Atelier Viorate – Alchemy plus shop simulation, so addictive

atelier-viorate-coverAtelier ViorateAlchemist of Gramnad 2– is just your standard alchemy simulation game like all the other Atelier series games before and after it. I know I played it on the PS2 many, many years ago, but I didn’t remember much about it when I picked it up again on the PSP last week. All I remembered was it was an easier version of Atelier Judie with a shop and a lot of carrots in it. And that’s a pretty accurate summary of the game if you’ve played Judie. If you haven’t, I’ll go into a little more detail below.

Story

atelier-viorate-psp-trailerViorate’s parents want to move out of the downtrodden village of Karotte, but Viorate refuses to go along because there’s no guarantee there’ll be any carrots where they are going. And Viorate looooves her carrots. She decides to stay home and become an alchemist under the influence of wandering alchemist Aizel. Now she has three years to set up and run a thriving shop selling synthesized goods before her parents return to whisk her off to parts unknown.

Alchemy gameplay

Standard alchemy game fare. Buy or find books containing alchemy recipes, buy and find ingredients, throw them in a pot according to the recipe and then use or sell whatever comes out. As with Atelier Judie, the quality of the ingredients used has a big effect on the resulting item. In other games either each item has a single effect or you can get different effects by varying the ingredients or reagents used. In Judie/Viorate it’s all about the raw materials. Use really good candles and you’ll get really good bombs. Use really good cheese and you’ll get really good cheesecake. Simple enough to understand.

atelier-viorate-alchemyOf course there’s a catch: how do you get the best ingredients? If you’re lucky you can find them in the wild, but can you get them back to your atelier before they go bad? Well, unlike in Judie, you usually can. The original Viorate on the PS2 slowed down the rate of decay from Judie and then the PSP remake relaxed the freshness system even further, so it’s much less stressful and frustrating than in the previous game.

But still, after you get the ingredients home and make an item, how do you stop that from going bad? Simple, you just build a handy-dandy icebox right in your studio and presto, no more trouble. No more traveling halfway around the continent to access the only cold storage in the world. Alternatively you can “register” certain items with other alchemy shops around the continent so they can produce your Lehruns and Flams and Spinach and other items at the same level of quality as the sample you gave them. So for very fragile items you can carry the non-perishable ingredients to the closest pub (you can synthesize in pubs too, don’t ask me how), go foraging for the ingredients, make the goods and then register them on the spot for optimum freshness. Super convenient.

atelier-viorate-shop-registryLong story short, Atelier Viorate’s alchemy system has all the fun and complexity of conventional Atelier alchemy systems but with much less of the frustration Judie introduced. My only little complaint so far is that there aren’t that many items to make. And if you’ve played other Atelier games, most of them aren’t original either. But I haven’t even finished my first 3 years and gotten my 2-year extension yet, so there’s still time to get more recipes and raw materials.

Shop simulation

As far as I know, not having played the PS3 games, the shop system is unique to Atelier Viorate (apart from the useless gimmick in Atelier Annie). However it’s a stretch to call it a ‘robust’ shop simulation. It is certainly not deep enough or addictive enough to make it worth spending time on versus being out on the road foraging and fulfilling quests. And since she can rope trusted associates into manning the store for up to 3 months at a time, Viorate’s only job is to fill the shelves with random stuff and then go roam the world until she gets bored.

atelier-viorate-storeWell okay, it’s not quite as simple as that. The success of Viorate’s store determines whether your game will end in failure after 3 years or whether you’ll get an extra 2 years to play. Furthermore, the better the store does, the more people come to visit Karotte Village. The more prosperous the village gets, the more stores and other facilities open up for your convenience. Plus money is pretty hard to come by, so the little you get from the store really helps. Either way you ignore store management to your own detriment.

I sell mostly foods and rare goods and get along okay.

I sell mostly foods and rare goods and get along okay.

So what exactly can you do? First, stock quality items in your store. You will lose customers if you have a lot of spoiled, broken or low quality items in stock. Duh. It also helps to carry a variety – some food, some medicine, some weapons, but you can specialize in a few categories instead if it’s too much trouble. Secondly you can go around the surrounding towns and villages doing quests at the local pubs to promote your store. It’s probably the fastest way to grab customers and the most Atelier-like as well.

Third, it helps a lot to take part in the yearly village auction, especially if you win. You can get over 100 extra visitors that way, and since your goal is only 500, that’s a big boost. Lastly, probably least important but most lucrative, you can take advantage of fads or ‘booms’ to move a lot of products quickly. One sneaky way to do this is to synthesize the fad item as soon as the boom starts and then register it with your local store. Then you can buy it, mark it up at a premium and make lots of cash, money and moolah, suh-weet.

atelier-viorate-store-display

Your store display changes to reflect what you have in stock.

Very little of that requires Viorate to be in the store herself, though. Unless you’re really into shop simulation games (in which case you should play something else) it’s best to put some decent items in your store and then focus on driving up popularity by fulfilling quests. If you can get some good business going from the Karotte Village and Fasbender pubs (tip: sell the free Fasbender booze for quick money) and participate in all three auctions, that should be enough to get the 500 visitors you need to clear the 3-year time limit.

That means the store management part of Atelier Viorate can be thought of as a mandatory side quest or minigame rather than as a main attraction. It’s not annoying or tedious and doesn’t take anything away from the game. I’m not convinced it adds anything either, especially given how low-key it is, but it works in the context of this particular game and Gust had the good sense not to carry it into other games, so we’ll leave it at that.

Battles and exploration

atelier-viorate-random-battle-1Foraging is just going around picking up items off the ground. However there are field obstacles that you’ll need alchemy items to get around if you want to get to the really good stuff. For example you might find a big pool of water in your way. You can fly over it with a flying broom, or dive under it with an air drop, or freeze it over with a Lehrun bomb, it’s all up to you. Can be frustrating early on when you don’t have any of this stuff, otherwise it’s just a minor inconvenience later on in the game.

Combat is standard turn-based random battles with a 3-member party. You get 1 skill point on level up to improve your battle skills. Apart from that and buying equipment there isn’t much party customization to do. Almost everyone is useful so just pick whichever character you like. I usually use a combination of Brigit, Roland, Rodfried and Bart.

atelier-viorate-random-battle-2For the first few dungeons you can get by pretty well with your starting equipment. After that store-bought equipment will carry you for a while, especially if you’ve strengthened some good skills by that point. Eventually though, you’re going to want to craft custom armor and weapons with buffs and protections and status effects. E.g. fire protection will come in handy when fighting a fire boss and LP-draining weapons are always useful.

As alchemists, Viorate and Aizel can also use powerful healing items and bombs to carve a path through enemies like a hot knife through butter. And they will, just as soon as I actually get round to crafting some of those things. I will, I really will, one of these days. Right now I’m still scraping by on whatever I can cobble together from the leftovers in my foraging basket after fulfilling quests. But I’ll get round to making good stuff, really I will.

Overall impressions of Atelier Viorate
Obligatory "Kyaa~ Oniichan, you pervert!" scene.

Obligatory “Kyaa~ Oniichan, you pervert!” scene.

I’m not done yet, but I’m having a great time. It’s been a very long time since I played a PSP game for so long that my wrists started to hurt. A long time since I moved one aching wrist only to realize the battery light was flashing and then plugged the PSP in and kept right on playing until it was fully charged again. I’d almost forgotten that feeling, I’ve been playing so many lackluster games lately.

It’s great to explore new areas and fight new enemies, barely making it out alive only to heal up and dive right back in again. I like all the playable and non-playable characters without exception, I enjoy the alchemy system especially when I get a new recipe, it’s exciting to see Karotte Village develop from backwater boonies to thriving town based on my efforts alone, etc etc. There’s plenty to like about Atelier Viorate.

There are only a few minuses to the game. For one, I feel like the scale of the game is a bit small. There are several field areas to explore, which I’m grateful for, but a lot of areas are walled off until you can create higher-level items, by which time you can’t even remember where you couldn’t go before. Plus the continent feels a little empty of people. The towns and villages you visit aren’t lively and don’t feature any interesting NPCs or extra activities to do. No wonder your parents emigrated.

"...What are you covering up for? Silly oniichan~"

“…What are you covering up for? Silly oniichan~”

Second complaint, there aren’t enough alchemy recipes! The flams are there, but where are the mega flams and giga flams and other familiar world-destroying goodies? I think I already mentioned this earlier in this review, but it’s a pretty big deal in an alchemy game. Maybe I’ll luck upon some more recipes as I explore dungeons and defeat bosses.

Last complaint: I find playing around with item attributes tedious. I want to make lots of different items instead of making one beer that does X and the same beer again that does Y this time, and the same beer a third time until I get a useful effect from it. It’s good for the perfectionist who wants to make the perfect honey and the perfect handmade paper and stuff. And it does offer great game-breaking potential once you fit several great effects onto a single item and then mass-produce it, buuuutt…. In this particular case I prefer quantity over quality, is all I’m saying.

Still, all that only slightly affects the fun I’m having with Viorate and co. After all, it’s not like I’ve made all the items I have access to, and there’s so much of the map I haven’t explored yet that I don’t even know where to start. I haven’t cleared out the thief’s hideout, I haven’t explored the sea tower, I haven’t entered Westlich Nabel, I haven’t gone through the long tunnel that’s supposed to lead to another city, I haven’t cleared the swamp across the river, phew! That two-year extension might barely be enough to scratch the surface of all those things. Depending on the ending I get and the things I get to carry over, I might be tempted to do a replay of Atelier Viorate once I’m done. See you then!

Kamisama to Koigokoro – No suitable suitors

kamisama to koigokoro coverI can’t remember whether I mentioned that I was playing this otome game or not, but I’ve been struggling to get into it for at least two months, maybe more. I finally gave up. It’s not worth the hassle, not when I have at least 100 other otome games in my backlog with more coming out every month.

Kamisama to Koigokoro is the story of an apprentice nun who lives in an orphanage/boarding school. Her name is not important, she’s just a generic otome heroine, so we’ll just call her Nun. One day her Mother Superior tells her that they’re getting three exchange students, three priests-in-training who are causing so much trouble at their original school that they’ve been sent over to Nun’s school for 3 months in the hopes that they will magically reform themselves somehow. Ha. What a forlorn hope. But transferring trouble-making “priests” instead of disciplining them seems to be a longstanding tradition, so we’ll just roll with it.

Anyway, their names aren’t important either, so let’s call them Jerk A, Jerk B and Jerk C. You can see them on the cover along with Nun’s childhood friend Jerk D and the childhood friend’s playboy pal Jerk E. It doens’t matter which is which, they’re all jerks. The childhood friend is the only slightly non-jerky one, and right from the start you can tell he has massive daddy issues, not sure I want to go there. In fact I definitely don’t want to go there, which is why Kamisama to Koigokoro was dead in the water for me pretty quickly.

kamisama-to-koigokoro-plantingBtw, if you’re a fan of the “forbidden love” kind of game and think you would get a kick out of seducing “priests” or whatever, you’re outta luck. Kamisama to Koigokoro is very vague on what denomination or even what religion the characters follow, but whichever one it is, it is one that allows the clergy to marry so there’s no problem there. One of your love interests is even the son of the vicar or whatever. Really, it’s just your typical high school otome game with the ‘religion’ gimmick added just for kicks. Anyone looking for a serious treatment of Western/pseudo-Western religion in Japan is advised to keep looking.

I had a bit of hope for this one because it supposedly has stat-raising gameplay. I say supposedly because while you do get to pick a stat to raise every week, you pick once and then so many skits and talking events take place that you forget what you even picked in the first place. Even worse, it’s not like the skits are that interesting or exciting either, they all follow a predictable pattern.

kamisama-to-koigokoro-jerks-a-b-cUp to the point where I quit, a typical event went like this: Jerks A, B and C are being jerks. Do you
a) Scold them,
b) Ignore them or
c) Join them?

“Join them” seems to be the correct answer most of the time. It will get them to like you more, but it won’t make them any less jerkish. I started ignoring them after a while, which also doesn’t make them any better but rather seems to be hastening my slide towards the bad end. Why is it MY job to reform these losers instead of the Mother Superior’s or the Priest in charge’s? They’re always leaving Nun to take care of the jerks and then blaming her when things go wrong, it’s just not fair. No wonder I quit.kamisama-to-koigokoro-statsFurthermore it’s not really clear what the stats you pick have to do with anything. How is watering plants going to get me any closer to the man of my dreams, who doesn’t event exist in this game? Are there any alternative life paths for Nun since she clearly isn’t going to find any good man here, or is she stuck with a bad end if she doesn’t date anyone, even though in theory her goal is supposed to be becoming a full-fledged nun? I didn’t stick around long enough to find out so you’ll just have to guess. I hope you can get some other endings, like maybe you’ll become a botanist if you stick with the gardening long enough, or a professor if you study hard enough. I mean, if you thought you needed a man to succeed in life, you wouldn’t have become a nun in the first place, right? But as I said, the guys were too unpleasant and the stat-raising was too sporadic and inconsequential to make it worth my while to finish the game so… yeah. On to better games!

Granblue Fantasy – Passed level 90

granblue-fantasy-current-level-91I’m level 91 and 9/10ths, to be precise. I only have about 20000 EXP to 92, but that will have to wait till next time. “Wait, next time?” you say. “I thought you dropped Granblue Fantasy!” you say. I did indeed, but it turns out I can be lured back pretty easily by any event that includes the words “Unknown weapons”, “Half AP” or “Free rolls.” So I’ve been playing semi-seriously since the Idolmaster collaboration event a few weeks ago. I got junk and 2 R characters from the free rolls this time, unlike last time when I made out like a bandit but free stuff is still free stuff.

Of course what this means is that now the free stuff event is over, so is my participation in this game until the next Half AP/free roll event. That will probably be around Christmas, roughly 6 weeks from now. Until then I’m back on a Grindblue fast. But before that, a progress report! Lookie lookie at my wind grind:

granblue-fantasy-level-91-wind-gridCheck out dem skill levels~ All I need now is to raise my Bahamut Dagger skill level to 10 and farm up a Cosmos Gun to replace the SR weapon (not going to happen, I hate camping for Grand Order raids) and I’m all set until HL at level 101. Sure I still have to limit-break all those guns first and going on hiatus isn’t going to help with that, but if I hit the next few magnafests with the seriousness I applied to this one, that should also be done before I hit 101.

I added four guns in this session (2 from the renown shop) + 2 Yggdrasil swords + 2 Leviathan daggers + 2 Colossus staffs + 1 Celeste axe. That’s not counting the many SSR and SR weapons that were sacrificed to form this grid. And I still have about 100 full elixirs, 350 half elixirs, 150 soul balms and 570+ soul berries to tackle future events with. As an added bonus, the newfound strength of my wind team made beating Yggdrasil Omega pathetically easy (wow, look at me boast, I sure wasn’t boasting when Luminoxi Genesi was wiping the floor with me), leading to a promising earth grid:

granblue-interim-earth-gridI have a 6th sword but the Ygg staff is level 100 and that one is only level 40 so it’s going to stay out of the grid for a while. I’ll need to get a better main hand and level up my Ygg Omega summon before I can really get the earth show on the road, but things are looking pretty good on this front too.

Other achievements of the past three weeks or so:

Cleared the story up to chapter 62-4, the infamous Akasha fight. I haven’t even tried it yet, I know I’m not ready. Leviathan Malice and Mithra Malice went down pretty easy once I got the idea to try sicc’ing my Wind team on them instead of being obsessed with element matching. Just beat up Leviathan normally but not before storing up enough ougi to wipe out Mithra’s circle in the very first turn. Piece of cake.

granblue-earth-teamMVP’d all the omegas with ease. Yes, that includes Leviathan, Colossus, Celeste and Luminiera Omega. The last two require you to go according to the “rules” of their AI, which can be found fairly easily online if you look hard enough. For Luminiera I used the Morphe & Phoebe strategy outlined in this video, using SSR Eugen to draw hits away from the twins.

It takes about 20 minutes on average for a weakling like me but unless you’re astronomically unlucky it’s pretty much foolproof. It worked so well that I used a similar strategy to take down Colossus Omega, with Silva more than making up for the damage loss from being unable to ougi with Morphe & Phoebe. Celeste Omega gives me the most trouble because if weak and squishy SR Katalina gets squashed it’s pretty much over. I usually get away with MVP first though.

Leviathan Omega is the easiest. Nope, I haven’t found a way to survive Perilous Tidefall. What I do is take in my Wind team at strike time. The charge attack blast + hopefully 5 turns of skills and physical attacks usually get him (her?!) down to around 60%. Feena and Sutera have an attack null spell so with any luck Perilous Tidefall hits them instead. Even if I do lose 2 party members, I get fresh replacements with full charge attack bars, enough for another blast before I call for help. My life got a lot easier once I realized you don’t actually have to beat omegas to MVP them. 50% is enough, and during magfest even 55-60% will usually do. Thanks to all that, I usually capped renown within 2 or 3 days every week during magfest.

granblue-colossus-subjugation-team

Prepare to meet your manufacturer, Colossus!

Picked up 3 Unknown weapons: 2 MLB Fire Axes and 1 FLB Earth Axe from the Idolmaster collab events. I don’t feel like they’ve made much difference to my strength so far, but they’re both low skill level and stuck in weak grids so it’s hard to tell.

Got closer to getting a GW character: My Wind team still has space for a heavy attacker, so I’m half-heartedly working on GW character Seofon. I already awakened the Seven-Star Sword and element-changed it to fire (for all the good it did me). The Half AP story quests helped me get almost all the weapons and Mithra anima I need to upgrade the Shack for the next step in the process. I just need one or two more rare weapons plus about 150,000 rupies to complete the process then it’s all grind grind grind till I have enough mats to finish the process.

Mastered all standard classes and two Extra classes: I finished Rows 1-4 and mastered Samurai and Ninja… wait I think I mastered Ninja, not sure. I’m working on Alchemist now. After that I have access to Gunslinger or Mystic. Might just be my imagination, but EX classes kinda suck…

Mission accomplished.

Mission accomplished.

-Got 4 new SSRs during the Premium Gala: I got nothing but junk in the previous legfest and in the free Spooky Special rolls, but this Premium Gala made up for that. Yngwie, Agielba, Arulumaya and Nemone. I might have uses for all of them too. I’m going to try Yngwie instead of Summer Narumaya in my main water team, and my fire team also seriously lacks firepower so Agielba might help with that. The last two earth ladies I haven’t really tested out but I only have one other Earth SSR so they’ll have to do.

Finished all co-op quests: Another source of easy crystals gone :-< But at least I got all the trophies I need to unlock EX classes. And now I can get into all those level 90-only co-op rooms, and not only get in but actually contribute and even MVP sometimes. Yay for progress!

Also I was told this very early on and didn’t listen, but I’ll tell you straight: you really should do all your co-op dailies if at all possible. Co-op sucks and is pretty easy to forget about, but you’ll thank yourself later when you need 70 blue crystals for a GW character and 100,000 rupies each to 5* Amira and Yuel ;__; I was warned and I didn’t listen. Don’t be like me.

And so, with those parting words of advice, it’s time to shelve GBF for another couple of weeks while I work on other stuff that may or may not include video games. Adieu Granblue until Christmas!

Ace Attorney Investigations 2 – Long, gory and depressing

ace-attorney-investigations-2I mentioned that I’d started Ace Attorney Investigations 2 while waiting for a new 3DS charger to arrive. When it did arrive I shunted it aside and went back to Spirit of Justice. Now that I’m done SoJ I thought I’d just clear up the remaining AA game I hadn’t played yet and see the story of Edgeworth through to the end. Unfortunately I underestimated just how wordy the Investigations games in particular are. That, and the last case of Spirit of Justice did a number on my tolerance for lengthy cases. Case 2 of Investigations 2 is also a spectacularly bad one, so put all those factors together and I just can’t keep playing this game right now.

It’s not 100% dropped, but I need to put some action and RPG’ing in between to preserve my sanity. I have to get to the point where I miss going round and round in circles debating the same stupid, irrelevant points again. I have to miss jumping blindly to the defence of random strangers who could very well have committed the crimes they’re accused of but somehow I just “know” they’re innocent. And I have to miss the massive tooth-grinding frustration that comes from the “guilty until proven innocent” approach the Ace Attorney series takes to justice. At least this game is honest about the ‘truth’ being only tangentially relevant to a case’s prosecution. Since later games have spoiled the fact that Edgeworth becomes chief prosecutor in this game, maybe he actually does something about this later on (spoiler: actually no, no he doesn’t).

ace-attorney-investigations-2Btw, since I haven’t finished the game, the title “Long, gory and depressing” only refers to the first two cases I played. I’m all but certain the theme will continue throughout the rest of the game, but if something changes and the game suddenly becomes all rainbows and light, I’ll let you know. As it is, the first case dealt with the senseless death of what seems to have been a very decent and competent person. The victim in the second case is not decent or competent but still, what a way to go.

This is a series that almost always deals with murder, but at least they’re kind enough to put the bodies away first in most cases, but not in Investigations 2. This time you’re a first responder of sorts, so you’re always confronted with the dead body up close and personal, which I really don’t enjoy. I get it, really I do, but I could still do without all those lengthy, loving descriptions of the stab wound and exactly how many times they were stabbed in that particular spot, etc etc. Do you mind? I’m trying to eat here. Plus the series’ trademark humorous banter falls flat when THERE’S A DEAD BODY RIGHT THERE! Someone you know! Would it kill you to show a little respect?

I say all that, but I’ll be back eventually, just as soon as I’ve gotten all the death and despair out of my system by playing happier and cheerier games, preferably with rainbows and puppies and not too much bad stuff. In the meantime Finish Up or Firmly Drop Everything You Started This Year continues. For the record Mind Zero, Ray Gigant and Shiren 5 are all firmly dropped, with faint possibility of revival for RG. On to better things!

Finished Ace Attorney: Spirit of Justice (massive ending spoilers)

ace-attorney-spirit-of-justiceI thought of doing a spoiler-free edition of this post just to give my thoughts on the game and then writing a separate post another day featuring the many, many questions I still have left now that the game is done. I though of it, but Spirit of Justice really doesn’t deserve that much attention from me. That, and now that two days have passed since I finished it, I find I don’t care as much about it and just want to move on, so this will be a condensed form of what would have been a fairly long post. Thank goodness for a good night’s sleep.

The TL;DR version is that Spirit of Justice was a mixed bag for me. It was full of wild ups and downs. Exciting cases, dull moments, sensible plot twists, nonsensical turns of events. My mood kept going up up up, doooowwwwn, up up uuup, downnn. Unfortunately my mood was down when the game ended, partly because the last case dragged on a bit and honestly I JUST DIDN’T CARE about all those things they were trying to make me so emotional about, but don’t let any negative comments below scare you away from the game if you’re an Ace Attorney fan. It has a lot of fun moments, especially in earlier cases.

No Phoenix, you can't have both.

No Phoenix, you can’t have both.

I will be spoiling the story, particularly the ending at some length below so let’s note other stuff here instead: music was great, voice-acting was okay. The script was vibrantly localized as always, though again as always some typos and errors crept in which I have meanspiritedly photographed and added to this post because I’m petty that way. One thing I really enjoyed was that the regular judge was more sensible and in control of his courtroom than in previous games, possibly because the new prosecutor was too weak-willed and spineless to boss him around.

I’m also really happy that they added in more exploration this time compared to Dual Destinies. Now you can poke and prod almost any interesting-looking object on the screen and be rewarded with interesting banter and funny statements that are well worth the trouble of seeking them out. The game reused a lot of locations in Khura’in, but in exchange you get to see those places through the eyes of different characters at different times, so it’s not all bad.

No Apollo, you can't both have her.

No Apollo, you can’t both have her.

In terms of implications for the greater Ace Attorney series, you could say it’s the conclusion of the Apollo Justice saga, sort of. Not really, but sort of. If you intensely dislike AJ you might want to skip this one. The end of the game is all AJ all the time, it’s rather annoying for people like me who are just playing for the Phoenix. And btw, the game doesn’t divulge that “certain secret” about AJ’s past that PW has been hiding for the past two games. The player/Apollo will find out a lot about his past in Spirit of Justice, but not the stuff you wanted to know, only the stuff you don’t care about.

Enough with the “reviewish” stuff, on to the story! If I had to score the game separately based on each case, it would be something like (spoilers abound):

................ ...... ...........

… …… ……………………-_-;;

Episode 1: 9/10. Hugely entertaining. Rock on! Love the music, I seriously want the soundtrack now. We already knew whodunnit, it was just a matter of dragging them out into the open, which is always more interesting for me. As a bonus it sets up a lot of things for the rest of the game, so it’s not just a throwaway case like most first episodes tend to be.

Episode 2: 5/10. Passable, but mostly trash. The ridiculously elaborate way the murder was carried out had me rolling my eyes. Little did I know it would only get worse. Also it heavily featured that thing Ace Attorney games do that I don’t like. That thing where the defense will raise a totally valid objection/question and the prosecution will bat it aside and everyone will just move on like it didn’t matter. Theoretical example: “Why was Billy outside in a storm without any shoes?” Prosecutor: “Maybe he didn’t feel like wearing shoes that day.” Defense: “Oh, okay then.” And that’s the end of that line of inquiry, which is just dumb.

Don't be shy, Apollo, tell them how you really feel.

Don’t be shy, Apollo, tell us how you really feel.

In The Magical Turnabout, the victim was stabbed right in the middle of the back. But the video footage shows the suspect “stabbing” him in the side. The prosecution says “He must have twisted around right before the stabbing” and everybody just drops the issue, but that’s crazy. The guy was in a tiny wooden coffin, he didn’t have enough room to swing a cat, much less twist around.

More importantly, the stunt required Trucy to use a rubber sword. The victim wouldn’t know it was a real sword until it had already pierced his flesh, by which time it would be too late to move. And on top of that, what kind of incompetent forensics expert can’t tell the difference between a wound that went straight into the back and one that went into a twisted torso? The location of the wound, the angle of entry, the damage to the internal organs should all be completely different. And yet nobody thinks to bring any of that up, instead they move straight on to talking about lifts and stages and blah blah blah, rrrrrgh, so frustrating!!!

Btw, I should get this out of the way: Apollo, Trucy or Athena have worn out their welcome and I would be perfectly happy if they never showed up in the series again. Apollo in particular is like The Plumed Punisher to Phoenix’s Steel Samurai, if you catch my drift. I didn’t mind them in this case because I (naively) thought they would show up this one time and never come back again. More fool me.

A hypothetical what?

A hypothetical what?

Episode 3: 7/10. Would be higher if not for the forced break that killed a bit of my momentum. Also things got a bit ridiculous with everybody and their mother having been killed by that sharp-beaked statue. And again the forensics guys are so stupid they can’t tell the difference between a stab wound made by falling on/running into a (stone? metal?) statue versus being stabbed by a dagger. Phoenix and Edgeworth keep blathering about how they want to reform the courts and the justice system but what they really need are better coroners.

Still it was a good case. I got to see Maya again, yay. And she got herself in trouble again, boo. And I enjoyed hanging out with Rayfa and hearing her comments. And The Plumed Punisher was great! A total knock-off lightly inspired reinterpretation of the Steel Samurai halfway around the world? Too too funny ^_^ Only thing is, I don’t understand why Tahrust was warned not to perform the Rite. What did that have to do with anything? It was probably explained but I don’t remember any more.

It's "every," miss.

It’s “every,” miss.

Episode 4: 2/10. For Athena, Simon Blackquill and Athena x Simon fans only. I already explained why I didn’t like it here.

Episode 5. 7/10. Oh boy. Would be lower but. In fact, I think I’ll lower it, 6.5/10. It wasn’t that good but it did have some exciting moments. The part I enjoyed most was going up against Ga’ran. She was kind of cool. Too easily flustered and routed for a final villain, though. The parts I didn’t enjoy were mostly the forced tragedy and the fact that the “spirit channeling” used contradicted everything we’ve seen about spirit channeling throughout the game.

The contradiction in question? Hairstyles! When a medium channels a dead spirit, she adopts his/her form, but her hairstyle and clothes remain the same. This was used to great humorous effect in case 3 and I got a good laugh out of Tahrust’s “luscious locks” so there’s no way I wouldn’t remember. And throughout all the Ace Attorney games when Pearl channels someone they get Pearl’s hairdo, same with Maya.

nayna-spirit-of-justiceAnd yet in Turnabout Revolution they claim that someone with a huge head of lavender hair as shown on the right channeled two different men with different sleek, black hairdos and didn’t have to cut her hair or dye it in any way? Don’t forget Inga and Dhurke had different shades of black hair, so she would have had to dye and style her hair and then dye and style it again before becoming Dhurke, all in a very short period of time. The various outfits and disguises used were discussed at length during the court proceedings, and the whole time I was screaming in my head, THE HAIR! THE HAIR! WHAT ABOUT THE HAIR?!!

And let’s say she DID dye the hair in some temporary way and then return it to normal later. That still doesn’t solve the issue of volume and length. Amara/Nanya’s hair was thick and long and past waist-length. Inga had long hair too, but it stopped at his waist and tapered to an end. Dhurke had thicker hair, but it was just below his shoulders. So what, Amara cut her hair at Inga’s residence (no hair traces found?) and cut it again in the tomb and then magically grew it out again in time for the trial? Or what, she’s wearing extensions now? Sheesh, this is just too improbable.

As delicious as this sounds, the correct phrase is "on the lam."

As delicious as this sounds, the correct phrase is “on the lam.”

The rest of the case proceeded more or less as I’d expected. Dhurke being dead all along was a surprise though – and again the issue of hair comes into it because you can’t just comb bangs as full and as heavy as Maya’s into a flat middle parting without the front looking obviously shorter and bushier than the rest. Even if you slicked it way down it should still have popped up again when Dhurke went swimming twice in the ocean. What did he coat that hair with, coal tar? I mean seriously, this is just— …. Okay, okay, I’ll drop the hair thing. Sorry, it just bugs me. Really bugs me. But I’ll let it go. But yeah, dead Dhurke was a surprise.

Just by the way, Maya later testifies that she couldn’t have channeled anyway while she was tied up because she couldn’t make the necessary handsigns. I’m going to assume that was a lie because we later find out that she escaped being tied up precisely by channeling someone. Maybe she lied to protect Dhurke’s secret, you know, since keeping the secret was way more important than helping Apollo and Phoenix escape a near-certain death sentence. Priorities, people.

Even MS Word could have spotted this one.

Even MS Word could have spotted this one.

So dead Dhurke was a surprise, but I saw Amara still being alive coming from a few miles away. For some reason after the fifth or sixth time someone mentioned she was completely burned up, I realized she wasn’t completely burned up. That’s how videogame narrative works, deal with it. After that it was a simple step to realize she was Nayna, on account of Nayna’s “mysterious disappearance” and all. I thought Jove might be alive too at some point, but there’s no one else in the game he could have disguised himself as, so that hope faded quickly.

I’d also suspected from the start that Ga’ran either couldn’t channel spirits or wasn’t very powerful, on account of Rayfa not being that powerful either. Once I saw Ga’ran’s obviously evil character design it just clicked. What still doesn’t click is what her motive was. Someone brought it up and as usual it was handwaved as “She probably had a complex about her lack of power.” Probably? This is the issue that caused the whole incident 23 years ago and the DC Act and the revolution and Dhurke’s death and you’re just going to wave it aside with a “probably”?! Lazy writers! I shake my angry, frustrated head at you!

garan-sigatar-khurainAlso nobody in the game brought it up, but why didn’t they have Ga’ran perform the Divination Seance in the trial over Amara’s supposed assassination all those years ago? The law says a trial cannot be completed without a Divination Seance, so how could the trial have gotten anywhere without the death of the victim at least being ascertained? I mean, then we wouldn’t even have this game, but someone should at least have said something. Knowing Ga’ran she probably gave the excuse of being juuust distraught enough to be unable to do the seance but not so distraught she couldn’t persecute the case. And a man as sharp as Dhurke didn’t smell a rat? This case was all kinds of rotten.

ace-attorney-spirit-of-justice-what-is-inside-the-founders-orbWhen they were doing all that back and forth in the courtroom it was like yeah yeah, I know all that, what about the Founder’s Orb? It played a pretty big part in the first case and a lot of time was spent solving the riddle in the first half of the last case. Ooh, we’re going to get to meet the founder and learn all kinds of things. It’s gonna be so awesome *doki doki* Can’t wait. Okay, the case is progressing nicely… any moment now they’re going to summon the Founder… I’m waaaaiting…. waiting……. waitaminnit………………          000_000 srsly? they’re postponing the great reveal till the next game, srsly? …It makes business sense and I’ll probably buy it too, but I’d really rather not go back to Khura’in again. It was fun while it lasted but I’d like to visit a new location. I was bitterly disappointed that all that fuss over the Founder’s Orb came to nothing though.

ace-attorney-nayuta-sadmadhi-1Other surprises in the last case: how quickly Rayfa and Nahyuta did about-faces when it was convenient for them to do so. And of course Nahyuta is immediately and completely forgiven for all the innocent defendants and lawyers he has condemned to death in full knowledge that what he was doing was wrong. Edgeworth has his shady past and Phoenix has twice defended a bad guy to save Maya so it’s not like he’s the only one ever, but his ‘transformation’ is ridiculously sudden and doesn’t even reference or attempt to atone/apologize for all the wrong he has done. It’s just “Oh hey I’m one of the good guys now” and everyone’s like “Welcome back.” You guys are not serious.

Let’s be honest here. The truth is, Nahyuta only went along with Ga’ran because he wanted to. When he saw the tides turning against her, he cut ties and jumped ship, knowing the revolutionaries would make him an instant hero because of his late dad. Think about it: if he really wanted to rescue Rayfa he could have done it ages ago. He knows how to contact the rebels. Just let them know who she really is and Dhurke will come up with a rescue plan. Presto, problem solved. Rayfa is always walking around lightly escorted anyway, it wouldn’t be too hard to kidnap her.

Get out, Nahyuta.

Get out, Nahyuta.

Once she was in their possession, a simple and very public DNA test would be enough to show that she’s Dhurke & Amara’s daughter and Nahyuta’s full sister, thus blowing a huge hole in the claim that Dhurke killed Amara. This could lead to them demanding a Divination Seance to prove Amara is really dead… which of course Ga’ran can’t do, which could lead to all kinds of interesting developments. I’m surprised Dhurke didn’t notice that Ga’ran magically had a baby girl right after his own wife and baby were snatched away. Maybe he noticed but couldn’t be sure whereas Nahyuta knew for certain and just didn’t feel like sharing such vital information with his father.

But then you might bring up an objection: Nahyuta knew Rayfa’s location but not Amara’s, and he didn’t want to put his mother in danger. See, that just makes him look even worse for being so darned self-centered. So as long as your own sister and mother are safe it’s okay for other people’s family and friends to be condemned to death willy-nilly. In fact you’re happy to do said condemning as long as it keeps you safe?

You have people like Tahrust Inmee impaling themselves on spikes for the cause of the revolution and then this namby-pamby sissy-wussy lapdog of an attorney gets all the glory at the end? It’s just not fair. Either Nahyuta was way too stupid to think of alternative solutions (which I want to believe because I loathe that hypocritical little worm) or he just didn’t want to help the revolution along until he was sure it was going to succeed. Either way I don’t like him and I want him dead. End of story.

rayfa-padma-khurainRayfa… I want to cut her some slack because she really goes through the wringer over the course of Spirit of Justice, but the way she turned her back on Inga so suddenly was really something else. One moment she understandably upset, “*sniffle… Oh Father, there is so much I wanted to tell you…” I was a little moved by that, TBH. Which is all the more reason why I was indignant when less than 24 hours later she was like Inga who? “Wow I am so glad my real father wasn’t a criminal. I sooo wanted to meet him *gush* *giggle*” Girl, you serious? I know teenagers are supposed to be ungrateful but this is just crazy.

Turning on Ga’ran for Nayna I can understand, but all those years of loving Inga swept under the carpet when it’s no longer kosher to be his daughter? For shame. And so you will forgive me if I wasn’t too impressed by a game that ends with those two two-faced turncoats in power. Good luck Khura’in, you’ll need it!

Phew! Over 3000 words. And this is the condensed version (NOT)! Ahh, sweet catharsis. I feel a lot better and happier now that I have all that off my chest. It reminds me why I got this blog in the first place. I guess I did have more fun than I’m willing to admit with Spirit of Justice. Not as much as I was hoping for when I played that glorious first case, but enough that I’m glad I played it. And I’m looking forward to the localization of the Great Attorney games any day now, Capcom *hint hint*.

Next game on the list: I really want to finish Sakura Taisen 3. I’ve been thinking of Rune Factory 4 after that, but I might clear up stuff on the DS and PSP before that. I might play the four systems in rotation till the end of the year, probably. I’d better not promise anything I can’t deliver. One day at a time.