your job to fix the colossal mess that the older generation created? You had to prove your worth as a hero not because it was your destiny, but because nobody else would step up. It's graphical style was seen as unpleasant when the original game released in 2002. And I think that reaction mirrors the way Wind Waker attempts to unlearn generational patterns of selfish inaction and mediocrity. We've come to appreciate this game's artstyle nowadays, and applaud Aonuma and co.'s progressiveness and willingness to bring change. And I believe those lessons can be applied to our own lives. The kids are alright - you don't need to be the "chosen one" to change the world.

Also, I'm gonna say it. The final scene in this game where link kills ganondorf is cooler than the one in twilight princess. Rawest moment in video games.

I think I want to give VRChat my first and only five-star rating largely out of principle. I've only spent roughly 20 hours ingame so far, and half of that time was spent pirating an entire HBO series in a media world.

I'm an anthropology student who just downloaded the game in 2022 but I am utterly fascinated with the social interactions that occur here.

Freshman year of college I did a small ethnographic project on social interations within Town of Salem's game chat, and I really regret that I hadn't studied VRChat instead. There was one world I went to where you spawn on a train that moves forever, and there were two people sitting on top who were edating. I could basically hear their whole conversation. They must have been aware, but they didn't seem to mind. My friends and I also explored a virtual art museum, while our artist friend gave an explanation of the famous pieces.

There are so many interesting layers to peel back when it comes to people watching. And if you don't want to do that, you can always just pirate an entire TV series, because it's way too easy to do that.

VRChat isn't my favorite game, not by a longshot. I don't even own a VR headset, I play this game in desktop mode. But I've never explored a virtual space with more childlike wonder than when I wander the nooks and crannies of this game's many worlds. Meta and Mark Zuckerberg could never accomplish creating a space like this. While VRChat worlds contain a couple semi-ironic and easy to ignore advertisment posters, and creator bulletins thanking loyal patrons, Meta is creating a sterile, work-friendly environment backed with tv ads promoting virtual Jon Batiste tshirts and NFTs. VRChat isn't necessarily a videogame, but its association with Steam, Oculus, and gaming as a whole works as a natural gatekeeper from corporate takeover. Of course, this skews the playerbase in an unfavorable direction (creepy gamers can flood certain spaces) but the silver lining remains: VRChat is a virtual space largely untainted by the real world. As a result, exploring the game is captivating.

TL;DR: I pirated all of HBO's The White Lotus within a week on VRChat. If anything, get it to do that.

Live A Live has an extreme overreliance on tropes. I've seen people call this game "a love letter to JRPGs", but really, it feels more like a love letter to classic films, shoddily incorporating some of their story elements and aesthetics into each vignette-like story path. When you take away the poorly rehashed film stories, you're left with a game that never commits to any of its mechanics.

The battle system had the opportunity to shine, but it never truly excelled. It was a genuinely cool idea: a grid-based battlefield in which each protagonist has a different moveset and playstyle. There were plenty of status effects, and you could also affect certain grid tiles with statuses too. There were a bunch of different move "types", indicated by a little symbol next to the move's name. Some enemies had weaknesses and resistances that the player could exploit as well.
This seems all well and good, right? But the truth is, the effect these mechanics had on the gameplay was so incredibly minimal. Sure, each protagonist has different movesets. But the difference in "playstyle" is negligible. Resistances and weaknesses could be totally ignored in favor of raw damage. I hardly ever found myself resorting to any actual strategy when I was in battle. And the animations get to be super long, especially when grinding. There's no way to skip or speed them up. Not only did the game not explain the potency of back attacks, but there was little incentive to actually walk behind an enemy because their action bar would fill up. Physical and special attacks were also never explained to the player. The stats screen has separate stats for attack, phys. attack, and sp. attack, which makes no sense to me.
In general, the action bar never made sense to me. Counterattacks from enemies were seemingly arbitrary. And often times, after you attacked an enemy, their action bar would completely fill up (even if there were others with full bars) and immediately act, but not as a counterattack. The action bars were tiny in the UI and the game never quantified how much an action would fill the bars of enemies. Damage was never quantified either. All attack damage was classified as one of the following: Low, Medium, High, and Massive. Not only does this ruin any possible tactical depth, but it can be super misleading because multi-hit moves still could have low damage, and non-damaging moves like sleeps were still classified as low damaging. This also applied to charged moves - charge time was classified as either Short, Medium, or Long. And there was no visual or numerical quantifier to indicate to the player how long that actually is. Considering that different characters have different speed stats, there is truly no way any player could rely on these mechanics to make tactical decisions. Statuses and secondary effects had a seemingly random chance of occurring after attacks and the potency of different statuses varied wildly. Paralysis was insanely good, as it allowed you to take as many actions until the enemy recovered (or vice versa). Poison was so bad, the chip damage was sometimes in the single digits. Fortunately, there was an easy-to-access battle glossary of terms and symbols, but I found myself not even needing it due to how shallow and meaningless the mechanics are. If you just choose the high damaging moves, you will reliably win 99% of all battles you engage in, assuming you aren't in a grindy chapter and underleveled.

I think it makes sense to go through each chapter individually and give my thoughts on it. However, I want to make a disclaimer. Each of these chapters wears their influences on their sleeves, but I may have not engaged with the source material that they're referencing. For example, I have never seen 2001: A Space Odyssey or any Clint Eastwood cowboy movie. Because these film tropes are so widespread in this day and age, I don't think it should be a problem.


Prehistory

It seems like every chapter in the game has certain quirks to differentiate itself from the others. I'll get into each chapter's unique quirks as I go on, but in the case of Prehistory, the most obvious one is the fact that there's no dialogue at all. Any interactions onscreen are shown with little symbols, grunts, and sprite animations. And I just want to say that this was a colossal waste of potential. If there's an entire story with no dialogue, it would make sense to stimulate the players' other senses. This is even brought up in Pogo's theming, with his heightened smell and emphasis on instinct. But the game never properly took advantage of the visual nor audio effects. There's a few moments in the whole game when there are some really beautiful camera angles. One such instance is when The Sundown Kid first rides into town, another is during the anime opening of the Near Future. Prehistory never engages the visual medium in a meaningful way, when it was the chapter that needed it most. This also means that there's essentially no story here for me to speak of. There's the tropes of cavemen coexisting with dinosaurs, human sacrifice, and some of the worst comic relief I've ever witnessed in a video game, chock full of poop jokes and pink monkeys so the game makes absolutely sure that you know that the boy monkey is having sex with the girl monkeys. Gameplay wise, I actually really like the scent gimmick, even if it was a little confusing at first. It provides a happy medium for random encounters, and made navigating the open areas way more tolerable. The side objectives, like in every chapter, are absolutely awful. In order to find a special item and fight a secret boss, you have to press A in front of a rock 100 times. If you mess up, you have to restart. I tried fighting the mammoth secret boss but it was so bulky that I just gave up without beating it. Grinding yielded miniscule amounts of experience so I was not going to spend any more time on the chapter than I already did. Prehistory is probably my least favorite chapter. The story is nonexistent, the "comic relief" is terrible, and it wasn't ever fun for me. The battle theme was really good, though.


Imperial China

A predictable story with an unpredictable gameplay quirk that hurt the player. The story, while at the very least existing this time around, was definitely one I've seen many times before. The Shifu was the hero's journey mentor for three misfit students. What I didn't expect, is that you're only allowed to have one of them live. I trained the students equally during the training portion, which was a mistake. Yun was my successor, not that it made a significant difference in story nor gameplay. Gameplay wise, it's nothing special otherwise. The story is not only cliché kung fu hero's journey, but is also a flat out incomplete arc. Yun during the final battle acts like he was friends with Lei and Hong, but there was never any positive interaction to speak of. He didn't go through any trials aside from his training, he and the Shifu immediately left to get revenge. The only remotely interesting plot point was the fact that the protagonist was the Shifu instead of a student. Otherwise, it just rehashes a common kung fu movie plotline without any of the character development or worldbuilding that's present in those films. Let the record show that I fell asleep once while playing this chapter.


Twilight of Edo Japan

This is one of the most gameplay heavy chapters, and I personally think it suffers as a result. I was initially a fan of having pacifist/genocide-type routes. I went in planning to do a pacifist run, but that was quickly quashed once I got ahold of the stealth mechanic and password system. There were just so many potential mistakes a player could make, so I opted to do the genocide-type run instead. I failed. I followed a guide (which was annoying as hell by the way) and I guess I accidentally killed a single maiden, because you aren't able to get all 100 kills if you don't first leave all of them alive until the end. The last maiden that only appears under those circumstances won't show up otherwise, and didn't for me. I don't particularly regret what I did, because gaining experience would be even more of a bitch if I did the pacifist run (you have to grind against spirits in one area for a really long time!). Even killing as many NPCs as I saw (my final kill count was 80), combat was just as monotonous as ever. Story was super light and insignificant. The prisoner wasn't expanded on much and we never learn his real name iirc. There were multiple secret bosses which I think is super neat but I didn't go for them because I was so burned out already having been in ~EIGHTY fights. Exploring a labyrinth-like castle was also neat but the password rotation, annoying stealth mechanics, and overwhelming amount of NPCs and insignificant dead ends made it ultimately feel like a big chore. The game's mechanics seem to constantly be at odds with each other.


The Wild West

Still a mixed bag, but a significant improvement in the narrative department, and much less intrusive, at the very least, in the gameplay department. The story is still super cliché, as a simplistic nod to classic cowboy movies. An outlaw and a bounty hunter make an "unexpected" team in order to fight a greater evil and protect the town. It's totally unoriginal, but I still very much appreciate the voice work. It's some of the best of the game's voice acting. There were some great performances. I was way more invested in the characters here than most other chapters although that's probably because I was heavily invested in the homoerotic tension between The Sundown Kid and Mad Dog. After the story cutscenes end, you're pushed into a time-sensitive preparation mode, where you have to efficiently navigate to the proper town buildings, pick up the necessary items, and give them back to the people at the saloon to set up. After 8 bells ring, your time is up. This was not fun at all. I don't see how anyone had fun running around pressing A in front of items, only to rush back and navigate menus. The benefit of doing this is that you'll have less enemies to fight during the boss battle. Fortunately, this section isn't incredibly intrusive, so I still think that this chapter is one of the better ones.


Present Day

What the hell? Where's the story? There's literally no story here, aside from a Rocky-esque opening scene. The final boss comes out of nowhere, and his motives are nonexistent. You do a handful of battles against other fighters, and then fight the final boss. That's literally it. Masaru's gimmick is that he learns the moves of the other fighters once he gets hit by them. He cannot level up, and is capped at level TWO. This isn't a problem in his own chapter, but oh boy will it be later. I gave up on learning all of the moves because there was a certain boss who refused to use Worldbreaker's Wrath on me after several minutes of trying. This isn't the end of the world, because all moves you miss can be learned through level up later - but it was still annoying trying to learn that move for a while to no avail. I have nothing else to say about this chapter.


The Near Future

What it does stylistically is overshadowed by the clunkiness of everything else. The classic anime-style opening was incredibly charming! I thought Akira’s story was pretty uninteresting. The amount of times that they play the mind-reading sound effect is sickening lmfao. Having a robot in the party was kinda cool, I guess. Again, there are some really cool looking scenes, like when Akira, the doctor, and the robot look up at the towering mech. This just reinforces my point that the game had the capacity to look way nicer than it does most of the time. The sci-fi/religious twist with the final boss and giant mech were cool, I will admit. Infiltrating the laboratory felt cumbersome. Whatever, at least Akira’s attack names like “Mother’s Shame” were kinda funny.


The Distant Future

This is the only chapter in LIVE A LIVE that successfully subverts and deconstructs the film tropes that it’s inspired by. With a mix between 2001: A Space Odyssey and Alien, The Distant Future places OD-10 in the role of the rogue AI. What I find interesting in the way that this chapter is presented, is that the main character is also a robot. Cube is a wonderfully designed adorable character, and his storytelling as a silent protagonist is great. Contrasting Kato’s nurturing characteristics with the toxic love triangle aboard the ship portrays the complexity of human nature. Using a robot to do this was very smart. It also helps that there are no mandatory battles aside from the final boss, which is an incredibly easy fight. The Captain Square optional battle challenges were underwhelming, as it required finding a secret in order to save progress, and there was no reward for finishing it. I also wish Cube got a proper battle theme for his chapter. The only other unique game mechanic was…a crowbar. Uh, okay? I mean, navigating the halls with the alien creature was definitely creepy, so I guess I don’t mind. The Distant Future also has some great voice acting. By far the best storytelling in the entire game, and the only chapter to add a new perspective on the influences it wears on its sleeve. It’s a shame that they had to take the gameplay out entirely to make me feel this way.


The Middle Ages

This chapter features an actual overworld, which is kinda cool. I did not get attached to a single character, and I found it cheesy that Oersted got the girl after winning a tournament. The girl was captured, he gathered a party, and rescued her. Turns out he was betrayed, and he turned into the joker. It was an interesting twist that I didn’t expect, but I also didn’t sympathize or feel anything for him. He felt entitled to his girl, and when she was stolen and betrayed, he acted like the entire world was against him. Turning into/working with Odio didn’t really make sense to me for multiple reasons. The whole time travel thing in order to be the boss of each respective era/chapter already requires suspension of disbelief, but one would think that the actions of the other characters would restore Oersted’s faith in humanity. Wasn’t the Sundown Kid placed in the exact same situation, where he was ostracized as an outlaw, but did the right thing anyways? To be completely honest, Oersted could have been a sympathetic villain but instead ended up acting like an incel crybaby. Giving the villain his own origin story through a full chapter in the game could have been a great way to develop him, but the writers were too focused on falling into high fantasy tropes to write a good character.


Final Showdown

This sucked. I chose The Sundown Kid as my starting character because I heard online that he was the most troublesome to recruit. Considering this game wastes enough of the player’s time in this sequence, I opted to nip it in the bud. Otherwise, I would have picked Cube. Speaking of Cube, I was expecting the robot upgrade parts from Akira’s story to transfer to my inventory once I recruited him, but they weren’t there. This is partially the IGN guide’s fault for providing false information, but apparently the original SNES version did let the player carry over the robot upgrades? And they decided to remove that feature in this game? I only found one upgrade part through regular battles in the showdown sequence, but whatever. There was an extreme level imbalance between the other playable characters. Like I said earlier, Masaru was level TWO, and learns no moves that he couldn’t learn during his chapter. Sundown Kid did actually learn some really cool attacks. If you didn’t grind a ton with Oboromaru in his chapter, prepare to suffer. Overall, no interesting story bits were raised during the preparation section.
When finally challenging Oersted, it was flashy and I appreciated the presentation. But once again, the story bordered on incoherent. You redo boss fights, until you get a multiphase final fight with Odio. It’s very flashy, but all for show. It was hard to suspend disbelief when seeing all of the characters from each individual era stand next to each other, and Odio’s motives and logic were of course never explained.


The game’s story never stepped out of the shadows it basked in, and it shows. Its mechanics showed promise but ultimately failed to deliver, there were several questionable design choices, almost all of the individual stories were watered down film tropes with no added nuance, and the final sequence that tied them together couldn’t coherently explain why this was worth all the trouble. LIVE A LIVE’s occasional visual charm, good voice acting, and nostalgia factor couldn’t save it from its pure mediocrity. As a diehard Octopath fan, I can't believe people prefer this game over it; OT has a deep customizable job system with hidden jobs and one of the best soundtracks of all time. LIVE A LIVE's battle mechanics, even when scripted, are absolutely incomparable with a soundtrack that's only good and a story that's similarly cringeworthy. Put some respect on Octopath's name!

TLDR; one star for Cube, one star for gay cowboys

Spirit of Justice reeks of desperation.

Following up a game that stifled continuity so severely left the series very little room to expand. Phoenix and Apollo’s trajectories were cut off after AA4. Athena’s poor excuse for an arc was open and shut in her debut game. What ground does the series have left to stand on? Naturally, Capcom didn’t aim to slip out of the corner they backed themselves into. They raised the stakes and cornered themselves even further.


It would be remiss of me not to mention the overt orientalism present throughout the game. The original Ace Attorney trilogy centralized a family drama around a modernized depiction of spirit channeling. The ritual was used not only as a component to multiple murder mysteries but as a conduit to express generational trauma. The design aesthetics of Kurain Village and the Fey family borrowed only from traditional Japanese architecture and fashion, harmonizing with the cosmopolitan city life of Japanifornia.

Spirit of Justice not only contains uninteresting and stagnant characters that make far worse use of spirit channeling as an in-universe plot device, but the aesthetics of Khura’in (additionally a full-blown kingdom…one of this game’s many retcons) seem to broadly take design inspiration from the Middle East and South Asia without any tact or reason. The kingdom is presented as a theocratic (while also secular?) monarchy that has a ridiculous hatred of defense attorneys and wishes to execute them alongside their wrongfully charged defendants. While AA5’s only overarching theme to stand on was the pitiful and heavy-handed “dark age of the law,” completely overturning the moral argument presented to the player in AA4, Spirit of Justice’s moral argument, if you can even call it that, disavows a fictional and vaguely oriental monarchy for having a made-up law that criminalizes being a defense attorney.
I never thought I’d say this but maybe The Great Ace Attorney should learn a thing or two from this game about being anti-monarchy
AA6 continues to cast away the character drama present in the first four games to tell a story about a strawman political viewpoint and stereotyped culture that doesn’t exist, simply to raise the stakes for the player in an act of extremely misguided fanservice.


Speaking of fanservice, all of your favorite characters are back and they’re all shells of their former selves! I could go on about how The Magical Turnabout in particular is a masterclass in character assassination. In fact, I will.

Well written characters have desires. In AA4, Ema Skye was introduced to the player as a disillusioned police detective who never accomplished her goal of becoming a forensic scientist. Her grudge against the police force extends back to her debut in Rise from The Ashes, and her bias against the current justice system go hand in hand with AA4’s broader themes of disillusionment. Her viewpoint is remarkably different from the police presence in past games, and her willingness to cooperate with Apollo and Trucy (along with her past allegiance to Phoenix) subverts the player’s expectations to create a distinct web of relationships not present in newer games.

In AA6, Ema is not a police detective anymore. She achieves her goal of becoming a forensic scientist offscreen, and her disillusionment with the justice system is cast aside completely. She no longer has greater desires, and her character is no longer multidimensional. She isn’t set up to change or grow at all.

Here’s another example. Trucy was introduced in AA4 as an assistant with a lot more agency and wit than her predecessors. She frequently held her own during courtroom conversations, stalled a trial with a fake hostage, and was brave enough to confront her family trauma in Turnabout Succession. In the post-trial conversation between Phoenix and Thalassa, Phoenix mentions that he’s the only one who knows how hurt Trucy feels deep down. She puts on a face, but never truly reckons with the evil deeds done by her father, grandfather, and Valant.

In AA6, Trucy is accused of murder during her magic show. Not only does this magic show retcon a secret fourth member into Troupe Gramarye that was entirely irrelevant to the love triangle and accident that formed Trucy and Apollo’s original backstories, but this case also seems to completely rewrite and exonerate Magnifi Gramarye from his original misdeeds. Remember that original source of Trucy’s anguish? Yeah, it’s totally erased. Magnifi is genuinely portrayed as a kind and benevolent mentor here (You know, the man who blackmailed his troupe, tried coaxing one of them into murdering him, framed his suicide after that failed...). The game still tried to keep her concealed anguish as a character trait, so we’re left with a Trucy who feigns a smile for no discernable reason.

I talked about Apollo’s rewriting in my AA5 review, so I’ll keep this one short; once again, he is portrayed as a protégé who looks up to Phoenix, when his debut game had them act more like puppet and puppet master respectively. It’s the same in AA6, Apollo simply sees Phoenix as a generic mentor and the tension he felt towards Phoenix (which also fueled his desires as a character!) is completely gone.


I think it’s funny that spirit seances were chosen as the new big mechanic for this game even though the video analysis minigames in past entries were like, universally hated among fans.


Look, I could go on about how the Ace Attorney series effectively backed itself into a corner with stagnant characters and childish shonen writing (…and I probably will in a separate review for the Trilogy release), but in short, this series is left with nowhere to go. Phoenix Wright as a character is a husk of his former self, Apollo Justice is whatever the hell each game wants him to be, and Athena Cykes is a focus grouped cookie cutter “new protagonist” whose goal of exonerating Simon has been accomplished, leaving her with no more desires as well, effectively also making her a husk of what little depth she had.

Also I’ll say it as many times as necessary: DLC cases in this manner are inherently depraved. Remember when RPGs were sold as full games? Oh right, that means there has to be an actual cohesive story arc.


The stakes have been maxed out, and we’re 6 numerical entries in. This is unsustainable. What next, yet another hostage situation?

Everything degeneracy stuffed into one package. The sexualization and love triangle have gotten to the point where I feel they literally encroach on the story. No, I am not exaggerating. I could write a whole essay on how the character design and writing in XC2 reflect a larger societal issue regarding Japan/nerd&otaku culture and its sexualization + portrayal of relationships and family. The battle system is way better than XC1 but the tutorials are awful. In handheld mode, this is possibly the worst looking game in the Switch's entire library. I hate Tiger Tiger, the sidequests still suck, field skills are awful, and the world still doesn't feel fun to explore. The character designs are terribly inconsistent and there's a gatcha system. The humor and voice acting are super cringeworthy.

The commentary on refugees amidst a climate crisis is one of the most morally depraved viewpoints I've ever seen in a video game. Please watch this cutscene. Essentially, the refugees are being criticized for protesting the Indol government (a powerful theocracy) despite being "fed and watered" by them. They're labeled as lazy and won't take matters into their own hands. What they refuse to explain further in this scene, is that Indol has total control over the distribution of core crystals, effectively giving them a monopoly over the war. Ardanian soldiers colonized Gormott, and these mostly Gormotti residents were displaced in the process. Ardanian presence in Gormott is large and they give core crystals to residents only if those residents enlist for their military. These refugees are literally powerless and you have multiple members of royalty plus a high ranking Ardanian officer complaining that these displaced refugees are lazy for holding up signs begging to stop the war. Asinine.

The soundtrack is great though.

on my way to deliver the vaccine to corona mountain

This review contains spoilers

Xenoblade 3's class system was its only saving grace, and it was only just good.

The story is incomprehensible natalist propaganda which has no actual backbone. The xenoblade series has a huge issue with talking big but never taking actual moral positions other than "let's create our own fate" and "bad guys are bad!" Moebius is an awful villain with a terrible amount of contradictions. Literally none of the consuls made any sense except for Shania who actually had some semblance of good writing. Unfortunately, XC3 loves to paste dramatically evil faces on the character models of villains and give them the most horribly written scripts which essentially take away whatever semblance of nuance existed in favor of cartoonishly evil stereotypes. Joran's desire to be Moebius is completely contradictory to his past and his aspirations. Z's "because it amused me" line was an absolute slap in the face to players and erased any hint of good writing the story had. The final dungeon and boss fight took an eternity and I was begging for it to end. The amount of natalism and forced shipping that the game has can seriously be sickening at points.

As an anecdote, 5-ish years ago, I had watched Little Witch Academia on Netflix. I thought it was a really charming and funny anime, and I really liked the animation. Upon completing it, I looked up what other projects Studio Trigger had made and came across an anime called "Darling In The Franxx". I tried it, because the synopsis made it out to be a post-apocalyptic mecha anime, but I was appalled with what I saw. The entire show was about young children in a huge allegory for having sex. The mechs were piloted by the "stamen" and the "pistil," the boys sat in thrones while the girls laid out in front of them, and there were super on-the-nose moments where these kids were so interested in how babies were made. All of the characters were shipped with each other, and it overall made me feel sick to my stomach.

While albeit a little more age-appropriate, Xenoblade 3 reignited the feelings of disgust I harbored. The entire story revolves around combatting a hegemonic cabal of leaders in power who control the status quo: which is war. What's so short-sighted about this, is that Xenoblade's gender politics and treatment of women is just as hegemonic. XC3 isn't the first time the series has devalued the treatment of women to being babymakers and wives, or relied on straight relationships as crutches for bad character writing...everyone who knows anything about the series' history is aware of that. I'll make a short list:

- Sharla's entire character revolves around her role as a wife and maternal figure
- Devs outright said that Melia felt incomplete because she didn't end up with a romantic partner and that's why she was in Future Connected
- Obvious awful objectification in XC2 like Pyra's outfit that doesn't match her character at all, cringe perverted cutscenes, and ogling camera
- A majority of XC2 blades being women and hypersexualized
- Multiple XC2 blades being literal little girls like Electra
- Poppi and her maid outfit, and the fact that the names of her forms in Japanese correspond to middle school, high school, and college
- XC2 female characters who are characterized as "strong" or authoritative given masculine features or being desexualized entirely (and only the masculine characters)
- The fact that robots are gendered at all 🤷
- Forced shipping of every XC3 main character
- "who wants to learn how babies are made?"
- N's incel-y tirade on how he's entitled to M, and Noah's lack of reconciliation with the fact that him and N are the same person (Mio did this just fine though)

Romantic relationships are commonly portrayed as the end goal for pretty much every prominent character in the Xenoblade series, so it's not hard to see why there's a hegemonic status quo revolving gender and family structure. It's so ironic how this game's story has a milquetoast message telling the player to fight the hegemonic status quo of "the endless now" despite upholding a rigorous standard of gender and family itself. And before anyone says it, Juniper's existence is not a proper rebuttal to any of this.

Noah initially appealed to me because he was instantly less annoying than Shulk or Rex. His role as an off-seer made him seem pretty emotionally intelligent, and he never seemed like a happy-go-lucky golden boy who could do no wrong and make bad decisions unlike Shulk and Rex. Unfortunately, I thought his history with Chrys was out of the blue and weak, and I especially hated how he never properly came to terms with N or his past selves. In one of his past selves, he literally abandoned the rest of his friends to be with Mio, and he never truly understood that he and N were the same - that he was just as capable of being evil. It didn't help that N was written to act like a completely different character.

Mio was actually pretty cool. Her status as the oldest party member and concern with running out of time was a good way to bring out depth in her character. I liked how she actually had a mutual understanding with M, and the side story with Miyabi wasn't terrible.

Eunie was probably my favorite of the main 6. Her personal arc being about herself rather than some random hero or dead character made her instantly more likeable, and she had a lot of backbone.

I just did not care for Taion's arc at all. His backstory bored me and his changes in character basically just turned him from being mean into being a little less mean.

As much as they tried to subvert the meathead trope with Lanz, they failed. I do think it certainly didn't help that Joran was already poorly written, so it's not fully his fault that his side arc sucked, I guess.

Sena had potential to be a really cool character due to her proximity to Shania, but they opted to focus instead on tropey personality quirks, like how she...copies Mio or something. It's too bad, because Shania being a girl from the City who supported Moebius due to her grievances with mortal living was the closest thing that this story got to actual nuance in its plot.

Let's talk about gameplay. First of all, traversal in the world SUCKED. Filling in the map was a chore and would have functioned much better on a grid system or something. The world was just way too big without any tools to effectively traverse it. Speed boosts in walking and swimming were seen as small bonuses from affinity, rather than actual exploration scaling mechanics. Xenoblade X was the only game to do this right, as the skells increased the scale of exploration tenfold and let players revisit old areas with a totally new lens. XC3 was cumbersome to walk through and wasted players' time. Sidequests are better than in previous games because Class Points give proper incentive, but they still kinda suck. Especially the "follow the footprints" sidequests and collecting items that you couldn't access the map for. Horrible game design. Hero quests felt like they were diluting the story into one-note characters, but I still liked doing them because I got classes.

Speaking of classes, the battle system was...good. The biggest problem by far was the padding of enemy HP especially in the late game. But the class system was really neat. I especially enjoyed the Zephyr, Signifer, and Martial Artist classes. Overall, Agnus classes felt more fun because you could really get into a rhythm by chaining cancels. Soulhacker was a super neat idea but the game basically said "fuck you" to players by making them re-fight unique monsters they already beat if they didn't equip the soul hack skill or have the class. Finding out what unique monsters you needed to fight was also way too difficult. Gem crafting was...less bad than in XC1, I guess. Mixing and matching classes and arts was very fun, but I thought it was annoying that the game incentivized you to switch classes around but also make sure others can learn it by having it equipped in the party.

Despite its marginal improvements in the gameplay department, I still think the Xenoblade series kinda sucks as a whole. 3's story was in some ways incomprehensible, in other ways reprehensible. The game has a hegemonic portrayal of gender and family, and its villains are cartoonishly evil with next to no depth. The series prefers to pander to cliches and platitudes regarding fate and the future rather than making any actual societal commentary or critique (as opposed to something like Final Fantasy X or even Danganronpa V3), and uses dumb literary tropes such as false gods and multiverse theory in order to make the most uncontroversial yet confusing JRPG ending possible. Soundtrack was good.

Oh, and it still looks like shit in handheld mode. Crazy that after 5 years Monolith still don't know how to make their games presentable.

TLDR; it's not "kino," you're just a depraved straight 13-year-old boy who licks Nintendo's boots and fetishizes and objectifies women as a result of the fucked up media you consume.

Finished it again for the trilogy release and it's still great.

If you think Turnabout Succession is underwhelming because "it takes the spotlight away from Apollo" or because "the culprit is obvious" then you are grossly misunderstanding the point of it. Apollo, Klavier, and Vera are puppets caught in the center of an ego battle, and the lack of tangible stakes during the final day is so obviously intentional. Phoenix is not supposed to be an unequivocally good person. That's what makes the final showdown so much more interesting than that of youknowwho at the end of TGAA2.

My grandma likes collecting shells from the beach to put in her garden so I shot her.

EDIT this review is from years ago and shows a lot of its age, I still maintain ff7r is awful for newcomers but I played the original ff7 since and I'm willing to give it a second chance. Potential second playthrough incoming but still TBD

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I just finished the Final Fantasy 7 Remake and honestly, as a newcomer to FF7, it was kinda mid? Soundtrack was fire and presentation was mostly good but I definitely have some criticisms.

Combat was mixed for me. I liked the stagger mechanic and real time combat flowed well. Each party member having unique skills and play styles was neat, it honestly made me wish there were more playable party members. Summons were cool and the materia system was intuitive. I liked how different weapon skills being temporarily exclusive to their weapons compelled the player to try out all of the different ones. There were so many problems, though.
First off, the targeting and camera were complete garbage. Wanna change targets? Have fun flailing the right stick around until you can target the right enemy for a split second. Targeting the correct enemy? Make sure never to touch the right stick or you're in danger of switching your target when you don’t want to. This means putting up with some absolute ass camera angles where nothing is visible, just so your battle target doesn’t change. We are far past the point of excuses. By no means is it ever okay to not have a separate button for this kind of thing.
I started the game on Normal mode and I had to switch to Classic mode about a third into the game. I don’t know how the game expects you to constantly switch between party members in order to build enough ATB to actually use their skills. Classic mode had party members build small amounts of ATB on their own, so it felt like a small bandaid on a battle system where I was always frantically trying to manage all party members’ real time control AND skills. There’s just too much going on at once.
I don’t know if there’s a proper aggro system, but if there is, it is completely broken. In my experience it felt like aggro was always drawn on the character that the player is controlling. Barret, who was supposed to be the “tank” never successfully occupies the enemies that are constantly stunlocking me. To circumvent getting stunlocked by annoying enemies every two seconds, you just have to switch to playing as another party member before enemy aggro switches to that new character. I love Aerith’s play style but she works horribly with the aggro system. She's a glass cannon who casts wards in order to set up her powerful hits. This takes time, and is frustrating to pull off when all of the enemies start charging you even if you're still setting up.

The character dialogue could be cringe at times and other times incomprehensible. Sometimes the characters just say really existential things out of nowhere, they act like they know characters they’ve never met, and act like they know plot points that the player doesn’t know. This is particularly bad with the female characters, as so much of their dialogue feels like fanservice. You can tell that no women were in the room when the dialogue was being written, and their models being animated. But the worst offenders of all are the villains. I understand that it’s hard to write compelling antagonists. But hearing Don Corneo literally calling himself a villain in a monologue and Heidegger and Prof. Hojo doing the most cringeworthy evil laughs made me groan and roll my eyes.

All plot points are described in the most vague terms known to man. “The Ancients can lead us to the Promised Land” means absolutely nothing. As someone who never played the og ff7, I have no idea who Zach even is. And who is Sephiroth? We see him all the time but the game never tells us why he does what he does, what he’s even doing, or how any of the party members know who he is. I liked the story with Shinra but it absolutely blew up into something incomprehensible as the game progressed. There were plenty of other incomprehensible moments too. The mission with Jessie had you run into a motorcycle dude who never establishes who he is, and his dialogue is basically gibberish. When the plate falls, a cutscene shows this weird cat thing that never shows up again. I want to reiterate how unfriendly this is to newcomers.

Each main character is basically an archetype, and Cloud’s love triangle is cringe and minimizes the actual important themes the game is trying to convey. Character design for the main characters (& Sephiroth) is good but every single other NPC looks and acts like they’re on PS2. The villain character designs (except for Sephiroth) look so grotesque and not in an intentional or good way. The way Heidegger’s mouth moves and his stiff arms raise when he does his evil laugh is so pathetic and low quality. Most side characters also look very unpolished. They have no distinct art style to them, unlike Dragon Quest, for example.

Side quests were so incredibly dull. I did the first two batches of three sidequests but when it came time to do the lategame remaining 9 quests I just said nope and continued on. Couldn’t take it anymore. There was no fast travel within towns, and the level design was incredibly linear and dull. There was SO much padding with the amount of ladders I climbed, tight spaces I ducked under or squeezed through, or just moments where you have to walk at a snail’s pace. There’s a scene at the Shinra HQ building where you have to climb 59 sets of stairs and the higher you get, the slower your character moves. Your run function is taken away from you and the whole sequence took multiple minutes of your party just panting and complaining. I don't care if it's an "iconic gag", it takes up multiple minutes in real time of me doing absolutely nothing.

Traversal took way too long and you can really tell that this game is stretching out 5 hours of a PS1 game. There were actually only a few major plot points and the rest of the game was just you moving from place to place, getting sidetracked or roadblocked on the way. It’s not like I spent 100 hours on the game, more like 30. But everything still felt too long. It felt like a walking simulator.

The ending made no sense to me and I think the “fate”/time travel stuff is so corny. It’s the reason why I stopped playing Dragon Quest 11 after the second act.


I played this game on PS4 Pro and it ran very well. Not only is it a reprehensible decision for Square Enix to cut a PS1 game up into 3 ~30hr pieces and sell them for $60-$70 each, and force players to upgrade to PS5 to continue the remake trilogy, but the fact that this game was advertised as a remake makes this all the more evil. I am fine with Square Enix reimagining the FF7 story and universe, but I am not fine with advertising it as a newcomer-friendly remake where players can experience the world of FF7 for the first time. There were so many details that made absolutely no sense to me, and it was painfully obvious that this game survives off of nostalgiabait. If you're a FF7 veteran looking to experience this game in a new way, by all means give it a go. But if you were a FF7 newcomer like me, please, DO NOT START WITH THIS GAME. This is an incomplete product that absolutely depends on the player knowing the original PS1 game front to back.

Pikmin 4's first hour of gameplay is terrible. After not receiving a Pikmin game for a decade, the first hour of the experience is when all of the horrors of modern AAA game design settle in: grueling tutorials, a less-than-half-baked character creator, an incredibly boring supporting cast, and a sanitized UI that feels slow to navigate and lacks any of the charm previous installments contained.

That's the best word I can use to describe Pikmin 4's aesthetics: "sanitized". The cover art no longer looks like a clay model, fonts remove the series-unique bubbly typefaces from older games, similar to the minimalist aesthetics of the open world Zelda games that I've grown to hate, and the flavor text seldom contains the humorous charm akin to the spam mail, letters from Olimar's wife, or banter between captains. While the previous games took place on a ravaged Earth with relics resembling some human life, Pikmin 4 goes the much less creative route and opts to have the game set in a house and yard - as if it took place in the present day. It's another sanitized aspect of the design that prioritizes marketability over creative freedom, and the design of the different areas and dungeons blend together as a result. Oatchi's reveal as "the new dog character" feels like an additional thinly veiled marketing tactic - although he's actually cute unlike that crusty rat from the Puss in Boots sequel so I don't mind as much. The base area has the most annoying music ever to come out of the Pikmin franchise, and the growth of the area throughout the game is nothing short of disappointing. Story and characters are consistently disappointing if not downright contradictory. I don't heavily value story in a Pikmin game like I may in the Zelda series but there was a string of bad choices that led to me feeling this way.

I don't mind customizable silent protagonists when:
1: there are extensive customization options and
2: the supporting cast is able to fill the void of a silent protagonist
but neither of these things are true. Customization is pathetically simple and I tried to make myself look unique but I just ended up looking like Alph.
I'm not gonna fully get into the whole timeline/canon nonsense but just know that it's stupid and the game realistically had no reason to serve as a reboot. Instead of the Pikmin 3 cast returning, Pikmin 4 introduced weird lookalikes for no reason, and refuses to elaborate on Koppai's dwindling food supply. After the credits, Louie usurps the villain role yet it's never explained why he is turning people into leaflings, unlike when Olimar was the villain. There are simply too many issues like this to overlook.

Nintendo shit the bed with the multiplayer functionality in Pikmin 4. Which is weird, since this is a Miyamoto title. Co-op mode doesn't let the player take control of Oatchi/another captain, instead, they throw little pebbles. In general, Oatchi fails to be as versatile as a second captain, even in singleplayer - with charging pikmin being more difficult, the "go here" command being less intuitive, and other limitations. Bingo battles are gone completely, and there was a HUGE missed opportunity in not making the nighttime expeditions multiplayer.

As a whole, I found nighttime expeditions to be interesting, albeit severely underdeveloped. You simply collect crystals with glow pikmin, and use them to fight waves of enemies that walk towards your base. This is a good idea at its core, but I would have loved to see more tower defense and puzzle solving elements. Imagine if nighttime expeditions became an entire separate tower defense mode, with (online?) multiplayer, more puzzle solving and cooperation, etc? In its current state they are far too easy and shallow to enjoy.

Dandori battles are...fine, I guess? Aside from the lucky capsules that feel like they go against the entire point of dandori, they are pretty interesting ways to pit two players' efficiency skills against each other. My problem with it is that it cuts off half of your screen. Seriously, this sucks so bad. The limited visibility has me constantly feeling lost in what should be relatively small arenas. They also just feel like horrible pacebreakers when compared to the main game.

I found winged pikmin to be much more stupid than they were in Pikmin 3, and I never often found good uses for red or rock pikmin either.

Those are all my negative thoughts regarding Pikmin 4. Notice how I never brought up the main game?

That's because it's excellent. While the time limit is no longer here (unless you're talking about Olimar's side adventure which is also excellent and a completely unique set of puzzles!!), the challenge to optimize your strategy is still very much present in Pikmin 4. Each world is designed with multiple bases and dungeons with their own sets of puzzles and treasure. The overworld's clock runs faster than in the dungeon sections, so the speedier gameplay up above makes room for the gauntlet-like puzzle solving and compounding threats of the underground. While I said I didn't like dandori battles, I absolutely love dandori challenges. The bite-sized time trials in efficiency are super satisfying to crack. They're plentiful in number and you even get a 10-level gauntlet which is insanely difficult and addicting (except for level 7 which sucks because of the lock-on feature). The upgrade and item systems (aside from the things you unlock after finishing the entire game ughhh) are rewarding and I did legitimately feel like there were multiple strategies to each boss. The loop of 100%ing each dungeon, each area, is just so satisfying and fun that I'm able to overlook many but not all of the game's other shortcomings.

To be frank, Pikmin 4 felt like it was 🤏thiiis close to being a disaster. Everything about it aside from the core gameplay looked like it sucked - say if the core gameplay were to take some more pages out of Pikmin 2's book, I bet it absolutely would have sucked badly. Fortunately, that didn't happen. With a great game under its belt, it feels clear what steps the Pikmin series should take for the future.

- I don't mind if we get the dog again but multiple captains is a must-have in order to preserve the game's complexity. Oatchi was a diet captain at best.
- Expand heavily upon nighttime expeditions. Take notes from the tower defense genre and implement multiplayer.
- Bring back proper multiplayer as a whole. Bingo battles, main game...everything. It shouldn't have taken a hit in the first place.
- Cool it on the sanitized presentation. This one feels less likely to happen but visiting a normal human house can only get so interesting. Give us silly fonts, make the characters interesting again.

I'm excited to see how this series will grow in the future. Hopefully it won't take another ten years.

This review contains spoilers

The Great Ace Attorney Chronicles is a massive leap in the right direction. One of the biggest problems with the Ace Attorney franchise is its lack of proper entry points in the series. This is a series that has 6 main games that should be played in chronological order. Despite this, Capcom has required a “no spoiler rule” of sorts for recent entries that completely stops the franchise from achieving any proper continuity or overarching story. TGAAC does its best to circumvent this.

Having next to no formal relation with the main series is one of the duology’s biggest strengths. It allows the new characters to have their proper moment in the spotlight and the world doesn’t have to bend to the realities of the main series.

Gameplay mechanics are at their peak in these titles. The examination of evidence as 3D models has finally been fully realized and allows players to discover clues on their own. Having multiple witnesses feels natural. Summation examinations are very fun pace breakers. None of these mechanics feel gimmicky or require any sort of suspension of disbelief, like previous gimmicks such as psyche locks. Investigation sections also get their own new minigame in the form of course corrections. The streamlining to the Ace Attorney formula works very well here and I have no problems with any of it.

Unfortunately, I found the soundtrack to be kinda mid. The pursuit and summation exam themes were cool, I guess, but I found overall way less tracks that I held onto. In this regard, Apollo Justice set a precedent that the rest of the series has yet to reach again. I think I was Stockholm syndromed into liking the TGAA cross examination themes, but they feel so silly and out of place. Like even during the final chapter, when the topic of conversation was super intense, you were hearing this clockwork-sounding march.

Because TGAAC could make great use out of its status as a standalone duology, it has a fresh story on its bones. There’s a lot to enjoy, but I do have a fair amount of complaints.


1-1: The Adventure of the Great Departure

This case was fine, it just felt way too long. If I’m not mistaken, I believe it’s the longest opening case in the series? It took way too long to get to the point. I didn’t find the mystery too interesting at all. I do like how Jezaille Brett was portrayed. The fonts when she spoke were especially creative and it’s disappointing that they never returned in that way.


1-2: The Adventure of the Unbreakable Speckled Band

I think some of the worst content in the duology is when the writers desperately try to link events of the game to real Sherlock Holmes mysteries. Not only are these chapter’s events incredibly stupid but the chapter is incomplete, containing no trial. The investigation isn’t sufficient on it’s own either. At the very least, this chapter could have used some rebuttals like in the Investigations games. When you find out that Sholmes faked the events of this chapter in the second game, it felt even weaker. And the excuse he gave about Nikolina Pavlova was cheap.


1-3: The Adventure of the Runaway Room

At first, I was lukewarm to this chapter due to there being no formal investigation section. I mean, we’re halfway through the game’s chapters and we still haven’t gotten the full experience yet? But I have grown on this case a ton. Examination of evidence is a big part of the mystery, as the evidence literally changes halfway through the trial. It’s the first time you go up against van Zieks and McGilded was a very cool villain. Definitely left a strong impression.


1-4: The Adventure of the Clouded Kokoro

Similarly to how I think that some of the worst content is when too much effort is made to include Sherlock Holmes material, the same applies to real life people. Soseki Natsume is a real human being, and the excessive effort to tell a story of a character that is restrained to his personality in real life makes the overall experience suffer. This is also the least relevant case in the duology. The method of murder assault is too silly. For being the first fully complete case, it feels like it shouldn’t need to exist. Also the fact that Natsume survived the Reaper makes the entire Reaper plotline feel less powerful. At the time, you think McGilded was killed by the Reaper as well so this outcome kinda lessens that impact.


1-5: The Adventure of the Unspeakable Story

This is my favorite case in the entire duology. It brings back and develops my favorite character in the whole story, Gina Lestrade. Pop Windibank gets a good amount of screentime before he dies, too. What I love about this case is that it is the culmination of all of the features in the game. Examining evidence has never been more important. There’s an underlying secret to the evidence that will prove Gina’s innocence. There are multiple summation examinations as well. In terms of the message of this case, I think it’s very well done, especially in contrast to 2-5. Gina Lestrade is a poor orphan diver, who was caught up as an accomplice for McGilded. She feared for her life, and likewise couldn’t resist the threats made against her. When McGilded died, Gina went to claim his items but was thwarted by the culprit, Ashley Graydon. He wanted a certain metal disk, but Inspector Gregson took it from him. Gina returns to the pawnbrokery at night in order to check if Iris’ story regarding the Professor case was still there, but was unfortunately implicated for Windibank’s murder in the process. Using the investigative powers at our disposal, we determine that Graydon was present at the scene, and he was after a second disk and music box in order to decipher a morse code message containing government secrets. He did, in fact, obtain the disk that night. It turns out that Inspector Gregson was covering for Graydon the whole time, so he could get the disk in exchange for information that could fake Graydon’s alibi. In what is one of the most genius application of the game’s mechanics ever, Ryunosuke not only spots Graydon and Gregson conspiring on the witness stand, but notices when Gregson plants the disk on one of the Skulkin brothers right before he consents to a body search. This is an incredibly creative way to apply the game’s mechanics and the outcome is fruitful. With both discs finally in hand, Ryunosuke threatens to play the music box out loud for everyone in the court in order to make Gregson confess that he was in cahoots with the real culprit. When the message starts playing, Gregson confesses to what he did in a panic. A high ranking police officer was completely prepared to throw an impoverished teenage girl under the bus to protect his own skin. It’s an unfortunate truth about corrupt policing and I think the commentary was very well done here. You don’t know this at the time, but van Zieks helps you because he is suspicious of Gregson being a part of the Reaper conspiracy (and he is correct). You also find out in the second game that the actual contents of the disk detail the assassin exchange between Britain and Japan. It’s a case that gets even better with age for those reasons. The only other case in Ace Attorney that redefines the parameters of what the player needs to do in a final showdown are in Justice For All’s final case (and debatably Turnabout Succession). Rather than just pointing out the bad guy, you need to come up with a way to end de Killer’s contract. In this case, you need to make Gregson tell the truth by outwardly threatening his status as the Reaper (which you aren’t aware of at the time). It’s a satisfying way to take out a villain in a position of power. Gina’s character is excellent in this case and it’s super vindicating to point out how she was treated like a scapegoat, just as Ryunosuke was in his first case against Brett. More final cases need to redefine the methods/reasoning for taking down a bad guy like this case (and Farewell, My Turnabout) does.


2-1: The Adventure of the Blossoming Attorney

This case has way less narrative significance than 1-1, but I still think it’s better. I like that we get some time to play as Susato and see more of Yujin. The actual details of the case are way more interesting than the steak dinner in the first game. It also really benefits from a shorter runtime. That being said, a random journalist killing Brett didn’t feel as connected to the story as it should be. Menimemo knew Jigoku, or at least somebody in the government, was conspiring to protect Brett…but that’s about it. He was just an outsider looking in and Rei Membami was arrested simply because he couldn’t own up to what he did. In 1-1, Jigoku knew the entire truth behind the murder because it was part of the assassin exchange that he co-opted. Ryunosuke was an intentional scapegoat. Membami served no such relevance (and her huge place on the game’s boxart plus her name made me think she would be way more relevant then she was!). Brett dying doesn’t have any impact on the story given that she already had killed John Wilson at that point. That being said, it still felt more enjoyable to play.


2-2: The Memoirs of the Clouded Kokoro

In my opinion, this case is marginally better than 1-4. I would still argue that it doesn’t leave filler territory, as the Baskerville collar was the only item of plot relevance and we basically just saw one model of it. The collar never actually appeared in the final chapter nor did it end up being a key piece of evidence like I suspected. Collar aside, this case did feel more satisfying and interesting to play. Shamspeare was the victim, but also the villain, in a way. Olive Green was genuinely a great surprise culprit and her plan to put poison on the gas pipe was pretty genius. The amount of Natsume content we’re getting feels way excessive given how unimportant he is, but whatever. The tea coins were also a really cool aspect of the case.


2-3: The Return of the Great Departed Soul

For all of the love that I see this case getting, it kinda underwhelmed me. It felt extremely bloated and felt like (maybe is) the longest case in the game. Harebrayne was legit one of the most annoying defendants in the entire series. And yes, he apologizes at the end, but that doesn't change the fact that he fought against you in court and had an extreme lack of sympathy. For all of the hate that Max Galactica gets, at least he never downright sabotages you during a trial. The other aspects of the trial, I’m more mixed on. I think there was a lot of info dumped in this case that contributed to the overwhelming feelings of the whole thing. The wax sculptor had a model of The Professor and Drebber stole it to get revenge on the victim, who ruined his life through a newspaper by publicizing the fact that Drebber was the grave digger who saw Genshin Asogi crawl out of his grave before getting shot. Drebber threatened the coroner by using the waxwork of Genshin because he knew she faked his report. The big twist at the end was that the coroner also had her own motives to kill the victim (a case of extortion that was so out of the blue and irrelevant) and that she was actually the killer despite being thought to be an accomplice. The investigation section in Drebber’s hideout was really cool but otherwise this was kind of a drag. Kazuma’s reveal at the end was kinda crazy but nothing we didn’t expect from earlier. The whole teleportation mechanism was dumb because you knew it was a sham from the start and whenever you actually tried to uncover what actually happened, your defendant got upset at you. Oh well, at least the little German boy crying was really funny.


2-4: Twisted Karma and His Last Bow

Okay side note but I audibly cheered when I found out Gregson died LMAO. Anyways, I feel like this mystery itself was very well paced and I think this portion of the case has very little wrong with it. Uncovering the revelation that Gregson was a hand of the Reaper is an interesting twist within itself. Most of my problems with my case are when things escalate in the final chapter. Seeing all of the connections unravel with Daley, the coroner, and Iris is presented very well. And there’s a great dance of deduction. I don’t like that Stronghart took the stand as the judge this early. And I especially don’t like that the core mechanic of the jury was completely removed from the last 2 chapters. And the fact that Jigoku isn’t exposed as the killer in this chapter but the final one. Now that I think about it, I really just like this case on principle. Kazuma being the final prosecutor is a great sight to see, and discovering that he was the assassin to kill Gregson was cool. It’s just that these facts are intrinsically linked with everything I don’t like from the final chapter.


2-5: The Resolve of Ryunosuke Naruhodo

Let me quickly list off the things I like about this chapter. Gina, like always, is great. Her outburst was very heartfelt and the desperation she showed before finally facing the truth was heavy. I like the final dance of deduction. I think having a judge being revealed as the killer was cool, albeit kinda obvious (I suspected him as soon as they gave him a name, and I was basically certain once the group photo was added to the court record). I was suspicious of Gregson since the beginning, and seeing his truth finally being aired out was satisfying and affirming for me. The best twist here was finding out that Klint was the Professor and Iris’ father.
Now let me get to the things I don’t like. Obviously, like I mentioned before, I don’t like that this chapter was split in two. In fact, I’m not even sure why they did it. I’m okay with the writers being more flexible with how they assemble and fill Ace Attorney episodes – it’s just that this game didn’t do a good job with this. And I say that both in reference to 2-4/2-5, and 1-2. It was odd just switching out of the blue to this last chapter and I fail to see why it couldn’t be just one big 2-4. I think hiding the key piece of evidence in the sword was a little lame. A huge gripe that ties in with the ending is that multiple agents of change are completely faceless and only appear for convenience. Queen Victoria and members of the judiciary in the gallery that chant “Testify! Testify!” are never actually shown or established in the story in any major way. Stronghart being the final villain was so painfully obvious and they didn’t even try to hide it. This was hinted to several times before multiple chapters prior. Having an obvious villain isn’t necessarily a bad thing. This chapter shares many similarities with 4-4, but I will go to bat for that chapter, and I have in my Apollo Justice review. But 2-5 isn’t sequel setup, unlike 4-4. Wright big braining the entire case has implications for his character that suggest he is more morally ambiguous than what the player thought. This was hinted at throughout the game, when he forged the bloody ace, and spoke to Apollo about how the current justice system was unable to punish criminals without hard evidence. Sholmes fills a similar role in this case. He miraculously, along with Yujin Mikotoba, gathers every key witness in the lobby so Stronghart doesn’t stop the trial. He has a holographic device (that was never shown before this) that he presents at the very end to announce that Queen Victoria saw the entire thing (we have also never seen Queen Victoria). I’ve seen discussion as to whether this (and the jurist system reveal at the end of 4-4) fit the Deus Ex Machina literary trope. My personal take is that it doesn’t matter whether they fit this distinction or not. See, Stronghart essentially orchestrated every single major act of large scale injustice in London for the past 10 years. He blackmailed Klint, used Barok, and took advantage of his position of power to create the Reaper. The assassin exchange he orchestrated was done to cover up any final traces of blood on his hands from the Professor murders, and Jigoku was forced into it through foreign policy pressures. So when Sholmes announces that a person in an even higher position of power witnesses the entire thing, and that’s the person who exacts punishment, it’s lame. Deus Ex Machina or not, I don’t care. It’s fucking lame and the narrative takeaway is incredibly weak as a result. Compare the moral takeaways from 1-5 and 2-5. Like I mentioned in that recap, 1-5 has you defending a poor urchin, one who covered up a previous murder, because you have faith in your client and her innocence. You won’t stop at anything to do what’s right and defend her, even if that means exposing government secrets. The police force (basically just Gregson lol) is exposed for using a poor girl as a scapegoat for what we later learn to be messages about the assassin exchange. It’s about defending people who are helpless. Gameplay wise, it also makes great use of the mechanics. There are two high stakes summation examinations, and multiple points where witness behavior during testimonies is relevant to the case. 2-5 completely takes away these new mechanics. The big bad can be traced back to one single person in a position of power. To take him out, what do you do…find a loophole?...vigilante justice?...authority from the people in the gallery? Nah, we’ll just have someone in a higher position of power who we’ve never seen before do the hard part for us! One of Kazuma’s biggest goals coming to London was to reform the British legal system. Yet the only change made here was to take out one man in power who conveniently was the source of every problem. Having the solution to the problem being another figure of power undermines the themes of corrupt authority that are present, and it’s why I believe 1-5 deals with these themes in a much better way.


Regarding some other thoughts I had: one of the most infuriating plot points was Ryunosuke’s and Susato’s reluctance to talk about Jezaille Brett. I was practically screaming Brett’s name at the screen every single time they had a conversation with Iris. This plot point was sat on for literally the entire game and I think it’s annoying as hell when protagonists wilfully withhold information that would progress the story. A similar example would be in Justice For All when Phoenix refused to talk about Edgeworth for a majority of the game, leaving the player in the dark.
Sholmes and Iris felt shallow to me. Both characters were primarily comic relief that had moments of profundity to make them seem significant. Sholmes has many similarities with Beanix in the fact that they both masterminded the defeat of a final villain. Like I mentioned earlier, Sholmes doesn’t have the same background reputation, moral greyness, or sequel potential that Phoenix has. Neither Sholmes nor Iris have actual arcs (you could argue Iris does regarding her family but all of the characters refuse to tell her that Klint is her dad so it remains unsatisfying in the end). They were by no means unenjoyable to have around, but they fell flat as dynamic characters.
Susato also felt like untapped potential. It was nice that she was more mature and that her actual job was a judicial assistant. I liked her connection as a Mikotoba and she was fun to play as in 2-1. But she also felt incomplete. 1-5 had her running away after secretly using the cat flap machine, because she kept it a secret and felt unworthy and useless. First of all, this is the exact same character writing that Maya got in Turnabout Goodbyes. Second of all, just like Maya, this was never expanded upon in the sequel!
Kazuma was cool, but it felt weird how he was super intense when he was brought back in the second game. And Ryunosuke and Susato pointed this out, but it never felt like he truly changed back to the kind person he was. For the rest of the game, he seemed kinda edgy and scary, and distanced himself from his friends despite having no reason to. After all, Ryunosuke wasn’t connected to the greater story/Professor case in literally any way. If there was anyone that Kazuma could act normal around, it would be him.
I loved Gina Lestrade and I thought Ryunosuke was a good protagonist.

I would like to make a point about how racism is portrayed in this game. I’m a white guy, so keep that in mind, but I just want to make my stance known whether it matters or not. I saw a couple videos on YouTube recently, one titled “Racism In The Great Ace Attorney” and the other titled “Now people are offended by Ace Attorney lol”. Both videos attack a certain strawman argument that people are upset that racism is portrayed in TGAAC. Let me just be clear that I think it’s incredibly important that racism was portrayed in these games. Xenophobia in Britain is still extremely prevalent nowadays (see Brexit), so you can only imagine how bad it was during the late 1800s/early 1900s when the game takes place. It’s imperative that the struggles of foreigners and POC are not erased and I would never be upset at its inclusion. These videos are specifically attacking the viewpoint that “woke people” don’t like seeing racism in these games because it makes them upset. The second video I mentioned cited a tweet which cited a Wikipedia article which cited two reviews that supposedly had this viewpoint: a Kotaku review and a ”First Post” article. I didn’t read either of these - I would rather watch paint dry than read a Kotaku article and I don’t even know what First Post is. (Edit: I later found out that this channel, Hero Hei, basically makes his entire career out of low effort “anti-woke” content. As soon as a single person expresses their opinion, he victimizes his own viewpoints in his videos and his fanbase overwhelmingly agrees with what he says, which is ironic.) The problem with racism in TGAAC is not that it exists ingame, but how it’s portrayed. More specifically, how the main characters don’t react to it. There are several characters who engage in casual racism towards the player and Susato. Van Zieks has it as a part of his arc and I don’t have that much to say about his writing, but when he or a juror engages in blatantly racist remarks towards the player and Ryunosuke doesn’t even react…yeah, it feels a bit weird. Soseki Natsume was actually written the best in this regard. The othering of him as a Japanese person was one of the reasons he hated his time in London and went back home. It’s just a shame that Natsume was poorly written into the story and he remains largely irrelevant to the plot at large. He was deeply affected by his poor treatment in London, so it’s all the more odd that Ryunosuke and Susato have practically nothing to say about this. The British justice system from the start was prejudiced against Japanese people. Many jurors along with the prosecutor were quick to display their prejudices. I noted before that Kazuma’s wish to change the justice system never really followed through, with the story instead opting to pin all of its problems on a single person. I think that plot failure reflects in the lackluster amount of attention that racism in the justice system got. It’s important, but was still treated as irrelevant.

Anyways…The Great Ace Attorney Chronicles gives me new hope for the franchise. Having it be an independent set of stories was one of the best directions for the series to go in. I don’t want a TGAA3, I think it can be put to rest and we can move on to another cool new concept. It has some major problems that I won’t overlook, but it provides one of the most interconnected overarching plots along with the most refined gameplay the series has to offer. I highly recommend it.