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Thoughts on Psyche-LocksTopic%20Title
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I think the Psyche-Locks and Magatama were the coolest additions to the games ^^

I think the whole concept is cool and scary at the same time. Cause to have your soul crack and shatter if you mess up is scary stuff. But I like how the game stopped Phoenix before he died from too many mistakes :)

And on the first Psyche-Lock of the game I kept getting hurt cause I didn't get the article from Gumshoe yet. So Phoenix was near death by the time I remembered there was a Stop button. :p

And I always tried to press B to go from Profiles to Evidence, which ended up stopping the Psyche-Lock. Very annoying. :(
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I agree that it was an nice addition to the game and made the investigative phase more difficult (and more interesting as well). I thought that adding the psyche-locks really made me think things through more, particularly since presenting incorrect evidence does hurt you unlike in the first game where you could just show everything you had until you happened to present the correct piece of evidence to prompt the necessary response. The psyche-locks made you work for that information.

I sympathize with you on hitting the B button accidently. I've done that more than a few times. :nick:
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Re: Thoughts on Psyche-LocksTopic%20Title

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I actually was qutie dumb and tried to keep pressing usually when the locks first appeared, and anyone whose played the game knows that you generally have to go out there and collect evidence to find the bullet to crack them. Sometimes it was hilarious, such as when
Spoiler: 2-4
all of Oldbag's locks break with one piece of evidence and when Engarde breaks three of his after you finish questioning him
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It definitely made investigations far less linear than they were in game 1. The only thing i never understood was why the locks physically look the way they do. I've never seen real locks like that before..
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I get the chills when they appear...
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I didn't care for them and they're kind've gimmicky. The only chapter that was better due to the psyche-locks was 2-4. The rest of the series would've been better off without them (What was up with 3-5 having tons of 5-lockers, that totally ruined the whole "omg" value it had with Engarde).
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They're totally cool and a good way to bring the courtroom questioning method into the investigation, which I always found less interesting in game 1.
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Ringman wrote:
I didn't care for them and they're kind've gimmicky. The only chapter that was better due to the psyche-locks was 2-4. The rest of the series would've been better off without them (What was up with 3-5 having tons of 5-lockers, that totally ruined the whole "omg" value it had with Engarde).


What was even worse was that you didn't even get to solve half of them.
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Re: Thoughts on Psyche-LocksTopic%20Title
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I like them, The idea of people locking secrets in their hearts is pretty interesting, making it reality with the actual padlocks was a master stroke, I more often then not couldn't break them until I was close to death and realized I had missed the evidence.
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Heehee. In 3-5 when
Spoiler:
Larry
had the five Psyche-Locks, my reaction was pretty much the same as
Spoiler:
Edgeworth's
.

"NOOOOOOOOOOOOOOOO!"

I would've loved to break that one. :(

And sometimes I get this weird fetish of purposely presenting wrong evidence just so they get hurt. I'm a bad girl. :that-b-word:
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Yay Psycho locks!
I think they were a great addition to the game, definitely made the games more interesting.

I love the reactions edgey made every time he had to unlock them.
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PhoenixAshes wrote:
I get the chills when they appear...


Same here, especially when I'm playing at night. The music adds to the mood as well. Right after you present evidence, the music stops when you get it right and keeps on playing when it's wrong, so I'd know right away whether I'm right or wrong. When the latter happens, I prepare to get upset because I knew I'd have to get through all the conversation again :chinami:
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I didn't quite get them at first because I'd want to go through them straight away and get frustrated cos I didn't know if I had all the evidence or not, but it's finally falling into place.

The noise of the chains freaks me out a bit too! Playing it at night gives me the creeps a bit. Never noticed that the music stops if you present the right bit of evidence though. It annoys me when I get it wrong but it's kinda cool to see what they say anyway.
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Before I played I'd heard that the chains go all fuzzy for a second.

For some reason I took this to mean they had magic purple sparks running down them every so often.

I was a little upset that that didn't happen.
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I liked that they added the Psyche Locks as a gameplay element, but I'm not necessarily crazy about the concept. They were so tempermental that you could never really trust that things you learned from them were true. Even from the first time they're introduced in 2-2, there are lies told in that case that don't activate the locks.

And you'd think having a lie detector in his pocket would teach Phoenix to ask more intelligent questions. He could just ask everyone he meets "DID YOU DO IT!?" Which would make the game pretty cheap, but the fact that he never thinks to do it seems just as silly.

Kind of like how he's always getting Maya and Pearl to channel Mia, when they could save everyone some time and just summon the victim. :grossburg:
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Psyche-Locks keep the game going longer, which is a positive aspect. It makes the game more linear, on the flipside.
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I find them to be a nice addition to the gameplay.... And the fact that if you had it in the first game it would have sure made some problems easier. The first time I actually saw one appear, or when I don't suspect it, It usually creep me out (since I've taken the habit of playing the cases at night when I played T&T). And yea, Phoenix could really have asked more useful/direct questions but eh, It wouldn't make the game as entertaining :godot: .
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Re: Thoughts on Psyche-LocksTopic%20Title
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You know what I love about
Spoiler:
Edgeworth's reactions to the Psyche-Locks?


He's so formal, even when his mistakes are literally killing him.

(...Blast it....I made too many errors...)

Speaking of, you think the person you're interrogating notices your declining health when you mess up?

Like, hypothetically...

Spoiler:
"....Edgey? You okay? Cause your mouth started to bleed for no reason."

"...Urgh...I'm fine, Larry. The only thing bleeding here is my pride. (How could I have erred so badly!?)"
Re: Thoughts on Psyche-LocksTopic%20Title
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For some reason, I appreciated the real-ness of the first game as opposed to the fantasmical (is that even a word?) world of the second and third games. Though Phycholocks (because Edgey's pronunciation is so damn awesome) are actually a great addition to the game, that was what made Phoenix Wright lose its appeal to me.

:payne: Of course, that doesn't mean that I don't like the last two. They were awesome! I just liked the first one better because it was real, with the exception of Maya channeling Mia so much.
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Re: Thoughts on Psyche-LocksTopic%20Title
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Part of the appeal of the Psycholocks was the satisfaction of destroying them all and then learning the truth, kinda like cross-examining the real killer and then getting a breakdown sprite. So I was really ticked off when you unlock 2 or 3 and then the rest of them break. It makes you wonder why they just didn't have a 3 lock. The only exception is Oldbag's lock, because it's so funny.
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Hmmmmmm...

:phoenix: :Hey, do any of you love me?

:edgeworth: : *Chains cover the screen*

:maya: : *Chains cover the screen*

:udgy: : *Chains cover the screen*


:phoenix: ...Scary...



I like them generally, I think in court you can explain the Lie detector thing away with having to be close to the person you're talking to for it to work.

As for why they don't channel the Victim...Eh, I think it just creeps the judge out.
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Um.....42!

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I actually love the Psyche-Locks, but I'll admit there are some things about it that aggrivate me a bit. Namely, the fact that if there's more than 2 or 3 locks, the noise can be deafening, especially to people like me who like to play their video games at full volume. :phoenix: Another thing that always confused me was, "Why can't you present the Magatama in court?" I mean, wouldn't that make things easier? And why did Edgeworth say "Psycholocks"? I found it hilarious, but I still don't get why. Althought the background music for that is cool, though. :meekins:
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Re: Thoughts on Psyche-LocksTopic%20Title
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Zeon Twilight wrote:
As for why they don't channel the Victim...Eh, I think it just creeps the judge out.


Not to mention the DL-6 incident. Even though channeling people has been proven to be authentic in JFA and T&T, there was always that one case that made spirit channeling lose its credibility. The authorities said they resorted to it out of desperation because it wasn't considered a completely legitimate way to prove a person's innocence/guilt. After discovering that the spirit medium was "wrong," I doubt they'd want a repeat of that incident. I think Capcom was really smart in setting that up in the backstory so that it explains why you can't just summon the victim.

XDGummyDX wrote:
And why did Edgeworth say "Psycholocks"? I found it hilarious, but I still don't get why.

This is just a guess I made when I came across it, but it MIGHT be a reference to the game Psychonauts, which is a game about kids who have psychic powers, and you play as this boy who dives into people's minds to save their brains from being stolen. Lots of weird psychological stuff in there. It's not a Capcom game though, so it could very well just be a coincidence. A very cool coincidence though. ^^
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I would think it was just Edgy being a smartass, but that's just me, I look forward to playing as him through.
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Um.....42!

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Quote:
This is just a guess I made when I came across it, but it MIGHT be a reference to the game Psychonauts, which is a game about kids who have psychic powers, and you play as this boy who dives into people's minds to save their brains from being stolen. Lots of weird psychological stuff in there. It's not a Capcom game though, so it could very well just be a coincidence. A very cool coincidence though. ^^


Hah, I see. They mentioned in the article you linked that "The term psychonaut literally means a "sailor of the psyche." Hrm....Judging by that, it's not too far of a leap to think that that's where the "Psycholocks" refrence comes from. Curious.... :yuusaku:
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I think he said psycholocks because he heard wrong. Or maybe I'm just ruining the fun. :oops:
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Um.....42!

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Emiga wrote:
I think he said psycholocks because he heard wrong. Or maybe I'm just ruining the fun. :oops:


That's what I thought at first; I mean, Phoenix was probably only half-conscious when he gave the Magatama to him, and plus, edgeworth does seem to have a tednency to make small mistakes. Like "Mrs. Monkey", who was really Mr. Monkey. :redd: But it's fun to think the programmers had another reason for doing what they did.... :yogi:
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Hey, you know what?

Spoiler: 2-2 SPOILERS
You know how Ini/Mimi was studying the occult? And how she was with the Feys for a while?

You think she knows about the Magatama and Psyche-Locks, and how they have the potential to shatter souls?

I mean, Pearl might tell her cause she's a trusting kid, and Morgan might tell her cause she's the accomplice! And even if Mimi doesn't like that stuff doesn't mean she can't benefit from it :)

Plus, it's somewhat supported by the game! If you show her the Magatama before she has her Psyche-Locks she recognizes it. And if you mess up in her second Psyche-Lock she goes "You're sooooo stupid! Okay, bye!" and then you get hurt.

So she's either expecting you to give up, run away, or die. :-p

(I feel this warrants a drawing. But I can't draw. :sadshoe:)
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Um.....42!

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Hmm, it just might warrent a drawing.....But I haven't tried to draw her yet....I'm still trying to perfect Feenie and Edgy right now.....And that's it.
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Whenever anyone says/types about Psyche-Locks, my mind unfortunately skips straight over to the word "bondage." There is no better proof that I have been hanging around the Phoenix Wright kink meme far too much. (And I've never even read any of the fanfic replies to those prompts!)

But as for what I thought of them in the game, they were irritating but somehow fun at the same time.
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I'm generally in favour of the whole psyche-lock concept, but I feel cheated that :matt:'s and :raygun:'s were too easy to break (seeing as :raygun:'s break all at once, and you only have to break 3 of :matt:'s before the other two break).
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Um.....42!

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NinjaMonkey wrote:
I'm generally in favour of the whole psyche-lock concept, but I feel cheated that :matt:'s and :raygun:'s were too easy to break (seeing as :raygun:'s break all at once, and you only have to break 3 of :matt:'s before the other two break).



True, very true. I found it funny when it happened to Oldbag, but then it just got annoying. I mean, it defeats the purpose of showing the number of locks, plus some locks are harder to open than others, so, shouldn't those locks be bigger or something to show that? Or maybe I'm overthinking things a bit...:nick-sweat:
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Well, not every correct piece of evidence you present during a psyche-lock breaks a lock, so maybe multiple lock breaks make up for that?
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Maybe, but I still think multiple lcok breaks became stale after the second time. I mnea, why show you 5 locks when you only have to break 2? I mean, the number of locks is supposed to represnt how badly a person wants to hide their secret, so then why would their secret be broken with two locks if there's five?......Wait! Unless you presented descisive proof of the secret, then multiple, simoltanious(sp?) lock-breaking might make sense, because then hiding the secret would be pointless....Wait, I just countered my own arguement, didn't I? :payne:
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Zeon Twilight wrote:
:phoenix: :Hey, do any of you love me?

:maya: : *Chains cover the screen*

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DominicanZero wrote:
Zeon Twilight wrote:
:phoenix: :Hey, do any of you love me?

:maya: : *Chains cover the screen*

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Heh heh, yeah, I posted that before I presented the idea in the Phoenix Maya Fanclub, but now you have to do one for the judge and Phoenix *Shot*
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I found Psyche-Locks very interesting, but they were a bit lacking. It comes when a person lies, but when you already know what happened, you will notice that he was lying and no Psyche-Lock. Nothing big though, if you don't know what happened, they will work perfectly. Or maybe I don't know wht I'm saying. :yogi:
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I always wondered why they never showed up in court. Ah well.

I played the game pretty much with exclusively the stylus XD so I never really had the b button problem. ^^;
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lalalei2001 wrote:

I think the whole concept is cool and scary at the same time. Cause to have your soul ALMOST BUT NEVER QUITE crack and shatter if you mess up is scary stuff. :(

Yeah. Fixed.
It's not that scary.
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