I won't abandon you
1 2017-11-15T00:39:26-08:00 Harrison Bloom 6a48b3c447d788abdc08e283b93b9758579b23d9 25456 1 Phoenix makes a promise, and hints at his reasons why. "Turnabout Sisters." plain 2017-11-15T00:39:26-08:00 Harrison Bloom 6a48b3c447d788abdc08e283b93b9758579b23d9This page has annotations:
- 1 2017-11-15T00:39:37-08:00 Harrison Bloom 6a48b3c447d788abdc08e283b93b9758579b23d9 Choices Harrison Bloom 2 plain 2017-11-15T00:42:22-08:00 Harrison Bloom 6a48b3c447d788abdc08e283b93b9758579b23d9
- 1 2017-11-15T00:42:23-08:00 Harrison Bloom 6a48b3c447d788abdc08e283b93b9758579b23d9 Whether you want me or not Harrison Bloom 2 plain 2017-11-15T00:45:56-08:00 Harrison Bloom 6a48b3c447d788abdc08e283b93b9758579b23d9
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2017-11-14T18:11:32-08:00
Turnabout Narrative
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By Harrison Bloom
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2017-11-19T11:45:30-08:00
Phoenix Wright's elements of heroism and political reform are best brought out by the power of its narrative. And the first way the visual novel builds its narrative is by crafting its main characters and placing them in the context of their fictional universe.
As mentioned before, the world of Phoenix Wright is not dystopian, but is troubled by injustice. Each chapter involves a homicide and features violent imagery, and the individual cases expose the reader to a multitude of atrocities, ranging from suicide to corporate corruption involving figures such as the shady and powerful Redd White. Furthermore, the courts themselves are plagued by apathy and pessimism. Judges allows prosecutors to manipulate evidence and witness testimonies, murder cases are written off by the police as decided before the evidence is discussed in court, and defense attorneys such as Phoenix are actually discouraged from speaking up. The majority of figures seem to accept that the system is broken, and that the resolution of a crime is less important than reaching a final verdict in court. And this, dear readers, is where our hero comes in.
Phoenix's supporting characters also serve important roles in the narrative, and in particular his primary antagonist, Miles Edgeworth. Mia and Maya Fey countless times prove invaluable as guides, allies, and friends of Phoenix, and as the game progresses Phoenix gains the support of friends such as lovable idiots Detective Dick Gumshoe and Larry Butz - illustrating that even a downtrodden underdog attorney has people to stand by him in a cruel world. Miles Edgeworth, however, has a story of his own. He is in many ways a character foil of Phoenix himself. Edgeworth is the one who inspired Phoenix to become a lawyer. He originally wanted to be a defense attorney, but his father was murdered in a tragic incident, leaving the supposed killer walking away free and the true murderer unknown for fifteen years, and this sent Edgeworth's life in a different direction. The two journeys that Phoenix and Edgeworth go through during the game, both as friends and as rivals, make up the very core of the story.
But they also represent something more than that. As mentioned, previously, Phoenix Wright at its core is a satire of Japanese law, and therefore the contrasting ideologies of Phoenix and Edgeworth are emblematic of the faults of Japan's legal system and the changes that are needed for the system to heal itself.
As Suede argues in his review of the Ace Attorney movie, when viewing the narrative as a whole one can see an intense focus on maturity, victory over incredible odds, and redemption, (DuFresne, "Animenia - Ace Attorney"). As the game goes on, it raises the stakes of Phoenix's ordeals with each trial, and each time the hero comes closer and closer to reaching his breaking point. Remembering how likable and purely heroic Phoenix is, in some moments it becomes heartbreaking and nerve-racking to think that one wrong statement by the prosecution could end with the guilty verdict. Because of his likability and simple character, the reader wants Phoenix to win, and it becomes all the more satisfying every time he does succeed. Meanwhile, with every case, Edgeworth finds himself coming closer and closer to redemption. In one chapter, he subtly helps Phoenix break a confession out of a guilty witness (Takumi, "Turnabout Samurai"), and eventually he is able to confront his tragic past and find peace within himself ("Turnabout Goodbyes"). The once "demon attorney" starts to realize that he and his talents could be used for greater purposes, and starts to see people's capacity for good, and the possibility to change the legal system for the better.
The narrative of Phoenix Wright, with its lovable and fascinating characters, and uplifting message that individuals can accomplish change by standing up for what's right, shows the value of heroism in the real world, as harsh as it can be. -
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2017-11-14T20:54:22-08:00
Turnabout Game Design
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by Harrison Bloom
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2017-11-19T11:30:39-08:00
Finally, being a visual novel and a video game, Phoenix Wright's story is dependent on its game design - how the technology and ludic mechanics of the system make for a more enriching experience. In this particular story of heroism, components of design such as sound, the interactive gameplay, and the narrative tension built by these elements, all make for an immersive experience that encourages the player/reader to become more invested in the story and the efforts of the hero.
Being specifically a visual novel, much of the game design choices rely on the developers deciding how much control should be allowed to the player/reader in affecting the fate of the game. Indeed, there are many instances throughout the game where the player has to decide between several different options in order to continue the story. Sometimes, such as when Phoenix has to decide whether to defend Maya Fey, there is an obvious "correct" choice, and it is this correct choice that actually continues the story. In relatively stressless situations, these choices are result in no major consequences, and may even be played for laughs. In some cases though, where the situation is more serious, the consequences of making a wrong choice can be severe, resulting in the player receiving a penalty from the judge during trial, or even losing the game. What is common amongst these choices, however, is that ultimately the story is linear, and that the story will continue along a set path with a singular ending.
This is an instance of what Astrid Ensslin, in her article "Playing with Rather than by the Rules," calls illusory agency, or the illusion of free choice and control over the outcome and events of the game itself (Ensslin 85). While the game does provide different choices, it is ultimately understood that these choices do not really impact anything, and that they have other purposes besides creating alternative pathways. Firstly, while the existence of choice may be an illusion, from a story perspective they help the player see into the thought processes of Phoenix Wright himself. For instance, while refusing to defend Maya is not a serious option to consider, the existence of that choice helps illustrate Phoenix's uncertainty about what he should or can do to help Maya.
Secondly, the lack of player agency is used to convey drama, especially in critical moments where tensions are high, and in these moments changes in music/sound effects and visuals play vital roles in conveying mood and stirring the player's emotions. In the "Turnabout Sisters" trial, there is a moment where Phoenix realizes that he has run out of information he can use to argue his case, and is therefore about to be convicted as guilty (Takumi, "Turnabout Sisters" - Day 3 Trial). Suddenly, in this moment, the control of the player is completely wrestled away, and the player becomes the victim of the dialogue and cutscenes. These moments are designed to make the player feel hopeless, powerless, and incapable of escaping fate.
To give a small insight as to what the experience of the Phoenix Wright gameplay is like, take a moment to go through this little story, which I call "Your Honor."
While the true game is not quite so futile as the Twine story, the sentiment still stands true. Seeing an undesirable outcome such as this play out as the options dwindle away is a truly horrifying experience, even in just a game.
However, this element of illusory agency is merely compounded on the main core of the Phoenix Wright gameplay, which highlights the heroic aspect of the story - the puzzle solving. Both the investigation and trial gameplay are based around gathering information essential to the case at hand, and being able to use that evidence to poke holes in the arguments of the prosecution and witnesses. They rely on the player to form clear ideas about the evidence gathered in the court record, and interpret the information gathered in order to get closer to discovering the truth. In particularly stressful moments, such as the climax of a case, the fear that the player will not come to the right conclusion or will misinterpret a piece of evidence, and therefore possibly lose, can be great. However, there is also an element of satisfaction in the process as well. While the build up of tension in trial scenes is great, they are even more exhilarating in moments of triumph! Take moments when Phoenix suddenly turns the tables with a piece of information that a witness did not take into account. Furthermore, the music here changes into an intense melody, energizing the reader to mirror the protagonist's increasing confidence. These scenes build excitement, but they also build up the player's hope that Phoenix will finally have his chance at victory. When Phoenix points his finger and shouts fear into the faltering Redd White, the desire for Phoenix to shrug off his opposition - to "rise from the ashes" and save the day - is greater than ever. Phoenix never seems more heroic, more capable of carrying out his mission. In these moments, where the game's immersive quality is at its peak, it really seems possible that one simple defense attorney can cause an entire judicial system to reform itself.