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we live in a society where power and structure are against us, always; if not with intent (though it often is), then by design, by circumstance, by unspoken nature.

to cope with this contradiction between personal and social justice, between objective truth and constructive outcomes, the ace attorney trilogy lays out a commonly found but powerfully stated thesis:

the most important thing we have is other people, and supporting each other through active love and active connection is sometimes all we have against hostile and generally unchangeable circumstances. the power of these connections won't always be able to do miracles. But if we don't lose sight of them, and we trust them, and they're reciprocated, though they can't get us out of hardships or injustices, they can get us through them.

The Truth isn't just Objectively What Happened here. The truth is our convictions, our notions, our willingness to embody our ideals, and our trust in our loved ones to do the right things and/or trust us in return.

it's a pivot towards the personal over AA1's relatively straightforward delivery of the world and 2's critiques of the systems that fail victims and protect even the smallest and most banal systems of power, which still bring ruin to the people under them. i think that pivot is a necessary rounding out and payoff to these ideas. the system isn't going to change, but we can't just abandon it, or more specifically we can't abandon each other to die in it.

so those are my Very Serious Thoughts About Themes but i also think this game just fucking slaps dude. the play isn't innovated at all over Justice For All but it IS further refined; this gameplay loop is so clean you could eat off of it. investigations finally condense themselves to reasonable lengths and uniformly follow sensical progression paths. the worst recurring characters are entirely absent here and the ones who do show up are all at their most likeable and well-integrated into the cases. the midgame filler case, bar one deeply offensive and (perhaps more importantly) annoying guy, is actually funny and fun. the game in general and especially the localization are at the height of their powers in terms of Serious Thematic Writing AND Comedy here, imo. godot is a great example of this; he's a bizarre guy even by the standards of this trilogy, with like three different quirks, any of which could easily define a lesser character, but all of which are funny and good. the first time he slammed his hand down on the table and a coffee mug slid into it from offscreen i was hooting and hollering. AND he's a character with a lot of depth who offers a direct thematic counterpoint not only to phoenix but to the prosecutors of past games as well. the music is at a series high too, a HUGELY NOTICEABLE improvement over JFA.

the game is firing on all cylinders and easily the best of the trilogy. this could have been it and i would have been happy, but there's a lot of this world that could just as easily be further elaborated on thematically, and what little i know of the second trilogy i'm excited that it seems like they're gonna go in interesting directions.

" the only time a lawyer can cry is when it's all over " and you best believe i did when the credits hit šŸ˜­šŸ˜­šŸ˜­šŸ˜­

This review contains spoilers

Dahlia Hawthorne. And my current profession? Permanently retired.

I think there's a very important direct parallel in the final cases of both this game and the first Ace Attorney: In both, the final piece of evidence to incriminate the prosecutor in their wild murder charge is that they've been hiding an incriminating injury their entire time in court. It's a weirdly specific thing to happen at the end of both games, which I think shows how far this series has progressed in its characters. In AA1, you were up against the cartoon villain that is Von Karma, someone seemingly responsible for every bad thing that's happened to our cast in the past 15 years either directly or indirectly. It's catharsis, it's David toppling Goliath. The confetti rains as we celebrate Edgeworth's innocence. Conversely, Godot is a man who we have, whether intentional or not, taken everything from. Having lost all he loves and hates, he seeks to redeem himself through self-centered means and in turns ends up hurting those he should've protected, while at the same time reminding them of their shortcomings. He is the owner rubbing his dog's face in their own shit. Once Iris is found innocent, there's no celebration, at least for her.

Now, this isn't to put down AA1, I still enjoy the game for what it was. I just think AA3 is a much more meaningful and interesting experience. Just in brief I'd like to go over my thoughts of each case.

-3-1: Great introductory case. Establishes a bunch of important ideas that will be reincorporated greatly, and adds good detail to the backstory of Phoenix and Mia. Dahlia is a girlboss icon.

-3-2: Obvious low point of the game, but not bad by any means. The switch from grand larceny to murder trial was cool and unexpected, and most of the main cast was fun, but mostly simple and overall unimportant. (Also, they did my boy Larry DIRTY!) Godot's introduction is phenomenal, however, and I would like to say that the investigations in this game have gotten significantly better than the previous two, which is a consistent throughout. Investigating stuff doesn't suck anymore!

-3-3: Very fun filler case! While it doesn't contribute much to the grand scheme, aside from introducing Godot's colorblindness, and Armstrong is a .... weird gay stereotype, to say the least, it's still very fun and every other character introduced was great! Also, I'm glad Maggey finally has a case that isn't dogshit. Also weenies.

3-4: This was the point when I realized this game was a big step up from the previous two. The entire time my anus was fucking clenched from how intense everything was, how the outcome of the case and the people involved is already known, so it's just a matter of finding out how everything is going to go wrong. Fuck's gonna happen to Armando? How does Dahlia get away from this? What's this "disaster" that happens in the courtroom? Terry's suicide made my fucking jaw drop, real impressive how this game made me feel for a pedophile I tell ya.

3-5: Kinography. I don't think it reaches white the same height as 2-4, but it comes damn close. Absolutely insane twists and turns this one takes. Pays off almost every loose end left in this very clearly intended trilogy. Manages to reintroduce all the major characters from the other games we love (or don't give a shit about) without coming off as pandering. Somehow managed to make 2-2, a forgetable, mediocre-at-best slog of an investigation, one of the key parts of the series out of nowhere and has it stick the fucking landing perfectly. And, as I already mentioned, Godot, my sexist king, is the piece de resistance, the final bow on a near perfect case. My only gripe? They did Larry fuckin dirty bro!!!!

So yeah, phenomenal game. My few minor issues with it aren't enough to detract from how much I fucking enjoyed this. Kino swag. I'd say play it if you haven't but if you're reading this without playing it you got spoiled on a lot, so uhhh, don't ignore spoiler tags next time. I can't wait to see how shit the sequel trilogy is!

Ā Ā Ā Ā Ā 'As from the darkening gloom a silver dove upsoars, so fled thy soul into the realms above, regions of peace and everlasting love.'
Ā Ā Ā Ā Ā ā€“ John Keats, As from the darkening gloom a silver dove, 1814.

Within two years, Steven Meretsky had established a solid reputation with his work on Planetfall (1983), Sorcerer (1984) and The Hitchhiker's Guide to the Galaxy (1984). In 1984, Ronald Reagan's re-election against Walter Mondale was a historic landslide, with Mondale only managing to win Minnesota and Washington, D.C. This resounding victory was due to the favourable economic climate, as the recession had eased in 1983. At the same time, commentators pointed to the inadequacy of Mondale's campaign compared to Reagan's: while Mondale's policies were very liberal by the standards of the US political landscape, they were seen as inimical to the interests of the middle class, who were more aligned with Reagan's agenda. Ultimately, Mondale's defeat was a setback for the progressive ideas fermenting on college campuses and elsewhere. A poll by the College Voice of Connecticut College, released on 6 November 1984, showed a significant preference for Mondale among students (51% to Reagan's 37%). But more interestingly, when asked 'Which candidate better reflects your views on the following issues?', Mondale emerged as the clear preference on all social issues (Equal Rights Amendment: 76/16; Abortion: 82/15; Social spending: 72/22; Nuclear freeze: 64/28) ā€“ on economic issues (47/46), his honesty undoubtedly worked against him. [1]

Ā Ā Ā Ā Ā The Reagan presidency: a political critique

Reagan's landslide re-election was therefore a bitter disappointment for progressives. For Meretsky, making a political game as a way of taking a stand became a necessity. In contrast to the humorous style of his previous titles, A Mind Forever Voyaging was intended to be a serious piece of fiction, on a par with the classics of science fiction. Meretsky clearly incorporated the legacy of the classic counter-utopias: the characteristic themes of Yevgeny Zamyatin's My (1920-1921), Aldous Huxley's Brave New World (1932) and George Orwell's Nineteen Eighty-Four (1949), with their depiction of totalitarian states imposing tight control over their populations, are particularly evident. Just as Zamyatin described his disillusionment with the October Revolution (1917) and Huxley explored the socio-economic crisis following the 1929 Crash, Meretsky anchors his work in a critique of the key policies of the Reagan presidency. A Mind Forever Voyaging should therefore be read as a continuation of this critical tradition in science fiction.

The player assumes the role of PRISM, an artificial intelligence that has reached the singularity in 2031. The game manual begins with a short story that introduces the genesis of the PRISM project, which lived in a simulation to gain consciousness and emotions. In Perry Simm's fake life, the computer knew his parents, fell in love and married a woman called Jill. One day, Perelman, the head of the PRISM project, informs the AI that it was all a simulation and that he needs its help to evaluate the effects of Senator Richard Ryder's proposed Plan for Renewed National Purpose. The player, in the life of Perry Simm, can then explore the United States of 2041, ten years after the implementation of the Plan, to measure the changes in society. The game is not about solving puzzles, but about recording events and discussions and passing them on to Perelman's team. In the first act, the populist, war-mongering, neo-liberal rationale of the Plan seems to be followed by positive effects and economic recovery, just like the Reagan Doctrine. The streets are full of life and the population is generally happy. The cinemas offer a wide range of films, including a Korean production, Freefall. Cultural life is vibrant through a network of museums, concert halls, galleries and libraries.

Ā Ā Ā Ā Ā From political commentary to interactive fiction: exploration and immersion

However, the player who embraces the non-linearity and freedom of exploration can already see the latent signs of economic inequality. While the city centre is welcoming and vibrant, the industrial area to the east is in a more dilapidated state, highlighting the lack of public support for this less privileged population and the superficial development projects that mask the structural problems. In some respects, the geography of the city is reminiscent of Chicago, and the problems of racial segregation, which will be exacerbated later in the simulation, are already apparent. The Border Security Force, already created in 2031 and anticipating the creation of Homeland Security (2002), also gives a glimpse of the armed force of the executive, ready to defend its interests and its conception of society. In any case, Perelman is satisfied with the results of the 2041 simulation, but he still has some concerns and asks PRISM to continue to study the simulation in depth to ensure that the Plan does not have any negative consequences. A dive into 2051 gives way to a very different picture of American society.

It has become largely radicalised, and from the very first moments the player witnesses scenes of police brutality, even in the protagonist's own apartment. As Perry moves from one street to the next, he is stopped by violent incidents and observes the deterioration of the socio-economic context: freedom of the press has been largely curtailed by the government, while religious proselytism has reached a critical point, with the success of a new religious sect taking precedence over traditional Protestantism and Catholicism. Cultural life is in decline, while environmental problems are on the rise, with mentions of over-exploitation and acid rain ā€“ classic environmentalist tropes of the 1980s. Perhaps most striking are the scenes of family life. The player can interact with Jill and observe how changes in society affect domestic harmony. This approach predates the main idea of Norman Spinrad's novel Russian Spring (1991), which also uses family relationships to explore the socio-political context of an alternate world in which the Soviets have emerged victorious from the Cold War. In A Mind Forever Voyaging, when the BSF invade the family home, the political changes take on a much more personal tone for PRISM, and Meretsky uses the power of interactive fiction to convey these emotions to the player, in contrast to the generally neutral and cold descriptions of totalitarian violence outside the protagonist's home.

Ā Ā Ā Ā Ā A defence of a liberal and patriotic America

Subsequent simulations show a dramatic worsening of the situation: the family unit is completely disrupted, while public executions, concentration camps and the return of slavery, driven by the Church of God's Word, increase. Meretsky's critique is not subtle, but he contrasts this dystopian world with his own patriotic vision of a liberal United States. He attaches great importance to the democratic republicanism of the US, as evidenced by the negative valence given to the dismantling of statues of former presidents. His approach to food is also positivistic and carnist. When the player visits Burgerworld ā€“ the new name of Burger Meister ā€“, meat has been replaced by algae and soy alternatives, which are portrayed as abhorrent.

Insofar as Meretsky's positions are in opposition to the Reagan presidency, A Mind Forever Voyaging is not intended to be a resolutely radical pamphlet either: it borrows many themes from contemporary social movements without indulging in the political activism of the 1960s Black Panthers or the Berkeley campus, which in fact culminated in the deadly confrontation at People's Park (1969) during Reagan's governorship. The symbolic power of the game lies in its less subtle elements. As the simulation progresses, the likelihood of the player dying for various reasons increases, a situation that culminates in the final section of the second act, where every action seems to be fatal for Perry. Armed with all these experiences, PRISM and Perelman must take action to prevent the Plan from being adopted, despite Ryder's threats. This last passage is the only puzzle in the title that requires the player to consult the documentation in PRISM's library. The player is then treated to a touching epilogue, which I must admit is one of my favourite moments in any video game.

A Mind Forever Voyaging is therefore not outstanding for its puzzles, but for its scale for its time. At the end of the era of text-based games, it offers a dense, exploration-oriented experience, with scenes in every corner of the city. In the first act, Perelman provides a list of events to record, but this disappears in the second act, where the player is free to explore and record whatever they wish. There is a real curiosity in comparing the simulations to see how the situation deteriorates over the decades. Perry is a witness in this cruel universe, where he has no control over his surroundings; when his family life collapses, he can only console Jill until it no longer works. At most, a command line 'RECORD ON' gives hope that these snapshots will allow Perelman to use his full weight to stop the Plan. A Mind Forever Voyaging is a unique work from the 1980s and retains its critical charge at a time of global far right resurgence. Just as it is always enlightening to revisit classic science fiction literature alongside more recent releases, so it is ever appropriate to reexamine A Mind Forever Voyaging.

__________
[1] Connecticut College, College Voice, 6th November, 1984, p. 1.

Final Fantasy VI has always been one of my favorite games of all time. I hadnā€™t played FInal Fantasy VI in many years so when I bought the remastered collection I was curious if in 2023 it was still the masterpiece I remembered or did I have nostalgia goggles on. Let me tell you even though I had the game ranked 9th on my all time favorite games list, I was surprised of how I would feel in this playthrough.

The three things I remembered loving specifically was the characters, the story, and the music so I will start there.

Obviously in this story section there will be some 30 year old spoilers, but regardless huge SPOILER WARNING from here on out.

When I was younger I understood that the story was riddled with sadness and tragedy but I donā€™t think I fully grasped the true meaning and impact throughout the game. To me it was a game that while I understood some of the tragedies and sadness I just thought of it as heroes doing what they had to do to stop an evil in a war. But really it is much more of the characters inner battles with the tragedies in their own life. Itā€™s after being completely broken to find the courage to put themselves back together, find hope, trust in friends, lean on and be there for those friend, and fight for themselves and others so that they could put the world itself back together and help people find hope. The game is simply about loss and pushing through life after loss.

Iā€™m going to dive into the story much more than I normally would so I can explain the characters and what makes the story so special to me.

We spend the first half of the game as a groups of oppressed people from all over the world fighting against the evil Empire led by Emperor Ghastal and his two right hand men General Leo and Kefka. In a world where there is no magic the empire has learned not only to use it but can also infuse it through machines. Later on in the game we find out there is a mysterious race known as the Espers that sealed themselves off from the human world. Espers are where magic comes from in this universe. The Empire had been draining the life out of some Espers they managed to capture before the Espers sealed themselves away from humans and in turn used them to infuse their leaders and magitech armor with magic. Our group befriends some of the Espers and hope with their help they can stop the Empire. The empire sets up a way to trick the Espers, kill many of them, and steal their power. Kefka uses this power and the power of the gods to turn on Emperor Ghastal to take the world for himself. While Ghastal wanted to rule the world Kefka just wanted to destroy everything. Kefka did what no other villain I can think of does. He achieves every goal he sets out to do, including destroying the world as you know it while killing most of the population and leaving the survivors helpless. Now the heroes are scattered throughout this new wasteland of a world.

That is a very loose version of the first half of the story but it hits enough of the points I need to explain what makes this game special.

Every character goes through tremendous growth and the game uses this helplessness to achieve its goal of showing the power of hope, love, and picking yourself up and pushing on.

Terra is the only half esper half human in this world. When the Empire originally found the Espers before the seal was set Emperor Ghastal killed Terraā€™s human mother and captured he Esper father and stole Terra at the age of two to train her to be a weapon for the empire. Being that she was half Esper Terra was the only human that could use magic naturally with this power Ghastal knew he had a weapon that no one could stand up against. Terra was being controlled by a device that made her basically dead to the world and to only take orders from the Empire until she was rescued in Narshe when the game begins when she is 18 years old. Throughout the games, before even knowing she is half Esper, struggles to relate or fit in anywhere as she has basically been a mindless drone for 18 years. When she finds out about her being half Esper she feels even more alone. She stuggles to feel human or Esper and wonders if she is even capable of being or feeling loved. After Kefka ended the world she finds herself in a village where all the adults are dead. There are only a handful of young children and two teen lovers that are pregnant. She becomes their protector and eventually they even call her mama. She finds love for the first time in her life but loses the will to fight because she wants to be there for her newly found kids. She eventually realizes that she is capable of not only being loved but also loving. She realizes she had that with her friends sheā€™s met along the way as well as with these kids and even though she lost the will to fight she must so they and her can all have a future in this world.

Locke is a man whose parents died when he was a young age and had to resort to becoming a thief. He later met Rachel and they began a relationship against Rachelā€™s father wishes due to Locke being a thief. Locke took Rachel to a cave and promised to protect her as they looked for a treasure. While on an old bridge that Locke was standing on gave out Rachel jumped onto it to push Locke off resulting in her falling and going into a coma. Locke brought her back to town where she awoke but had no memory and was uneasy of him. Rachelā€™s father told him to leave town. Not too long after she began to regain her memory but unfortunately the town she was in was attacked by the empire. Rachel died and her last word were Locke I love you. Locke couldnā€™t forgive himself for saying he promised to protect her only for her to go into a coma and then not being there to save her when the Empire attacked. Locke tells Terra and Celes (we will get to her soon) that he will protect them many times throughout the game in an attempt to right what he feels like was a wrong with Rachel. He finds away through the Esper Phoenix to bring Rachel back but only for a moment. She tells him to forgive himself and forge ahead.

Edgar and Sabin Figaro were the princes of Figaro. When they were young their father was poisoned by the empire leaving one of them to become king. Neither were ready and they were grieving their father. Sabin asked Edgar if he wanted to just run away from the kingdom together and be free. Edgar told him that someone needed to protect the people his father died to protect and told him they would flip a coin. If it landed on heads Edgar would stay and tails Sabin would stay and the other could have their freedom. Edgar wanted his younger brother to be free from the burden and used a double sided coin to ensure that Sabin would have that freedom. Edgar was forced into the roll of a king and had to forge and alliance with the same empire that killed his father to protect the people of Figaro. Sabinā€™s freedom came at the cost of feeling like he let his brother down and ran from his problems even though itā€™s later revealed he was training to become stronger so he could come back and protect his brother from any threats. Not only did they lose their father but in a way they lost each other.

Gauā€™s mother passed away while giving birth to him causing his father to go insane. He blamed Gau for his wifeā€™s passing. He believe Gau was a demon that killed his wife and was no better than the monsters that have been plague on this world. He decided to not only abandoned Gau at an early age but he threw him into the Veldt. This is a place where only monsters roam. Gau found a way to survive but with no interaction from humans he became a ā€œTarzanā€ type of human.

Cyan was the strongest warrior in all of Doma but when the river around Doma Castle was poisoned by Kefka he was unable to use his power to save his people, his king, his wife, or his young son. Heā€™s powerless as he watches their souls leave on a phantom train. He blames himself and doesnā€™t grieve properly leading to a demon that feed on sadness actually feeding on his soul.

Shadow has a criminal past of stealing and assassinations with his best friend Barim. He is willing to be an assassin under any assignment if the price is right. One time Barim was injured so badly he couldnā€™t move. Shadow tries to move him but with the Empire after them Barim tells Shadow to leave without him but to mercy kill him so that he isnā€™t tortured or enslaved. Shadow canā€™t bring himself to kill his own friend says sorry and runs off. Trying to start a new life he falls in love and settles down in Thamasa a small quiet town far away from every other city. In fear of his enemies catching up to him and harming his family he feels forced to leave his wife and baby daughter Relm behind. He believes the only way for him to live is by being alone. He even says at one point ā€œThere are people in this world that have have chosen to kill off their emotions.ā€ Years later during the events of the game every time Shadow is around Relm they show Shadow physical uncomfortable or unable to look directly at her. He loves his daughter but wonā€™t put her in harms way. He constantly has nightmares about Barim and leaving his family behind.

Celes was a general in the empireā€™s army that was infused with magic from an Esper. When Locke finds her she is being beaten by Imperial troops that says she was a traitor (we never find out what she did) and her execution date is set for the following day. Locke without hesitation saves her and tells her he will protect her. Celes is confused by this as she has always just been used by people for her magic and prowess on the battlefield. She has never been cared for or treated in this manner. She and Locke fall for each other throughout the game. But at first Celes has a hard time believing anyone could love her. Especially after being a general in the army and all of the bad things she had been a part of. The opera scene is one of the best moments in the game as her lines are for the opera but they are exactly how Celes feels about her new found feelings for Locke. ā€œI'm the darkness, you're the stars. Our love is brighter than the sun.
For eternity, for me there can be, Only you, my chosen one.ā€ She is the darkness and Locke is the light.

Now that we have some background on the main core of the cast, you can see they have clearly been through a lot. Now add on the fact that they went from being so close to winning a war against the empire only for Kefka to destroy the world. The villain has won and our heroes failed.

After Kefka destruction we come back to a completely ravanged planet with little population, little plant life, little hope, and a lot tougher monsters roaming. We take the role of Celes who wakes up out of a coma after one year due to her injuries. She wakes to the news that the world was in fact destroyed, she is on an island, and only her and Cid (a ā€œgranddad to Celes from her time with the Empire) are left on this island. She learns that CID is sick. There is a path you can take where Cid lives or a path where he dies based on your decision making. While the plot moves on if you save him and that is the happier route the death route really fits the tone of the game and gives you one of the best scenes in the game. If he dies Celes will give up and run to the highest cliff on the island and attempt to commit suicide. As tears fly from her face as she is falling off the cliff you canā€™t help but 1.) Obviously be depressed but more importantly 2.) will immediately make of you think of the opera scene. Here is the rest of the lyrics from the opera scene that Celes sings. Oh my hero, so far away now. ā€œWill I ever see your smile? Love goes away, like night into day. It's just a fading dream. I'm the darkness, you're the stars. Our love is brighter than the sun. For eternity, for me there can be, Only you, my chosen one... Must I forget you? Our solemn promise? Will autumn take the place of spring? What shall I do? I'm lost without you. Speak to me once more! We must part now, my life goes on. But my heart won't give you up. Ere I walk away, let me hear you say, I meant as much to you... So gently, you touched my heart. I will be forever yours. Come what may, I won't age a day, I'll wait for you, always...ā€ Again clearly this is about her and Locke. In the opera when she says the last line she throws flowers off the top of the castle. The castle at the stage at the opera is in the same focus as the cliff is during her suicide attempt and he body falls in the same way as the flowers that were thrown off the edge. Luckily Celes attempt fails and she is washed back up onto the beach. When she washes up there is a bird who had been injured. Its wing is tied up with Lockeā€™s signature bandana. Celes immediately picks herself up, finds a way to carry on and find Locke and her friends. She boards a raft and sets out with hope that some of them are still out there.

Of course eventually the crew is back together.
Terra finds love and the courage to fight again with the hope that one day her adopted children will live in a safe world. Locke finally comes to grips with the loss of Rachel and forgives himself for his mistakes. He continues his promise to keep his promise to protect his friends and follow his heart and love again with Celes. Celes finds she isnā€™t just a war machine and lets herself fall in love with Locke. Edgar and Sabin reunite as brothers that would die for each other. Gau meets his father who still believe he is a demon. Gau has the most mature response saying heā€™s just glad his father is alive. Gau is ok because he now has a big family of friends. Cyan has the demon removed from him with the help of his friends and lets go of the grief and guiltiness of his families death. He decides to live life to his fullest while carrying his family inside of him. Shadow for the first time in his life is doing the right thing because it was the right thing without being paid.

But to counter all this hope and love there is arguably the best written character not just in the game but in all of Final Fantasy, Kefka. We donā€™t know much about Kefka before the events of the game. We arenā€™t sure if heā€™s always been a nihilistic psychopath or if he was normal at some point. What we do know is he was the first person to ever be endured with Esper Magic. Itā€™s possible with him being the first test subject that could play a role in his behavior but that is speculation. What we do know is he is a maniac and a true problem that is clearly a big threat from the very beginning. Even though he was only Ghestals right hand man it always seemed like he was going to be the one to watch. The game does a great job of making you see his atrocities and making you fight him several times to keep him fresh in you mind. Thought the game we see Kefka burn a city to the ground, cowardly poisoning Doma, killing Espers just to gain power, manipulating everyone allies and enemies, killing his two biggest allies, and literally destroying the world. Like I said earlier he literally achieves everything he set out to do. By the time you fight him you want to help the heroes kill him.

When you fight him at the end he truly thinks he is right. He asks why the heroes continue to fight in a world with no hope. The heroes all give their own answers and say humans will always love, survive and rebuild. Kefka canā€™t understand this thinking. He knows every building eventually falls apart, every one eventually dies and wonders why humans hang on to stuff they know wonā€™t last. Kefka being the nihilist he is has grown tired of the world he created as there is nothing left to destroy. Side note Kefka also has some of the best creepy quotes of all time.

Once the heroes inevitability beat Kefka they have to escape as Kefkas tower falls apart. This is where the credit begin and we see the gang working together to get out. Before we get to the happy stuff there is one realistic sad part to the ending. Shadow splits off from the group believing he has done to much bad in this world and feeling by stopping Kefka he may have atoned for his sins he decides the world doesnā€™t need someone like him in it and allows the tower to come down with him in it. As a kid I hated that he stayed behind. Itā€™s an emotional depressing moment but as an adult it felt all too real. As for the rest of the group they get away on their air ship and see people rebuilding buildings, planting flowers and trees, and living their lives with a new found hope.

To me this is arguably the greatest story in all of video games. For a game from 1994 to have teen pregnancy, assassinations, a woman getting beat, the world ending, a nihilistic maniac, with a story of loss and hope was beyond ambitious. I loved it as a kid but appreciate it much more as an adult who has experienced much more sadness than younger me.

Every.track.is.AMAZING! Each character has their own track as well as a melancholy version of the same track. All locations have their own track. It has one of my top 5 OSTs of all time with my favorite song being Kefkas Final Boss track Dancing Mad. I also love that in the credits they did something subtle but awesome. They play a different arrangement of each characters songs. They do Relm and her song blends in almost as an opening for her father Shadows song. Celes and Lockeā€™s songs harmonize with each other. Itā€™s just another great touch to this game.

The pixel art is about as good as you are going to get for a SNES game. I love that they matched some relationships with color pallets like Edgar and Sabin matching as well as Relm and her adopted grandfather Strago both donning red.

The gamplay is, well, what you would expect from an old school Final Fantasy game. I do like the streamlined the battles. Cyans Bushido is no longer a waiting game to get the attack you want you just pick it and it goes. Sabins Blitz shows you the input so you didnā€™t have to memorize every blitz.

There are a few minor flaws in this game. One is that while each character has their own unique class that is valuable in the early game by end game everyone is pretty much just using the best magic spells making class irrelevant. My only other problem is while the core characters get fleshed out so well there are handful of optional characters that we know almost nothing about.

If you are a fan of JRPGs at all this is a must play although Iā€™m sure most JRPGs fans already have. All in all with my new understanding of the story as well as the streamlined battles this game is an absolute master class of the medium and has moved from 9th on my all time list to somewhere near the very top. Iā€™ll need a day or two to really think hard on where it need to be. I know Iā€™m not the best writer in the world Iā€™m just a person that loves video games and if you read this far thank you.

TGAA1: "let capcom cook"
TGAA2: "capcom cooked. they've prepared a 5 star full course meal that you will remember"

the overarching narrative started in the first entry finally comes to a head and I cannot overstate how well it's carried out. These characters are so memorable, lovable and charming and pairing them with an amazing slowly unravelling mystery plot is fantastic. highly recommend playing

This review contains spoilers

In my written reviews, I like to end with a ā€œkey wordā€, to summarize my entire experience with a game into something that sticks with you easily. Keeping what this word is secret until the end, I feel, gives the experience of reading the reviews a kind of cute tension, of trying to figure out what the word will be as you read through. But for this game, one single word was so prominent for the entirety of the experience, that I feel I need to write the review around it.

Because as I was playing Great Ace Attorney 2, the word that kept popping up in my head was ā€œjustificationā€. This isnā€™t to frame the game in a bad light, nor in a good light, but that much of the game felt as if it was trying extremely hard to justify both itself and the game its a direct follow-up to.

Indeed, its kind of a first for Shu Takumi to write a game so thoroughly reliant on you having experienced a prior game to understand it, and in many ways it allows this particular entry to shine in ways the series never has. Though the stories of games like Trials and Tribulations, the Investigations series, and Spirit of Justice shine far brighter with prior series knowledge, they were all still written to be complete, understandable stories in their own right - their villains, heroes, arcs and storylines are properly set up within themselves, and are moreso ā€œenrichedā€ with said prior knowledge. This is in complete opposition to The Great Ace Attorney: Adventures, a game that ended up ballooning in scope enough to where it had to be divided up into two halves of a greater story. When The Great Ace Attorney: Adventures became a game made up almost entirely of unsatisfying buildup, then this follow-up wants to be nothing but satisfying payoff.

Fundamentally then, the sequel exists to justify that first game being as meandering as it was, and the answers to many of those questions and the way theyā€™re delivered are among Ace Attorneyā€™s greatest ever moments. For a series already lauded for its explosive pitch-perfect finales its remarkable just how well Naruhodoā€™s adventures wrap up, and that is in large part due to just how well it was built up. Despite being my favorite game in the franchise, Spirit of Justice in comparison stumbles to wrap itself up due to needing to both build up and resolve a conclusion worthy of ending the entire series within just one game. Here, meanwhile, all the pieces were already in place, and the game is able to have a much more satisfying pacing resolving it all as a result. Additionally, characters from the first game are built upon and fleshed out naturally, in a way that feels like a natural extension of that first game rather than needing to grow to suit the whims of the new game. Thatā€™s not something I ever disliked in the main series, but it was refreshing to experience character growth that felt so thoroughly natural based on events that were long foreshadowed beforehand.

The promise of this kind of game, one able to exist solely to pay off what its predecessor set up, is remarkable, and the game shows many times just how well it works. Which makes it all the more baffling to me why they chose not to stick to it wholeheartedly. As I said before, ā€œJustificationā€ doesnā€™t just mean retroactively justifying the first gameā€™s content, but actively justifying choices that seem to go against the intended vision. Simply put: If the intent of the game is to resolve what the first game started, why do we still need to go through a tutorial of all the gameā€™s mechanics? Why, in this game about giving us answers to a game all about questions, is the first thing we do an almost complete non-sequitur from what that first game set up?

Iā€™ll be blunt and say that the first two cases of this game are among the absolute bottom-of-the-barrel cases in the series for me ā€“ they are shamelessly disconnected from what the game sets up in all but extremely minor ways, yet those few connections are emphasized to a ridiculous degree to make it feel important. The gameā€™s first defendant, Rei Membami, appears prominently in the gameā€™s key artwork, and is said to be a close friend to Susato, who gets a playable debut in this game. Additionally, my favorite character from the first game, Inspector Hosonaga shows back up ā€“ I was giddy as I started this first case, yet as I played further into the game I realized just how inconsequential it all was. Susato taking her own action into the courtroom is never built further upon, Hosonaga ends up accomplishing nothing at all, and ā€“ get this ā€“ neither him nor Membami show up for the rest of the game. In the end, all the first case ends up being is a way to tutorialize the player paired with some fun fanservice, a case that makes up a ton of reasons for the player to experience it yet doesnā€™t make any of those reasons feel satisfying to the player. Hosonaga never shows up past this case because heā€™s working in Japan and the rest of the game is in Britain. Susatoā€™s playable debut is to justify tutorializing the player again. The little plot importance of the case is to explain what happened to the first culprit of the first game, a plot point so brief it couldā€™ve easily been included in idle talk across the rest of the game (which, it honestly kind of is already).
The second case in the game, meanwhile, is only ā€œimportantā€ because its a followup to the first gameā€™s filler case, making the two important to each other yet completely inconsequential to the first gameā€™s story. With The Adventure of the Clouded Kokoro, its disconnected nature could be chalked up as a calm-before-the-storm meant to mainly provide worldbuilding, yet with this new game weā€™re seven cases deep and still being provided with complete clown antics rather than progressing the main story or addressing any of its loose ends.

It pains me that so many parts of this otherwise excellent game feel held back by strange story choices like these, choices made with justification that runs counter to the idea that this game is meant to be a continuing story from the first. One of the shining stars of the first game was Gina, a pickpocketer turned detective-in-training who was set to carry on the legacy of Detective Gregson after he got himself in hot water in the gameā€™s last case. This game wants to explore Gregson further however, and because it canā€™t guarantee that players have actually played the first game and know who he is, Gregson is let back onto duty despite literally cooperating with a murderer just a few months earlier. Though I ended up loving what they do with Gregson here, it left Gina with the extreme short end of the stick, as half the time I wish I couldā€™ve spent with her went toward an effectively finished character.

The embodiment of all of these choices is Kazuma, a brilliant yet confused and aimless character that you really get the feeling they struggled to incorporate back into the series. The case of his death in the first game, The Adventure of the Unbreakable Speckled Band, is that game at its absolute lowest, with an important and charismatic character dying to the hands of a completely avoidable misunderstanding from a scared child. Since the sequel needed him alive, the case was transformed into this strange conspiracy to keep Kazuma alive, which leads to him getting amnesia and being shipped to Hong Kongā€¦and then magically finding his way to Britain. You participate in one case against a masked apprentice who is very obviously Kazuma, and as soon as the case is over he regains his memory yet stands opposed to our main characters due to a case from many years ago. Kazumaā€™s importance was already revealed to us in the end of the first game, yet bringing him back to life in this bizarre roundabout wayā€¦it befuddles me, yet the game stands proud knowing its just justified yet another story from that first game that wasnā€™t great on its own. Everything has to resolve something from the first game, yet at the same time bizarre choices are made to ensure newcomers arenā€™t confused.

Itā€™s all so frustrating, because when the game knows what it wants to be, it really fires on all cylinders. Case 3 in this game is a contender for the best put together case in the entire series, building on previous characters whilst being a compelling story in its own right, and just being a damn fun mystery to boot. It feels as a proper Ace Attorney case should, and is only enhanced by its predecessor rather than feeling as if it needed to be built to only work with ā€“ or without ā€“ its presence. The issue with the first two cases isnā€™t even the mystery solving, or the characters, or their self contained story, as those are all pretty okay in their own right, itā€™s that they donā€™t fit the game in any sort of way whatsoever and had to be wedged into the game with any justification possible. The gameā€™s first two cases and overall narrative lows only sting so bad because I know this franchise, this series, and this writer, are capable of being so much better than it, which the first two cases even show themselves. As is, the games donā€™t work as standalone due to the first gameā€™s complete mundanity and lack of payoff, and they donā€™t work as a pair due to the dreadful pacing of this second gameā€™s first act. It truly is unfortunate how all the games released past that original trilogy are mired with development issues, given how many of them reach the absolute highest highs the series has ever had.

By the time the game had reached its final act, the game was doing exactly what I expected of it yet constantly exceeding my expectations, with twists and turns that felt perfectly foreshadowed yet never spelled out, and narrative beats that truly change several characters involved in the story. Several moments flat-out gave me goosebumps, yet for as caught up in the hype as I was, the thoughts of justification still lingered in my mind. This came to ahead with the resolution of Barok van Zieks character arc, the prosecutor across both games whoā€™s as likable as he is hateable with the blatant prejudice he holds toward the Japanese. The lack of progress in his character was one of the biggest signs that the first game was left an unfinished story, but his resolution here is simultaneously fantastically woven into the greater story and feels forced at the same time. It feels as if they knew the outline of what to do with him, yet also felt a need to justify his racism into nothing but a simple issue from his past to quell complaints from the first gameā€™s detractors. It was when I reached this point that I realized just how conflicted my feelings on this game were, contradictions between thinking the story was excellently written yet simultaneously feeling its forced and unnatural.

Regardless of it all, Iā€™m of course glad The Great Ace Attorney 2: Resolve even exists, that it survived the troubled development with not many more issues than a slightly confused identity. The game is as far from bad as you can come, and Iā€™m immensely grateful for how well it ended up sticking the landing by the end. Yet at the end of the day, I think the thing I appreciate most about the game, is that it shows Takumi still has it in him to one day pull off that perfect Ace Attorney adventure.

Itā€™s elementary, my dear Takumi!

[Playtime: ???]
[Key Word: Justification]

The systems are fruitless, the construction is tainted, everyone will use these mechanics of 'justice' for their own ends because they have accepted that where one comes shadow they must also come with shadow. But that doesn't mean that light, that 'truth', doesn't exist. To avert your eyes and act like the pursuit of truth and justice is naive and nothing more, is cowardice. Cowardice at the enormity of the issue, the complexity, the sheer size of the web. We must strive "to keep going down the straight and narrow road."

The politics are all simplified, but I couldn't help but have it hit me within a current situation that has me viscerally frustrated both in my ability to speak and others' ability to speak. In the modern world the idea of acquittal is a self made one in that the players of power and in power will do everything to keep control of the exploits they've crafted to stamp on my rights, so even if one untouchable person was brought down, nothing would change. In a sense, Resolve, asks for some hope in the people to find their way. The comparison is trite if I try to make it any more tangible, it's simply a feeling I had while trying to keep my positivity afloat amongst the sludge of pain recently. I'm not even in a good enough emotional state to try to conclude the train of thought on what I should be doing, it's radicalizing and disgusting to continue to swallow. So really I don't know where I'm going with this to a very insecure extent. I guess what I'm trying to say is that at the least, GAA2 Resolve offers comfort in a belief that we'll get there together again. I doubt me saying that will offer any solace, and it's of no use to others to oversimplify this shit.

But like at some point you have to confront the message of the work, what the characters believe, if you want to talk about it right? "To fight those who dwell in the darkness requires at least some of us to occupy the darkness ourselves." is wrong, that's wrong. It doesn't feel good though. Like an hour and a half ago I watched an excruciatingly fucked up 3 minute video of some absolutely infuriating vein-popping preacher openly saying to kill queer people with the only response being applauding and agreement, and to my side my SO is watching a 5 minute news clip of senator's arguments juxtaposed with other real senators full audibly feigning to care about mental illness of a school shooter to then say trans is the problem. If I loaded up any additional social media right now it would be a hilarious juxtaposition to the game I just played because it would be complete doomscrolling. Because like, what else is there to do? they'll say.

I want Sholmes' ray of light. I want to believe.

As a huge fan of the first opus, I was worried about how much the second one would live up to it, but it absolutely did!
Exceptionally well written, and some really nice puzzles. The focus on each was different than in the previous game, with different ways to approach storytelling, which I quite enjoyed.

The first hour of the game had me worried about the amount of exposition compared to the amount of gameplay. But going forward, I started appreciating just how it served as an important setup for the story they wanted to tell and the philosophical themes they wanted to explore.

Sometimes, revisiting the first game in a series that you've played in full can flip your perspective on how you feel about it. I revisited Phoenix Wright: Ace Attorney rather quickly after completing the entire Ace Attorney series, which wrapped up in The Great Ace Attorney 2: Resolve. I wanted to see if all my journey through this series would make me think differently about the one that started it all. But I'm glad to say, even after seeing everything this series had to offer, this game is still absolutely amazing.
Phoenix Wright: Ace Attorney, to me, is a timeless game. 21 years after it's initial release, it still feels as relevant and memorable as ever. Even after NINE more games releasing, this first entry still stands strong in terms of writing, gameplay, and presentation.
Presentation
Talk about a charmingly wonderful game in terms of looks. The way characters are animated takes advantage of the importance of key frames in character animation. The environments and still images for cutscenes are simple, but appealing. There's a certain nostalgic look to this game, it's hard to explain. The strong, but simple art style gives this title such a large appeal in my opinion.
Music
Phoenix Wright: Ace Attorney is very humble and simple when it comes to the soundtrack, but that isn't a bad thing. Most tunes are rather short, but extremely catchy to compensate. It's a soundtrack I could go back to anyday, it' so charming and lovable.
Gameplay
While later games would add more mechanics to aid in your search of the truth, Phoenix Wright: Ace Attorney is down to the basics of series gameplay. You can press witnesses and present evidence during witness testimonies, and in some cases, present or answer a question when asked on the spot during an intense moment in a trial. Investigations are simple too, you can examine environments and talk to people related to the crime to gather more information for your case. Coming to the trial with all the evidence you gathered and making use of it never gets old. I love just presenting the (w)right thing and making the witness tick. While it's very basic compared to later entries, it still encapsulates what makes these games fun.
Characters
I love these characters. I love Phoenix, I love Maya, I love Edgeworth, I love Gumshoe, I love Ema, I love almost everyone in this cast. Of course I hate the villains, but that's the point! These characters just feel engaging and deep, and the way they are written is so charming.
Conclusion
I love Ace Attorney. Even nearly 2 years after I've gotten into this series, I have never gotten tired of it. My first review on this site wayyy back in like, March 2021 was actually of this game. I kinda cringe looking back at that review, it felt very stale and lacked personality in my opinion. I wanted to write this review just to show my love for this game and series in general. So I felt making this my 100th review would be appropriate, especially when my last review was on The Great Ace Attorney 2: Resolve. Ace Attorney really helped me during a rough time in my life, as cliche as that sounds, but I do feel it has made me improve as a person. Revisiting this game has made me love it even more, and without a doubt, Ace Attorney is my favorite video game series of all time. That's not even a contest.

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