Very much like the Edgeworth duology, the Great Ace Attorney games culminate with an extremely solid, even-handed finale that fully satisfies and stands among the best examples of Shu Takumi's work, but certain elements from earlier in the sub-series continue to linger in ways that just barely prevent the overall package from reaching the stratospheric heights that it would otherwise be capable of achieving.

As with AAI2, there are no cases in GAA2 that I would describe as "bad." One of them relies too much on overly familiar locations and characters for my tastes, but the greatest strength of both AAI2 and GAA2 is consistency.

At least one element of that consistency however, leaves me with an axe to grind. "Great Deductions" still suck. They are bloated, cumbersome, childish hidden object content that continuously butchers its own pace. At their best, they are thrilling, exciting, and kinetic sequences, propelled by infectious momentum, almost like a musical number. There is great potential in this system, if only they could be more liberal with their formula, give other characters a chance to shine, and stop buzzkilling every other sentence dead in its tracks. Toward the end of the game some of this potential finally begins to actualize, but it's too little, too late. These serve as the climax of every investigation segment. It's not a trivial matter.

It's easy for me to forgive this though when the presentation is so lovingly done. As much as I think this is an overused and unhelpfully simplistic argument in a game's favor, the locations of GAA are unarguably "cozy." Any 3D awkwardness from when Dual Destinies first made the jump has been eradicated, and I can even say that I now prefer this style over the spritework of the original trilogy. I enjoyed my entire time with the GAA duology immensely. It is a well crafted, expertly realized, lovely experience... but nothing ever gets me as high anymore as Bridge to the Turnabout did.

Reviewed on Apr 23, 2024


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