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Showing posts from June, 2022

Ace Attorney Case Files: Turnabout Goodbyes (Part 2/3)

  Spoilers for the original Ace Attorney follow Previously on Ace Attorney In newbie defense attorney Phoenix Wright's fourth case, he ends up defending his old friend Miles Edgeworth against murder charges. This is no easy task, since witnesses saw Edgeworth shooting the victim, and Edgeworth's fingerprints were found on the murder weapon. Despite this, Phoenix manages to get through the first trial day thanks to Maya getting held in contempt of court, thus giving him an opportunity. Investigation Day 2 Phoenix visits Maya at the detention center. She tells him that she'll be released after questioning, but someone needs to post bail for her. Upon arriving in Gourd Lake and speaking to Gumshoe, Phoenix learns that the "someone" is Edgeworth, who was grateful for what she did, even if he had trouble showing that gratitude After Maya's release, Phoenix and Maya talk to Lotta, with Phoenix still bitter over Lotta's testimony. Lotta claims to have information

Ace Attorney Case Files: Turnabout Goodbyes (Part 1/3)

  Warning: Spoilers for the first Phoenix Wright; Ace Attorney follow Turnabout Goodbyes is considered the best case in the first game, and for good reason. It's an effective climax to the first game by having Phoenix take on his toughest case yet, as well as the final step in his quest to save his old friend Edgeworth. This three-part blog entry will chronicle and discuss this case. Previously on Ace Attorney Phoenix Wright's first year as a defense attorney is an eventful one, to put it bluntly. In his first trial , he defends his old friend Larry Butz when the latter is charged with murder. In his second trial , his mentor Mia Fey is murdered, and Phoenix first defends her younger sister, and then himself. The prosecutor is none other than Miles Edgeworth, Phoenix's old friend and a ruthless man who will do whatever it takes to win. But Phoenix persists, since there is a reason he became an attorney, and manages to expose the true killer, gainig insight into a past unsol

Literary Oddities: Latawyna, the Naughty Horse Learns to Say "No" to Drugs

Latawyna, the Naughty Horse Learns to Say "No" to Drugs, written by Sylvia Scott Gibson and illustrated by Jeff Mayes, is a rather infamous anti-drugs children's book. Anti-drug books for children tend to be preachy by nature, and are often poorly written, butt this book takes both to entirely new levels, resulting in an unintentionally hilarious experience for those who read it. The Story The story begins with a brief poem about how doing drugs is bad, although it barely seems to rhyme and the verses aren't given their own lines, so it's hard to tell whether it's supposed to be a poem. It then moves on to introducing Latawyna. In a classic case of telling, rather than showing, the book tells us all about Latawyna, who is a naughty horse who imitates other people without thinking about whether the things she does are right or wrong. Perhaps this is supposed to be a commentary on the role peer pressure plays in getting people hooked on drugs, but maybe I'm

Heart of the Woods' Mechanically Unusual Choice System

  This entry contains minimal story spoilers for Heart of the Woods, but it does discuss how the game works, so proceed with care. Choice is a major factor in visual novels. This level of interactivity not only distinguishes them from kinetic novels, but also allows the player to decide what ending the characters get. Heart of the Woods has a unique system in which your individual choices matter less compared to what combination of choices you make. Choice in Visual Novels In most visual novels, your choices affect the story in various ways. I will use Katawa Shoujo as an example, citing examples of choices without spoiling the plot. Some choices have an immediate and noticeable impact on the plot. For example, in Shizune's route, there is only one choice to make- picking the right option will get you the good ending and the wrong one will get you the bad ending. Without spoiling anything, the choice is obvious- maybe "comfort" is used euphemistically, but it's obviou

Danganronpa: A Case Study in the Slow-Paced Beginning

What TV Tropes calls the Slow-Paced Beginning is often a necessary evil when starting up stories. Stories that use this trope often struggle to gain reader interest, but must sometimes engage in this trope to lay the necessary groundwork for the story to come, from introducing the setting and characters to building up tension. I will look at the three Danganronpa games' opening hours, and the parts of the story that necessitate a slow pace early on. Characters Most works of fiction introduce characters throughout the story, but the majority of the important characters usually debut in the first half unless there's some reason for the main characters to not meet a significant player until later. Danganronpa, however, introduces all 16  (or 15 in the case of the first game) students in the game within the opening minutes, resulting in the player having to memorize many different students' names, appearances, talents and personalities. The second and third games are a bit les