Dear Capcom,
We need to
talk. I just finished Apollo Justice:
Ace Attorney, the newly released fourth game of the vaunted Ace Attorney
series, and I don’t know what to say. Your
first Ace Attorney game, Phoenix Wright, was a fantastic, novel game with a
great plot. Justice for All, the second
in the series, was a bit worse, with most of the cases being merely
decent. However, the game’s final case
was amazing, easily one of the top three cases ever. That case kept the game from being a letdown,
with JFA overall being worse than the first but not by much. Finally came Trials and Tribulations, a
triumph on par with the first in the series.
With the Ace Attorney series sporting such a fantastic track record, I
was more excited about Apollo Justice than any of the Ace Attorney games
before. After all, this was to be a
brand new chapter in the franchise, right?
The Phoenix Wright plot arc was complete, you had a killer concept, and this
was your first AA game not made on the GBA.
It looked like all the elements were there with nothing to hold you back
from making the greatest Ace Attorney game ever. So how did Apollo Justice: Ace Attorney end
up such a disappointment?
I think
much of the reason this pains me so is because your general story concept for
this game was so great. The player is
Apollo Justice, rookie attorney and fan of the great lawyer god Phoenix Wright
– except that seven years ago Phoenix was stripped of his attorney’s badge, now
forced to play the piano at a Russian restaurant to pay the bills. What happened to our favorite character? What event could have happened to turn the
man we came to know and love into bitter exile?
Also, since when did he have a daughter?
How could any fan of the Ace Attorney series not salivate when imagining the possibilities inherent in such a
premise? Yet somehow you guys turned
what could have been the greatest Ace Attorney plot ever into an anticlimactic
letdown. When I said “anticlimactic,” I
meant that literally. Your climactic
case, where there is a great surprising unexpected twist and an extremely
satisfying end, is at the beginning of the game! Everything afterwards feels flat compared to
the excitement that defending Phoenix Wright against a murder charge.
Keep reading, Capcom. There's plenty more after the jump.
Another big
mistake: Apollo Justice is somewhat lacking in courtroom revelations. The most enjoyable part of the Ace Attorney
series has always been when I have an epiphany in court and reveal some twist
to the case that turns everything upside down.
I always get a rush as I connect dots I didn’t, or couldn’t, see until
just that moment, and I turn the case on its head. However, in this game you guys go ahead and
tell me some very important revelations that I should have been allowed to
realize on my own. You even gave away
the identity and the methods of the main bad guy in the final “climactic” case,
and make the challenge simply proving it in court! That’s only a fraction of the fun I would
have had if you had let me figure it out on my own.
However,
the biggest crime of Apollo Justice: Ace Attorney is the writing. I’m not talking about the plot; I’m talking
about the characters and dialogue. The
problem isn’t that AJ doesn’t feel like an Ace Attorney game, in fact it’s
quite the opposite. The writing of
Apollo Justice is a complete rip-off of the previous three games. It’s as if they wrote the game with one set
of characters and just changed the names when they were done: Apollo Justice is
a carbon copy of Phoenix Wright, with the same personality and everything, and
Trucy Wright replaces Maya Fey as the “naïve girl who follows you around and
makes stupid comments.” It’s the exact
same formula.
Now I’m
sure you’re asking, “Why is that such a bad thing? That formula has worked for us for all three
previous games!” The issue is that by
making Apollo Justice nothing more than young Phoenix Wright’s personality with
a different face, you’re missing the point of having a new character at
all. There’s no real uniqueness to
either of the main characters. If I’m
forced to play the game through their eyes, I’d like them to at least be more
than the old characters with different names.
And as for that “naïve girl” thing, that needs to stop. Seriously, all conversations go like this:
Phoenix/Apollo: Question or comment.
Maya/Trucy: Naïve statement!
Crazy theory or off-topic rant!
Phoenix/Apollo: Sarcasm/exacerbation/aggravation.
Enough is enough, guys.
It was starting to get old by the third game; at this point it just
doesn’t make me smile the way it used to.
Find Apollo and Trucy their own special identities, and fast. “Same shit, different game” is not a good philosophy
for game design.
Speaking of
“same shit,” I was really hoping that you guys were going to drop the whole
reliance on the supernatural that had become a main part of this series. I really think it cheapens the whole
experience. In the first game Phoenix
needs his dead mentor’s spirit to help him win his cases, then in the second
game onward he can see lies in the form of mystical “Psych Locks” thanks to a
magic stone! Oh boy! Things like these cheapen the experience for
me. It is not a coincidence that the
series’ one major case lacking any mysticism (in fact, it’s all about science)
is the best case that the Ace Attorney series has ever done. Phoenix
wins the case without the help of anybody dead or magic items, using only his
intelligence and cunning to trap the real antagonist. It was that case (the last case of the first
game that you added for the DS version) that cemented my love for the series
and for the character Phoenix Wright.
Unfortunately, you people have chosen instead to cling to the uncanny
once again with the implementation of the “Perceive” system.
It’s not
really that I have that much against the idea of “spirits” or “magic,” it’s the
fact that you guys have been using these things as a crutch for your
games. For instance, this new “Perceive”
mode, which Apollo just “happens” to have the power for: you get a close-up
view of the witness and you move the camera around until you find the witness’
nervous tic, which will only show up during part of a single sentence of the
testimony. When he/she is doing that
tic, you know that part of that certain sentence is a lie, and you call them on
it. It’s an interesting idea… except
that it ends up being used as a lazy substitute for good writing. It wasn’t hard to notice that whenever there
was a situation where it would be tricky to get the trial headed in the
direction you guys wanted it to go, you just had me play “one of these things
is not like the other” and presto, the Apollo has just made a perilous leap in
logic justified by the witness swallowing.
It’s not any different with the Psych Locks either; whenever you had
wanted people to know where to go during investigations, you put up a Psych Lock,
which then acts as a giant neon sign saying “Plot continues through here.”
I need to
make this clear: as much as I am disappointed by the direction this game
headed, Apollo Justice: Ace Attorney is still an above-average game. That’s right; even with all of the ranting
and scolding found above, I smiled quite a few times when playing this
game. Part of it would be the graphical
improvements. The use of videos to
explain certain things in the game really made it easier to understand some
situations. I also appreciated the
improved character art, though you guys really need to put more frames of
animation in there next time. Also,
can’t we have at least just a little bit of animation in the areas we’re
investigating in? You’re not working
with the GBA anymore; you need to use more of the power you have
available. Even with those qualifiers,
the visuals are improved enough to be deemed “good enough.” Another good thing is the soundtrack. I still think that the first game had the
best tracks, but the new soundtrack in Apollo Justice is the closest you’ve
come to equaling that achievement.
The best
improvement is the new uses you’ve found for the touchscreen. Finding fingerprints, making footprint molds,
and other activities were all quite enjoyable.
My particular favorite was using a soundboard, especially the way you
worked it into the actual trial. It was
a great idea. The only problem with this
stuff is that I don’t think there’s enough of it. It left me wanting more, much more.
Still,
while the game’s okay, it’s still a huge disappointment because it could have
been so much better. Having played
through the whole game, seeing the ideas you guys had for the plot, I can say
without a doubt that this had the potential not only to be my favorite Ace
Attorney game but one of my favorite games of all time. Yet somehow it ended up a muddy, bungled mess,
doomed to be remembered in my mind for what it could have been rather than what
it was. You can still salvage this,
Capcom. Ace Attorney 5 can still be
awesome. You just need to be willing to
let it be its own entity, instead of a clone of the first three. Please.
Don’t let this great franchise become a shadow of what it once was.
Sincerely,
Ian “Taxman” Small
Final Score: C+
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