inmate #073d
Gender: None specified
Location: japan
Rank: Suspect
Joined: Fri Mar 02, 2007 1:37 am
Posts: 24
For anyone who was hoping to see this sooner, I apologize for the delay.
Here's a translation of the latest entry to the GS4 dev team blog.
Today we have head director/creator/scriptwriter/"father"-of-Ace-Attorney Shu Takumi ('Shoe'

) talking about the decision to change the main character.
I found it pretty interesting... hope you guys do too.
Apologies for any rough spots, especially near the end... it's getting late here and I'm ready to crash.
---
GS4 Developers' Blog Translation
Entry #4 (Fri. 3/30)
Topic: Changing of the guard
Good afternoon, everyone.
Shu Takumi from the Gyakuten Saiban team here.
This may sound strange, but... you could say that I enjoy being tied down.
When I feel like something's missing, sometimes I'll even tie the ropes myself.
...now, some of you out there are probably thinking, "What kind of bizarre
confession is this guy coming out with?"
If you stop reading here, this could potentially cause a _very serious_ misunderstanding, so I beg of you... please keep reading to the end.
That, or if you don't have the time, just forget that you ever read those two sentences.
Promise me that.
So, this time I'd like to talk about the changing of the main character.
I'm pretty sure this is the biggest concern about GS4, for those of you who played through the first three games.
From Ryuuichi Naruhodou (Phoenix Wright), to Housuke Odoroki.
For those of you who are new to the series, let me explain. The protagonist of the first three games was a young lawyer by the name of "Ryuuichi Naruhodou."
Though each of the individual episodes stand alone, the whole trilogy comes together to form one complete story.
...that story came to its conclusion with Gyakuten Saiban 3.
I don't want to add any new episodes to it.
This was how I honestly felt when I first heard of the decision to make GS4.
On the other hand, knowing that players are calling out for a sequel is the best feeling in the world for a game designer... this was also my honest feeling.
So I thought it over, and I came to this answer:
"If we're going to make an official sequel, it should be a completely new story."
That way, newcomers to the series would be able to jump right in and enjoy themselves, and we might even be able to come up with some new surprises!
...and that's how I stated my case. Sounds reasonable, right?
In a way, though, this was selfishness on my part, though, and I was fully prepared for the possibility that I'd be denied. The response?
"Sure, go ahead."
Such compassionate people here at Capcom!
However, they gave me two conditions.
-> You have to bring back characters from the original series... or at least Phoenix Wright.
-> You have to address XXXXXXXXXXXXXXX in the story.
To be honest, both of these orders were extremely difficult for me.
With it being a new story, I didn't just want to bring back Phoenix as he always was.
At the same time, I also wouldn't want him to upstage the new protagonist. So... what to do?
Plus, I need to find a way work XXXXXXXXXXXXXX into the story!
...not a simple task.
By the way, as for what XXXXXXXXXXXXXX is... Unfortunately, I can't reveal this yet...
not before release. I may eventually explain here on this blog, but either way, I think you'll understand if you play the game to completion.
Now, finally... that brings us back to my "confession" at the beginning of this entry:
This may sound strange, but... you could say that I enjoy being tied down.
When I feel like there's something missing, sometimes I'll even tie the ropes myself.
Apparently, many mystery writers (or at least me) have a habit of setting certain "rules" by which they write their stories, in effect "tying themselves down."
For example (and this is just an example):
- No "needle and thread" tricks
- No more than five characters
- The butler didn't do it
...and so on and so forth.
When writing mysteries, you always have to seek out new surprises.
To accomplish this, I feel like my only option is to tie myself down.
Some of you might say, "You sure you don't have that backwards?"
But when I think about it... with all of the stories I've written, I'm almost always telling myself "to make this story work, I can't do ______________"... and struggling against these sort of limitations.
Maybe it's just that I _really_ like being tied down and struggling.
In that sense, these two "conditions" that Capcom gave me for GS4 made for quite a worthwhile and challenging struggle.
I wracked my brain trying to figure out how to clear those conditions, and then, unexpectedly, a new story was born... one that I even surprised myself with.
It truly was a thrilling experience, and I hope that you'll all enjoy it.
Well, let's end it here for today.
When all's said and done, the world of Gyakuten Saiban has always had its own set of "rules" that don't show up on the surface.
Now, after reading what I wrote today, those of you who have played the games might be thinking:
- You have SPIRIT MEDIUMS showing up as if it were nothing... but that's okay?
- You have a completely unbelievable judge... but that's okay?
- You come up with these completely ridiculous gimmicks... are those okay?
YES, THOSE ARE FINE.These limitations I speak of are just mysterious like that.
Well, next time we'll have one more new face enter the fray.
Yamakawa is our big (especially in terms of actual, physical size) newcomer who just joined the company last year. Working at his own pace, he took care of various important details relating to the development of GS4. He'll share with you guys the sort of fresh perspective that us old-timers have long since lost.