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What Do You Like Least about the AA Series?Topic%20Title
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Aside from specific characters. DO NOT TALK ABOUT SPECIFIC CHARACTERS OR PARINGS HERE.

Anyway, in an effort to make my fangame more enjoyable or approachable, I'd like to know what you DIDN'T like about the AA series. Maybe something about a certain gameplay element irked you, or you didn't like how slow or fast a story went, all are open here, and I await your comments.
Re: What Do You Like Least about the AA Series?Topic%20Title
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Well, this is a pretty hard one to answer....

1. The fact that the game had to be over at some point.
2. If you get stuck on some investigation, Cross-Examination or Presenting Evidence, eventually you would quit trying to figure it out.

Hmm, I guess that's all for now.
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Re: What Do You Like Least about the AA Series?Topic%20Title
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My primary complaint with the series is very much related to Meenyman's #2. If you neglect to present even ONE piece of relevant evidence to someone, or if you miss ANYTHING crucial in a particular area, the game's progression grinds to a total halt. This leaves the player wandering aimlessly around, trying to figure out what they didn't do until they're almost literally pulling their hair out in frustration. My solution: add a hint button for people to use when they get stuck. It would make the play experience much more smooth and enjoyable, because trust me, no one LIKES agonizing over what the ONE thing is that they forgot.

Or at least, I don't.
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-I hate how you can't save while doing things like presenting evidence or in the middle of a Psyche-Lock.

-I also hate how you can't fast forward through the dialouge when presenting the wrong evidence. (Although AJ fixed this)

-Lastly, I hate how the voice-command is so screwey, sometimes it works and sometimes it doesn't.
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Re: What Do You Like Least about the AA Series?Topic%20Title
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One solution I could think (to the complaints of Meenyman and shadowofedgeworth) is less linearity in the storyline, which has been something I've read about in professional reviews as a complaint. Less linearity could be accomplished by possible branch storytelling with multiple decisions...

Yaragorm all seem like minor technicalities which I've jotted down.
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Re: What Do You Like Least about the AA Series?Topic%20Title

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Yaragorm wrote:
-I hate how you can't save while doing things like presenting evidence or in the middle of a Psyche-Lock.

> It'd be too easy otherwise...
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Re: What Do You Like Least about the AA Series?Topic%20Title
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Re: What Do You Like Least about the AA Series?Topic%20Title
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I hate how some testimonies feature other contradictions that you can't point out. :lana: I also hate that if you haven't done something, it all stops. During investigation, sometimes I forget to actually talk to people(Ema, for instance.) and leave, only to find that nothing happens.
Re: What Do You Like Least about the AA Series?Topic%20Title
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Apply directly to the forehead

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I dislike being having to present evidence during investigation in order to advance the story
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Not being able to go directly where you need to go next. For example: if you want to go from Tres Bien to Criminal Affairs in 3-3, you have to first go to the detention centre, then to Criminal Affairs, instead of going directly there.
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Minor characters not getting the character development they deserve :<
Gameplay wise, I don't really like not being able to fast forward through mistakes, and when the prosecution objects to EVERY. LITTLE. MINOR. THING, especially when they're not even in dire straits. Manfred and Franziska, I'm looking at you.
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Investigation could get boring
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Re: What Do You Like Least about the AA Series?Topic%20Title
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Cases with investigation make you start the investigation first, I'd like a case where you start in court and then do the investigating.
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FINE

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Investigation wwas boring, they kinda fixed it in JFA and T&T,(psiche locks) but screwed again in AJ
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Sometimes when you have to point out what's wrong in a picture, you're not allowed to look at the court record for whatever reason (probably to clear up space, but then the R button should at least work). This is really irritating if you haven't saved before and are therefore forced to lose life to get a look at it.
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Re: What Do You Like Least about the AA Series?Topic%20Title
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What the Devil is going on here?

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-That JFA only has 4 cases. And only 3 worth playing more than once ..in my opinion.
Err thats it I think. I love Ace Attorney as much as Pearl likes NickxMaya as a pairing :)
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Kinda like what Midnight Jasper said, I hate how you can't save when examining a photo.
Say you were only one penalty away from a game over, and you wanted to save before the photo came up.
Not that I've ever done that, but it could happen.
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ZVARRI!

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What I like the least about the series is most definitely that I can't talk about it without the conversation turning into a shipping discussion. Ergh.
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Like others said, I really don't like how linear it is. I once got so stuck I thought I broke the game. Seriously.

Hm...other than that, not much. Talking to certain characters to get information sometimes irritates me, but that's usually because of the character or that I associate them with being horribly stuck. Angel Star and Lamiroir come to mind.
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-The linearity is an issue for me as well. I kinda wished that the story would change on you depending on the choices you make in the game (I've seen some games that are like this.) It would also up the replay value.

-Sometimes I would get really frustrated during the investigation and cross-examinations, because they would try to make you present the most random evidence on you, making you risk getting penalties trying to present everything you have until you find the right thing. The game really makes you pay attention to really small details, and for me they're not always easy to find.

-The save system is kind of weird in that there's certain points where you can or cannot save. Or if you forget to save and mess up, then you're screwed.

-Like Gil said, some of the name puns are really cheesy :P

-The navigation to and from places is weird because it could take you forever to get to a specific place.
Re: What Do You Like Least about the AA Series?Topic%20Title

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NinjaMonkey wrote:
Not being able to go directly where you need to go next. For example: if you want to go from Tres Bien to Criminal Affairs in 3-3, you have to first go to the detention centre, then to Criminal Affairs, instead of going directly there.


Midnight Jasper wrote:
Sometimes when you have to point out what's wrong in a picture, you're not allowed to look at the court record for whatever reason (probably to clear up space, but then the R button should at least work). This is really irritating if you haven't saved before and are therefore forced to lose life to get a look at it.


shadowofedgeworth wrote:
My primary complaint with the series is very much related to Meenyman's #2. If you neglect to present even ONE piece of relevant evidence to someone, or if you miss ANYTHING crucial in a particular area, the game's progression grinds to a total halt. This leaves the player wandering aimlessly around, trying to figure out what they didn't do until they're almost literally pulling their hair out in frustration. My solution: add a hint button for people to use when they get stuck. It would make the play experience much more smooth and enjoyable, because trust me, no one LIKES agonizing over what the ONE thing is that they forgot.

Or at least, I don't.


These. The first one is probably necessary since they can't place all the options in the tiny screen, but maybe they could put a scrollbar, or an arrow button.

Auraion wrote:
Investigation wwas boring, they kinda fixed it in JFA and T&T,(psiche locks) but screwed again in AJ


You couldn't even present profiles in AJ :lana:
Re: What Do You Like Least about the AA Series?Topic%20Title
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I just finished AA for the first time last night(I played JFA first), and just found this thread while scrolling down for the Non-PW boards, so I guess what the hey. I'll post about what I hated about the series. There are so many things about the series that I don't like, but I'll point out one thing in particular.


I know how the OP said "no specific characters", but I have to point out one thing about Phoenix: he just never catches a break until the very end of the case. Every single case he's done except for 2-4 I guess, he's gotten not only his client innocent, but catches the murderer in the same trial. He beat not only one of the best prosecutors with a perfect win streak, but also his TEACHER. And he STILL gets pissed on in every single case until the not guilty verdict is reached. I mean I know people like to cheer for the underdog, but don't you think this kind of...I dunno, demeans every single case he's done up to that latest trial?
Re: What Do You Like Least about the AA Series?Topic%20Title
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FINE

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Miki wrote:
Auraion wrote:
Investigation wwas boring, they kinda fixed it in JFA and T&T,(psiche locks) but screwed again in AJ


You couldn't even present profiles in AJ :lana:

yeah, that was my favorite part of the investigation. D:<
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Miki wrote:
Auraion wrote:
Investigation wwas boring, they kinda fixed it in JFA and T&T,(psiche locks) but screwed again in AJ


You couldn't even present profiles in AJ :lana:


That too! I'm playing through AJ right now and was extremely disappointed when I found out I wouldn't be able to present Hobohodo's profile to everyone. :<
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Objection!

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I liked Phoenix Wright and tolerated most of its errors. I will reiterate what people before me said though; I hate the grinding halt the game comes to when you make an error. It is extremely frustrating.
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Re: What Do You Like Least about the AA Series?Topic%20Title
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"...Naturally."

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I hate it when the investigations need evidence to be presented to continue. 2-3 and 3-2 are prime examples of this.

Spoiler: "2-3"
The first time I played this, near the beginning, I was stuck for days. Turns out I had to present the Attorney's badge to Max to proceed. :nick-sweat:


Spoiler: 3-2
In the last investigation, I forgot that I had to present Kane Bullard's profile to Gumshoe to continue. :ack:

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ShadowEdgeworth wrote:
Spoiler: 3-2
In the last investigation, I forgot that I had to present Kane Bullard's profile to Gumshoe to continue. :ack:


Yeah, that was the part that made me think I broke the game. I looked at a walkthrough, somehow overlooked that part, and just couldn't get Ron to show up at the detention center. I ended up starting the chapter over xP
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Same with 13_Sugar_Cubes.
I found some contradictions, but sadly they weren't meant to be contradictions :sadshoe:
Also, I hated Oldbag's super fast talk.
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Quote:
Not being able to go directly where you need to go next. For example: if you want to go from Tres Bien to Criminal Affairs in 3-3, you have to first go to the detention centre, then to Criminal Affairs, instead of going directly there.


Oh, yeah. Why does navigating from one side of the Gatewater Hotel to the other take longer than the supposedly 30-minute trek to KB security?
Anyway, this actually doesn't bother me that much, only in 3-3 when Tres Bien was in the middle of everything and you had to listen to that irritating theme music every single time...

Better connections, basically.
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There is a design reason for all the weirdness in investigations. Simply put, in order to ensure that the player doesn't miss any critical dialogue, the world map itself is built to force you to walk through vital locations many times, to guarantee that you see key events. This explains the convoluted travel. This doesn't entirely excuse it, though.

Similarly, the psyche-locks work best when they act as a way of testing the player's knowledge, so that the game doesn't go on until they've caught up with the story. Likewise, evidence presenting works when a player who's following the plot will naturally try to present something to someone.

Reasonable? When done well, yes. When done badly... what we're talking about is arbitrary event triggers.

It makes no sense that a suspect should pop up in one scene just because you showed an unrelated object to someone else. It makes no sense that picking up a handkerchief should cause the police to finish interrogating Stabby von Stabbington so that you can talk to him. And because there's no logical link between cause and effect, there's no way to deduce what you're supposed to do. If you're lucky, there's no leap of logic involved, and it's a simple matter of showing someone a photo of somebody they should know about. If you're not lucky...

(What made this even worse, I felt, was that people usually responded in such an uninteresting way to profiles. So it was easy to forget that they were important, and painful to slog through the generic responses.)

This isn't a crippling problem; Gabriel Knight 2, an old favorite of mine, practically required the player to examine every object in a museum in order for a chapter to progress. But it's deeply annoying.
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Quote:
There is a design reason for all the weirdness in investigations. Simply put, in order to ensure that the player doesn't miss any critical dialogue, the world map itself is built to force you to walk through vital locations many times, to guarantee that you see key events. This explains the convoluted travel. This doesn't entirely excuse it, though.


I don't mind this, I always assumed the layout was due to the actual placement of the locations.
I mean for somethings it's obvious like Engarde's cupboard is obviously in his house and People Park is obviously near the Kitaki's mansion since you can see it.
I think some places you can't get to without going to the other places, like the Clinic in AJ I think Phoenix's apartment is in the way so stopping there is only natural.
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What I mostly didn't like isn't linked to specific characters, but to characters in general, and the cases.

I dislike how someone who is obviously innocent gets accused because they can't find anyone else to blame. And that you can't point out how obvious it is that they're innocent.
I dislike how finding out the solution only shows that everyone involved was either stupid or crazy. The first game doesn't have that, but from then on it's more and more convoluted, until AJ where you can only explain it by the innocents being sadist to Apollo/Phoenix and masochist as well.

Put bluntly, I'd like less convoluted answer, solution that I can believe did happen, and doesn't require me to assume everyone involved is insane. (Although SOME characters can be insane of course).
And I'd like the person arrested to at least LOOK guilty, and not be just the first person they happened to notice there.
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One thing I hate... Is that they have to make it end! Why do all good games do this?
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Blitu wrote:
One thing I hate... Is that they have to make it end! Why do all good games do this?

This. Which is to say, a lack of replay value. Not much Capcom can do about that, though...

The only ways we can get replay value out of AA games is pondering remaining contradictions and searching for cool/funny dialogue.
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Fetch quests. The later cases weren't really so bad with it, but I remember the second investigation day in 1-3 was absolutely horrible.

Let's see, you had to go all the way to Studio 2, then go back to the main gate to get the key, go back to Studio 2, head all the way back to Will's dressing room to ask Sal about the script, run back to Studio 1 to get it, go back to the dressing room to offer it to Sal (or you could just give it to Dee, but that's still two areas to pass through and the story implies you're supposed to give it to Sal), head back to your office, go back to the dressing room to talk to Cody, back to the gate to get the SS card, go back to the dressing room, then go BACK to the damn trailer to get the other card, go all the way back to the dressing room...

The trial day that followed made up for it somewhat, but still. SO tedious. :yuusaku:
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About characters suddenly appearing after presenting a specific piece of evidence to other or after talking about a particular line...I always thought that it was for the player to not miss critical information for the trial, like it's kinda intuitive, when you see that you've checked all the areas and not in a single one of them there was a new event, you basically know that you've missed something on the other areas, right? That's how I think at least :yuusaku:

Also, I think that there are some times that if it wasn't like this, there would be a time paradox...(can't remember exactly the scene that made me think like that...)

Now, what I don't really like is the bizarre saving system (that makes you go to the title screen), they kinda fixed it on Wiiware, but AAI has it too, which I find strange. Also, while I find it thrilling, having to always find the real murderer in every case is kinda...cheesy, I dunno. Also, the fact that EVERY case is a murder kinda annoys me, the start of 3-2 and 4-2 really made me happy...until they found that someone was murdered...
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Koopser wrote:
Now, what I don't really like is the bizarre saving system (that makes you go to the title screen), they kinda fixed it on Wiiware, but AAI has it too, which I find strange.

That's how the 'quicksave' function works on most DS games. It was added so you could take a break if your battery was dying or something. It wasn't really added so you could save before each testimony, try everything while taking a bunch of penalties, then reload your file once you guess the right answer.
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AAI fixed the worst problems (they don't let you wander around wondering what is it you're supposed to do, the "interact with people" interface makes it impossible to get so carried away with presenting random evidence that you forget to talk to the character, and Edgeworth's internal monologue will remind you whenever you need to present something).

My real beef right now is: ONLY ONE SAVE SLOT SRSLY NO SELF-RESPECTING PC GAME WOULD GET AWAY WITH THIS WHY DO HANDHELDS GET AN EXEMPTION. Though this isn't a problem with emulators so...
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Quote:
AAI fixed the worst problems (they don't let you wander around wondering what is it you're supposed to do, the "interact with people" interface makes it impossible to get so carried away with presenting random evidence that you forget to talk to the character, and Edgeworth's internal monologue will remind you whenever you need to present something).

It definitely fixed my biggest issue with linearity. It told you when ANY part of the investigation was over (or began, for that matter), and with limited moving space, there was only so much you needed to explore. I still loved AA and all of it's amazing people and places tho. :godot:
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