Scott does his very best unintentional Obama impression.
We’ve played a few pranks on Nintendo Customer Service before, but today we’re branching out to see if the folks at GameStop can give us help finding some gaming-related products!
Shot by Alex Campbell
“Reformat” Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/
Note From the Author: The game discussed in this article, Phoenix Wright: Ace Attorney – Duel Destinies, has been rated M for Mature (ages 17+) by the ESRB for the following: violence, blood, suggestive themes, and language. That said, this article focuses only on the game’s mechanics and should be appropriate for all audiences. Please use care and caution when deciding what games are right for you and your family.
I typically don’t play story-heavy games during the school year: they take a long time to beat and all of that pesky suspense and intrigue makes them hard to pull myself away from. So when summer rolled around earlier this year, I decided it was high time I got around to playing a game I’ve been meaning to tackle ever since it came out way back in 2013, Ace Attorney: Dual Destinies.
After slogging through other plot-driven games in the past solely out of pride (I beat games, not the other way around), I figured that I—a busy adult with things to do—simply had grown out of those types of games. As such, I went in to Dual Destinies with fairly low expectations.
It didn’t take me long to remember one crucial piece of information: I like the Ace Attorney series…a lot. This game is no different. While not the strongest entry in the franchise (clumsy writing in places, too much hand-holding, and not nearly enough Trucy Wright), Dual Destinies still managed to impress me, especially where I least expected it: the game mechanics.
The game does have an annoying habit of spoon-feeding the player.
The Ace Attorney series is no stranger to introducing new gameplay mechanics and gimmicks, but until Dual Destinies, I honestly can’t think of a game in the franchise that took existing elements and trimmed the fat. Overall, the game has the best pacing and flow of the entire series, which is why I think it’s the perfect candidate for a case study on how to streamline gameplay mechanics. Court is now in session!
Dual Destinies managed to impress me, especially where I least expected it: the game mechanics.
Opening Statement: The Investigation Phase
Cases in the Ace Attorney franchise are generally split into two distinct parts: investigations and court sessions. For anyone not familiar with the franchise, defense attorneys in the Ace Attorney universe are two parts lawyer and one part private investigator. They question witnesses, search for clues, and sneak evidence out of crime scenes when the cops aren’t looking, all to prove their client’s innocence. This portion of the job is represented in gameplay with what’s known as the investigation phase and plays much like a traditional adventure game in the vein of the Monkey Island series or Princess Tomato in the Salad Kingdom. These segments of the game are often the longest, and fittingly, most of the trimming the game does is in these portions.
Defense attorneys in the Ace Attorney universe are two parts lawyer and one part private investigator.
Exhibit A: The Search Command
Like many adventure games, players in Ace Attorney games must search the environment to find items they can use, in this case evidence to prove their client’s innocence. The examine command brings up a cursor that the player can then use to click on objects in the environment to investigate them. Now, not everything the player sees in an area is going to be evidence (Phoenix’s office plant, Mr. Charlie, for instance), and when clicked these objects, instead of advancing the plot, will just trigger some flavor text wherein the protagonist and his plucky sidekick humorously palaver on about the object in question (#TeamStepLadder).
A typical investigation from the first game.
Now, in games prior to Dual Destinies, every location was searchable, even if there wasn’t any evidence there (I’m looking at you Wright & CO. Law Offices). This meant players were expected to search every area. Just because a murder occurred in, say, a public park doesn’t mean the player won’t end up searching an abandoned doctors office for clues on the whereabouts of the true killer’s lost shoes.
In games prior to Dual Destinies, every location was searchable, even if there wasn’t any evidence there.
While conventional wisdom looks down on limiting what the player can do, sometimes it can improve the overall experience.The search cursor before and after examining an object.
Dual Destinies improves on this feature in several ways. First, the game limits use of the examine command strictly to crime scenes. This means that there’s only ever one searchable location for the player to worry about at a time, unlike previous games that let the player switch between searching multiple areas, each of which could change depending on event flags. More over, the game now has the courtesy to inform players when they’ve found everything they need, which too often wasn’t clear in previous titles. Lastly, Dual Destinies introduced the ever so subtle—but oh-so-useful—addition of having the cursor take the shape of a check mark if the object being highlighted by the player has already been investigated. Considering that many of the conversations triggered when clicking on something could be quite long, even with fast forwarding, this U.I. feature is something longtime fans can appreciate.
And to top it all of, despite the newly imposed restrictions there’s still plenty of that sweet, sweet flavor text.
Exhibit B: The Travel Menu
Locations in the Ace Attorney series are normally static, disconnected, one-screen “rooms” that the player travels between via selection from a menu. It’s about as utilitarian as it gets, and yet Dual Destinies still managed to smooth out the rough edges. See, for whatever reason, previous games in the franchise had a four option limit on the travel menu, meaning the player could only travel to four other locations from any given area. The way the developers got around this—quite frankly arbitrary—limit was to have each area have its own list of destinations. So, for example, if the player wanted to go from the detention center to the crime scene, they may have to travel to back to Wright’s Office, then to the front door of the building the body was found in, and then to the actual crime scene.
Of course, a sleek, afigimatiko-dynamic game like Dual Destinies isn’t about to put the player through all that for something as simple as getting from point A to point B! Enter the magic that is “scrolling”! With this space-aged technique, players now have the uncanny ability to pick any location from anywhere in the game simply by “scrolling” between options! (Restrictions may apply in accordance to plot demands.)
The Ace Attorney series is known for its inclusion of supernatural elements; scrolling was only a matter of time.
Exhibit C: The Notebook
Anyone who’s played an old-school adventure game can tell you that the worst thing that’s guaranteed to happen to the player at some point is getting stuck without any clear directions. This is why many modern games of all genres keep an objectives list or provide a character who the player can ask for advice at any time. Unfortunately, until Dual Destinies the Ace Attorney games fell into the old adventure game trap of not always giving the player clear directions on what to do next. To make matters worse, N.P.C.s had an annoying tendency to just up and disappear until the player triggered the right event flag. This led to the player constantly going back and forth after every event to see which N.P.C.s had returned to their post and who had new dialog options.
Oh right, I was investigating a murder! I should really get back to that…
Dual Destinies introduced an extra section to the court record (basically the player’s inventory screen) for notes—which in this case is more of a checklist than a place for the player to jot down information. Any time the player isn’t sure what to do next, they can just open the court record, hit the notes tab, and be on their way. Admittedly, Dual Destinies’ plot is structured in such a way that the player rarely needs extra input, especially once you factor in the previously listed enhancements, but the handful of times I did need it, I greatly appreciated the fact that I could just hit a few buttons and continue the game instead of wandering around in circles for ten minutes.
Any time the player isn’t sure what to do next, they can just open the court record, hit the notebook tab, and be on their way.
Closing Thoughts
What I hope to get across is how seemingly small changes eventually add up. Small U.I. improvements can help better communicate information to the player, which leads to less time spent on tasks that slow progression. Moreover, limiting when a player can perform certain actions—like investigating their environment—can keep them from getting side-tracked or lost. In Dual Destinies’ case, the end result is the first Ace Attorney game that didn’t have me at a complete loss for what to do next at any point. As I mentioned in the beginning of this article, it’s not necessarily the best game in the series (my personal favorite is Apollo Justice), but I will say right here and now that it’s the best structured and paced, all because the developers weren’t afraid to make some compromises regarding many of the accepted, long-standing conventions of the series. I’ll miss you, dear glut of humorous flavor text, but I can’t deny the game’s pacing is better off without you.
About the author:
Glen is a lifelong Nintendo fan and has been an Ace Attorney enthusiast ever since he first played Apollo Justice: Ace Attorney back in 2008. His love of video games has inspired him to pursue a career in computer programming and is currently studying to get a masters in computer science. Despite his name and choice of professions, he is in no way related to Glen Elg.
The fighter breathed in slowly in the darkened locker room.
His eyes drew to the hallway down which the arena loomed.
He’d trained for this very moment for innumerable days.
He let his breath out slowly as he also dropped his gaze.
His past had come to haunt him; or rather, his father’s did.
It was in the old man’s shadow that up ‘til now he hid.
He rose from the wooden bench as he slammed the locker door.
His mind was clear and focused as he slowly crossed the floor.
His father was a great man; one of the best there’d ever been.
He’d proudly held the people’s flag for years and years on end.
The women and children’s love he kept, the men’s respect he’d earned.
But even a champion’s fire burns out; a lesson he finally learned.
And now his boy had come of age, his turn had come at last
To earn the title for himself, to honor his father’s past.
Any time he’d walk the street the people called his name.
They smiled as they recalled his dad and said “You’ll do the same!”
He heard them calling for him as he traveled down the hall.
His pace was slow and steady as cheers echoed off the walls.
But as he plodded down the corridor that led down to the ring,
The distance to his destination got further, so it seemed.
He started to jog faster ‘til he ran as if he fled.
The image of his father was burned into his head.
As he neared the final door that led to the battleground,
He’d realized he could no longer hear the cheering of the crowd.
He swung the door wide open and he stepped into the light.
Instead of the cheering fans expected he saw a very different sight.
The crowd was filled with anger, spitefulness, and scorn.
The faces that used to smile at him now a scowl wore.
The booing increased with every step as he approached the field.
He looked across at his opponent who rose up from his kneel.
The enemy wore full armor and a horned helmet on his head.
He lifted his oddly-shaped sword. “I’ve looked forward to this”, he said.
The warrior that stood before him was the one who’d succeeded his Pa.
The boy took his battle stance, he set his eyes and jaw.
“I’ll prove them wrong,” he determined, “Today’s my day to shine!”
The crowed fell deadly silent ‘til they heard the air horn whine.
The boy immediately charged the knight, his weapon flashed to life.
The knight was ready for the attack and deflected with his knife.
“Is that all you have?” The knight laughed. “I expected more from you.”
The knight lunged with his weapon aloft, the boy’s head which to hew.
The boy quickly dodged the strike with blindingly quick speed.
“One thing you didn’t count on: my Pa wasn’t quick like me!”
He continued to rush around the ring, too fast to keep track,
Until the knight took a well-aimed swing that knocked him on his back.
Light was all that he could see as he lay there on the floor.
The knight drew near and placed his blade upon the boy’s core.
He kneeled down next to him, and with a look of sadness in his eyes,
He said, “I’m… disappointed.” And then began to rise.
The air was still in the Colosseum and the knight just turned and walked.
The seats were slowly emptied. No one dared to talk.
The boy just lay there on the mat. He knew everybody’d left.
One word stuck in his heart, and like a foil it cleft.
BoxBoxBoy! is the sequel to the hit downloadable puzzle game BoxBoy! for the 3DS that expands on the original, quite literally, as this time around you use two sets of boxes instead of one. While no prior experience with the original is needed, it really helps as the mechanics you learn over the course of an entire game you learn in a few levels. You’ll still be hopping on and throwing boxes, along with hooking onto ledges and snaking your way through narrow paths, and it’s all still a lot of fun.
Hooked on a feeling.
The only new idea is creating two sets of boxes, but that’s okay as it completely changes the way you have to solve the puzzles and sometimes significantly ramps up the difficulty. There’s still plenty of switches, spikes, and lazers to deal with and it definitely had me stumped for a while on more than one occasion. There are usually a few levels in a row where you use the same mechanic in increasingly difficult puzzles, only to ditch it for a long while and come back to it when you’ve forgotten about it. Absolutely fantastic level design and it made feel dumb for not realizing the solution much soon than I had. There are bonus levels in which you replay chunks of levels you previously completed except this time with either the ninja or the bunny costume from the first game, but you have a lot less boxes at your disposal.
Two sets of boxes, twice the challenge.
The collectible crowns are back once again. If you’re not familiar, think hidden coins from Mario, except you have a limit of boxes you can create until it disappears. Being the OCD gamer I am, I had to get all of them, and a few were extremely difficult. It adds a lot to the way you approach levels and to the overall replay-ability.
BoxBoxBoy! really stacks up to the competition!
The more crowns you get, the more coins you get at the end of every level, which can be spent in the games shop. There you are able to purchase new costumes, short a quirky comics, and music from the game. All of the costumes you unlock from the original BoxBoy! transfer over too, which is a neat little addition.
There’s quite a lot of content for the price and is a great buy for the puzzle and platformer fan alike. While I recommend playing the original game first, this is a sequel that lives up to the original and shouldn’t be missed.
With the launch of My Nintendo, we got two games to choose from as downloadable platinum points rewards. The first is the exclusive My Nintendo Picross: The Legend of Zelda: Twilight Princess! Is it worth cashing your rewards points in?
Shot by Alex Campbell
“Reformat” Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/
Now that Smash Bros. for 3DS and Wii U has been out for a year, we’re doing the most natural thing: Compiling a list of characters for the next Smash Bros. Game! Who makes your cut?
Shot by Alex Campbell
“Reformat” Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/