0:00:03.299,0:00:09.580 order order everyone new frame plus is 0:00:07.029,0:00:11.650 in session by order of the patrons we 0:00:09.580,0:00:14.350 are here to examine the animation in the 0:00:11.650,0:00:17.019 Ace Attorney series so before we begin 0:00:14.350,0:00:19.720 thank you to Marina de Mar is Scout 0:00:17.019,0:00:22.630 hunter 546 and Archie Andrew ski for 0:00:19.720,0:00:24.640 suggesting this very good topic now I 0:00:22.630,0:00:26.619 realized that this might at first seem a 0:00:24.640,0:00:28.570 strange series to make an animation 0:00:26.619,0:00:30.460 analysis video about because the 0:00:28.570,0:00:33.070 animation in the Ace Attorney games is 0:00:30.460,0:00:36.340 incredibly minimal you could even argue 0:00:33.070,0:00:38.710 that it is unnecessary just a flourish a 0:00:36.340,0:00:41.320 light sprinkling of movement over top of 0:00:38.710,0:00:43.450 an otherwise static visual novel but 0:00:41.320,0:00:45.399 however non-essential the animation 0:00:43.450,0:00:47.380 might seem it is still an important 0:00:45.399,0:00:49.809 additive element and it's a big reason 0:00:47.380,0:00:53.110 why Phoenix Wright games have proven so 0:00:49.809,0:00:55.329 memorable game animation is always a 0:00:53.110,0:00:57.309 challenge of delivering the most bang 0:00:55.329,0:00:59.500 for your buck and ace attorneys 0:00:57.309,0:01:01.660 developers have historically had very 0:00:59.500,0:01:03.640 little buck to work with this is a 0:01:01.660,0:01:06.010 series whose visual identity has been 0:01:03.640,0:01:07.840 shaped by its limitations the first game 0:01:06.010,0:01:10.869 was developed by a team of seven people 0:01:07.840,0:01:12.820 over the course of just ten months the 0:01:10.869,0:01:15.040 original Phoenix Wright trilogy was 0:01:12.820,0:01:17.290 first made for the Game Boy Advance of 0:01:15.040,0:01:20.020 all things and yet despite all that 0:01:17.290,0:01:22.689 these games are loaded with expressive 0:01:20.020,0:01:25.150 characters and silly charm so how do 0:01:22.689,0:01:28.479 these games manage to do so much using 0:01:25.150,0:01:30.430 so very little to start it helps that 0:01:28.479,0:01:33.130 shoot akka me and his team chose the 0:01:30.430,0:01:35.619 perfect presentational format the visual 0:01:33.130,0:01:37.930 novel is an ideal genre for delivering 0:01:35.619,0:01:39.970 an interactive story on the cheap I mean 0:01:37.930,0:01:42.159 all you really need is backgrounds some 0:01:39.970,0:01:44.409 static 2d character art and a text box 0:01:42.159,0:01:46.840 and you can't get much more efficient 0:01:44.409,0:01:48.640 than that and if all these games had was 0:01:46.840,0:01:50.439 a handful of static poses and 0:01:48.640,0:01:52.270 backgrounds in a text box they still 0:01:50.439,0:01:54.640 would have worked I mean lots of 0:01:52.270,0:01:57.070 successful visual novels have been just 0:01:54.640,0:01:59.860 that but Ace Attorney does not stop 0:01:57.070,0:02:01.600 there the first thing that really sets a 0:01:59.860,0:02:03.450 Saturnia games apart from the pack is 0:02:01.600,0:02:05.829 the quality of their pose design 0:02:03.450,0:02:07.750 characters in these games only have a 0:02:05.829,0:02:09.399 handful of poses each and you're going 0:02:07.750,0:02:12.069 to be staring at those poses for hours 0:02:09.399,0:02:12.870 so they have to be good and they have to 0:02:12.069,0:02:15.209 somehow 0:02:12.870,0:02:15.930 vade the totality of each character's 0:02:15.209,0:02:18.450 personality 0:02:15.930,0:02:21.299 Capcom's artists have to essentially 0:02:18.450,0:02:23.159 take each character and condense all of 0:02:21.299,0:02:25.709 their body language and all of their 0:02:23.159,0:02:29.010 full emotional range down into just a 0:02:25.709,0:02:31.950 few snapshots and these games are so 0:02:29.010,0:02:34.590 good at it all these characters are so 0:02:31.950,0:02:36.659 expressive so many visual novel 0:02:34.590,0:02:38.640 characters will spend their entire game 0:02:36.659,0:02:41.250 standing in these relatively neutral 0:02:38.640,0:02:43.110 poses letting the text and their facial 0:02:41.250,0:02:45.390 expressions do all of the work but not 0:02:43.110,0:02:47.700 these folks just look at the range on 0:02:45.390,0:02:52.500 edge words courtroom posing you got 0:02:47.700,0:02:54.450 neutral smug Stern assertive very 0:02:52.500,0:02:56.910 assertive taken aback 0:02:54.450,0:02:59.239 exasperated that's not a whole lot of 0:02:56.910,0:03:01.890 poses and yet he is larger-than-life 0:02:59.239,0:03:04.739 every one of these characters makes an 0:03:01.890,0:03:06.480 immediate strong impression like you 0:03:04.739,0:03:09.269 don't need to read a single line of 0:03:06.480,0:03:13.859 dialogue from red white to know that you 0:03:09.269,0:03:15.959 hate him here I'll show you see just one 0:03:13.859,0:03:17.489 glance at that pose and that smug 0:03:15.959,0:03:20.430 expression and do you have all the 0:03:17.489,0:03:23.130 information you need heck this game has 0:03:20.430,0:03:24.930 some of the most iconic poses in all of 0:03:23.130,0:03:27.450 gaming you don't have to have played a 0:03:24.930,0:03:30.989 single Ace Attorney game to recognize 0:03:27.450,0:03:32.549 this this brings us to another important 0:03:30.989,0:03:34.379 element that sets these games apart 0:03:32.549,0:03:36.750 their approach to limited animation 0:03:34.379,0:03:39.629 because as you can see these are not 0:03:36.750,0:03:41.489 just static poses compared to a lot of 0:03:39.629,0:03:43.470 their visual novel contemporaries Ace 0:03:41.489,0:03:45.660 Attorney characters actually animate 0:03:43.470,0:03:47.639 quite a bit you see one of the common 0:03:45.660,0:03:49.410 challenges for this genre is that you 0:03:47.639,0:03:51.930 want your visual novel to be visually 0:03:49.410,0:03:53.430 engaging right because static images can 0:03:51.930,0:03:55.739 get pretty boring to look at after a 0:03:53.430,0:03:57.569 while but you got no money so you've 0:03:55.739,0:03:59.519 either got to accept that your games 0:03:57.569,0:04:01.799 just gonna look pretty static and that's 0:03:59.519,0:04:03.959 gonna have to be fine or you've got to 0:04:01.799,0:04:05.970 figure out how to liven things up in a 0:04:03.959,0:04:07.530 way that costs very little and it's 0:04:05.970,0:04:09.989 pretty fun looking around to see how 0:04:07.530,0:04:12.030 many varied solutions different visual 0:04:09.989,0:04:13.680 novels and adventure games have used to 0:04:12.030,0:04:15.840 address that problem because there are a 0:04:13.680,0:04:18.510 lot of really creative approaches out 0:04:15.840,0:04:20.820 there now in the case of Phoenix Wright 0:04:18.510,0:04:22.860 fully animating these characters on such 0:04:20.820,0:04:24.780 a tight budget and schedule obviously 0:04:22.860,0:04:27.350 out of the question so what the artists 0:04:24.780,0:04:30.110 did instead was work within their key 0:04:27.350,0:04:32.120 poses adding just enough movement to 0:04:30.110,0:04:33.920 keep the characters feeling alive I've 0:04:32.120,0:04:36.200 talked before about the concept of 0:04:33.920,0:04:38.210 limited animation which you often see 0:04:36.200,0:04:40.280 deployed in animation for TV which has 0:04:38.210,0:04:43.400 to work on a tighter budget well this is 0:04:40.280,0:04:45.380 basically that but stripped down even 0:04:43.400,0:04:48.050 further down to the barest minimum 0:04:45.380,0:04:50.780 possible so the characters will hit 0:04:48.050,0:04:53.330 these striking poses but then as they 0:04:50.780,0:04:55.610 hold each pose they will continue to 0:04:53.330,0:04:57.950 blink when they speak as their text 0:04:55.610,0:04:59.720 dialogue appears below their mouths will 0:04:57.950,0:05:02.480 cycle through a handful of talking 0:04:59.720,0:05:04.910 shapes and for certain poses characters 0:05:02.480,0:05:07.190 will even have extremely limited unique 0:05:04.910,0:05:08.960 animation just one or two additional 0:05:07.190,0:05:11.150 drawings wherever it'll have the most 0:05:08.960,0:05:13.640 impact maybe even on just one part of 0:05:11.150,0:05:16.400 the body like nervous characters will 0:05:13.640,0:05:18.650 visibly sweat detective gumshoe will do 0:05:16.400,0:05:20.600 this heavy breathing which just adds to 0:05:18.650,0:05:23.450 his sense of eager intensity 0:05:20.600,0:05:25.940 dee Vasquez will smoke her pipe Cody 0:05:23.450,0:05:28.250 Hawkins will try and fail to draw his 0:05:25.940,0:05:31.010 toy sword Luke at me will clean his 0:05:28.250,0:05:33.230 magnifying glass thing Franziska von 0:05:31.010,0:05:35.090 Karma will tensely grip the fabric of 0:05:33.230,0:05:37.400 her sleeve just like her dad does by the 0:05:35.090,0:05:39.710 way and they'll add these anticipation 0:05:37.400,0:05:42.230 frames to the poses that really need to 0:05:39.710,0:05:44.510 pop with some more energy like Phoenix's 0:05:42.230,0:05:46.550 accusatory point or the moments where 0:05:44.510,0:05:49.340 Phoenix or Edgeworth slammed their hands 0:05:46.550,0:05:51.260 down on the stand that tiny bit of extra 0:05:49.340,0:05:53.360 animation attention goes wherever it 0:05:51.260,0:05:56.420 will achieve maximum personality or 0:05:53.360,0:05:58.400 appeal or comedy like the first time 0:05:56.420,0:06:01.370 you're up against Godot and you see him 0:05:58.400,0:06:03.380 lean forward hand outstretched and a 0:06:01.370,0:06:05.960 coffee mug suddenly slides into his palm 0:06:03.380,0:06:07.880 out of nowhere if that gag is not worth 0:06:05.960,0:06:12.320 a few more frames of animation than what 0:06:07.880,0:06:14.420 is but the real value of this strong 0:06:12.320,0:06:16.490 pose design and hyper limited animation 0:06:14.420,0:06:18.860 is in the ways that they can both be 0:06:16.490,0:06:21.260 used to show a progression of emotions 0:06:18.860,0:06:23.690 over the course of a story this is a 0:06:21.260,0:06:26.210 game of comically exaggerated courtroom 0:06:23.690,0:06:28.700 drama and the posing on this cast of 0:06:26.210,0:06:30.920 absurd caricatures needs to reflect the 0:06:28.700,0:06:33.110 drama of the moment and not just for 0:06:30.920,0:06:35.960 narrative purposes but also for player 0:06:33.110,0:06:37.970 feedback in the context of a virtual 0:06:35.960,0:06:40.010 courtroom visible shifts in a 0:06:37.970,0:06:40.910 character's emotional state are some of 0:06:40.010,0:06:42.950 the clearest 0:06:40.910,0:06:45.230 back the player can get in response to 0:06:42.950,0:06:47.810 their choices like if that last question 0:06:45.230,0:06:50.060 got a big emotional reaction then you 0:06:47.810,0:06:51.980 might be on to something or if the 0:06:50.060,0:06:54.200 prosecution starts looking smug all of a 0:06:51.980,0:06:56.480 sudden now that's probably a bad sign to 0:06:54.200,0:06:59.450 show you what I mean let's look at just 0:06:56.480,0:07:01.790 one characters entire animation set over 0:06:59.450,0:07:04.370 the course of one story and to show just 0:07:01.790,0:07:06.290 how good a Saturnia spin at this from 0:07:04.370,0:07:07.910 the start let's do it with a character 0:07:06.290,0:07:10.970 from the very first episode in the 0:07:07.910,0:07:13.490 series Frank saw it now this particular 0:07:10.970,0:07:16.220 episode opens with a cutscene showing us 0:07:13.490,0:07:18.170 that Frank is in fact the real killer so 0:07:16.220,0:07:20.870 there is no ambiguity going into this 0:07:18.170,0:07:23.900 case we know for a fact that the accused 0:07:20.870,0:07:26.150 our client is innocent and that Frank is 0:07:23.900,0:07:28.370 not to be trusted so when the trial 0:07:26.150,0:07:30.920 starts and it's finally Frank's turn to 0:07:28.370,0:07:34.880 take the stand this is the first pose we 0:07:30.920,0:07:37.040 see look at this suck-up clearly he is 0:07:34.880,0:07:38.630 hoping to come in here sweet-talk his 0:07:37.040,0:07:41.060 way through his testimony and get out 0:07:38.630,0:07:43.760 without a scratch now obviously this is 0:07:41.060,0:07:45.380 not subtle characterization but it's not 0:07:43.760,0:07:47.870 supposed to be this is a game of 0:07:45.380,0:07:50.510 larger-than-life caricatures subtlety 0:07:47.870,0:07:52.310 has no place here and he's already got 0:07:50.510,0:07:54.710 some limited animation happening in this 0:07:52.310,0:07:57.140 first pose just a set of three drawings 0:07:54.710,0:07:59.540 on only his body to allow him to do that 0:07:57.140,0:08:01.610 little sycophantic wiggle and this is a 0:07:59.540,0:08:03.919 particularly great touch because that 0:08:01.610,0:08:06.320 back-and-forth movement not only adds to 0:08:03.919,0:08:08.330 the cloyingly over friendly nature of 0:08:06.320,0:08:11.180 the pose but it also gives Frank a sort 0:08:08.330,0:08:13.130 of nervous energy and of course we know 0:08:11.180,0:08:15.230 why he might be feeling nervous it's 0:08:13.130,0:08:18.200 just two extra drawings but they have a 0:08:15.230,0:08:20.030 big payoff so then the prosecutor asks 0:08:18.200,0:08:21.800 his first question and it's a pretty 0:08:20.030,0:08:24.080 simple little soft ball of a question 0:08:21.800,0:08:26.330 but Frank's response is accompanied by a 0:08:24.080,0:08:28.340 flash and a screen shake the Ace 0:08:26.330,0:08:30.830 Attorney games use these full screen 0:08:28.340,0:08:33.050 effects a lot for emphasis in this 0:08:30.830,0:08:35.479 instance it makes Frank's response feel 0:08:33.050,0:08:38.240 kind of overeager like maybe he replied 0:08:35.479,0:08:39.740 a little too suddenly or too loudly this 0:08:38.240,0:08:41.479 is also where we see the additional 0:08:39.740,0:08:43.370 drawings for Frank's talking mouth in 0:08:41.479,0:08:45.440 this pose just his default mouth shape 0:08:43.370,0:08:48.080 and three additional mouth poses playing 0:08:45.440,0:08:49.670 on a loop now as Frank starts giving his 0:08:48.080,0:08:51.800 testimony you might notice a subtle 0:08:49.670,0:08:53.080 difference in his animation during the 0:08:51.800,0:08:55.540 moments when he's speaking 0:08:53.080,0:08:58.120 he is still holding that same pose as 0:08:55.540,0:09:00.580 before but as the text appears on screen 0:08:58.120,0:09:03.130 and his mouth flaps the speed of his 0:09:00.580,0:09:05.260 wiggling increases slightly when he's 0:09:03.130,0:09:07.300 beautifully just standing there idle his 0:09:05.260,0:09:09.279 little wiggle animates on twenty frame 0:09:07.300,0:09:11.050 intervals but when he's talking that 0:09:09.279,0:09:13.510 animation speeds up so that the drawing 0:09:11.050,0:09:15.310 cycle every 15 frames or so which makes 0:09:13.510,0:09:17.980 him feel a little more active on screen 0:09:15.310,0:09:19.570 and I love this little efficiency the 0:09:17.980,0:09:21.730 artists are altering the character's 0:09:19.570,0:09:23.800 performance just through timing alone 0:09:21.730,0:09:25.300 here without having to add any new art 0:09:23.800,0:09:27.519 and we're gonna see them play with that 0:09:25.300,0:09:29.920 timing a lot more in a second so Frank 0:09:27.519,0:09:32.019 gives his testimony and wait a minute we 0:09:29.920,0:09:32.649 find an inconsistency when we call him 0:09:32.019,0:09:34.720 on it 0:09:32.649,0:09:36.850 that's when we see Frank's second pose 0:09:34.720,0:09:38.920 and it's very similar to the first one 0:09:36.850,0:09:41.140 in fact I think the body animation might 0:09:38.920,0:09:43.480 be identical which again hey efficient 0:09:41.140,0:09:45.490 but now his head is tilted downward 0:09:43.480,0:09:46.839 slightly his brows are furrowed he's 0:09:45.490,0:09:48.730 looking a little more worried he's 0:09:46.839,0:09:51.550 starting to sweat and that body 0:09:48.730,0:09:53.019 animation cycle is going even faster now 0:09:51.550,0:09:55.149 the drawings are switching on eighth 0:09:53.019,0:09:57.310 frame intervals plus we're starting to 0:09:55.149,0:09:59.410 see more screen shake on his responses 0:09:57.310,0:10:01.000 he is getting more and more nervous and 0:09:59.410,0:10:03.130 that act he's been putting on is 0:10:01.000,0:10:05.440 starting to feel less charming and more 0:10:03.130,0:10:07.390 desperate and does that not feel 0:10:05.440,0:10:09.220 satisfying of course he does come up 0:10:07.390,0:10:10.930 with a lie to dig himself out of that 0:10:09.220,0:10:13.510 hole and he reverts to that original 0:10:10.930,0:10:16.060 smarmy grin but then he gives revised 0:10:13.510,0:10:18.700 testimony and aha another contradiction 0:10:16.060,0:10:20.260 and with another flash and screen shake 0:10:18.700,0:10:22.720 Frank is cornered again 0:10:20.260,0:10:24.550 Phoenix calls him out on this latest lie 0:10:22.720,0:10:26.890 and that's when we see a brief glimpse 0:10:24.550,0:10:29.170 of pose number three an expression of 0:10:26.890,0:10:31.510 furious shock kind of like when a cat 0:10:29.170,0:10:33.579 digs their claws into your leg it's only 0:10:31.510,0:10:35.589 onscreen for a second but it's a telling 0:10:33.579,0:10:37.630 sign we are beginning to break through 0:10:35.589,0:10:39.820 the act and there's a little animation 0:10:37.630,0:10:42.100 to this pose too so long as you don't 0:10:39.820,0:10:43.690 blink you might see his toupee flap off 0:10:42.100,0:10:45.130 of his forehead just a little it's a 0:10:43.690,0:10:47.560 little bit of foreshadowing for you 0:10:45.130,0:10:49.870 so Frank digs himself out of this lie 0:10:47.560,0:10:52.029 also but this time he doesn't go back to 0:10:49.870,0:10:54.130 the smarmy pose he sweats through his 0:10:52.029,0:10:55.890 entire third attempt at testimony and 0:10:54.130,0:10:58.420 when we call him on yet another 0:10:55.890,0:11:01.990 inconsistency this time we get pose 0:10:58.420,0:11:04.390 number 4 anger he's shaking his fist the 0:11:01.990,0:11:06.640 screen is shaking a lot on his dialog 0:11:04.390,0:11:08.470 now his eyes are blinking just 0:11:06.640,0:11:11.050 lightly out of sync which mmm that's 0:11:08.470,0:11:13.390 good we are seeing a new side of Frank 0:11:11.050,0:11:15.880 come out the true Frank who can't keep 0:11:13.390,0:11:18.070 his anger in check we've almost got him 0:11:15.880,0:11:20.560 you see what I mean about this animation 0:11:18.070,0:11:22.930 acting as player feedback Frank's 0:11:20.560,0:11:24.400 emotional state and also the emotional 0:11:22.930,0:11:26.440 state of the prosecutor which is very 0:11:24.400,0:11:28.930 fun to watch functions as evidence of 0:11:26.440,0:11:31.060 your progress in this case and these 0:11:28.930,0:11:33.550 emotional outbursts also weirdly 0:11:31.060,0:11:35.860 function as a kind of celebration but as 0:11:33.550,0:11:38.050 you wear the witness down with more and 0:11:35.860,0:11:40.390 more of your very good lawyering they're 0:11:38.050,0:11:42.910 escalating nervousness and anger is your 0:11:40.390,0:11:44.590 reward and if you can manage to keep 0:11:42.910,0:11:49.290 pressing them and break through their 0:11:44.590,0:11:49.290 last few desperate lies then 0:11:50.230,0:11:55.610 the game will celebrate your victory 0:11:52.940,0:11:58.580 with a relatively elaborate meltdown 0:11:55.610,0:12:00.320 this is almost always the most animation 0:11:58.580,0:12:02.570 you're going to see on these antagonist 0:12:00.320,0:12:04.850 characters Frank's little toupee throw 0:12:02.570,0:12:07.130 here requires a whopping seven new 0:12:04.850,0:12:09.440 drawings or I guess closer to twelve if 0:12:07.130,0:12:11.960 you include the hair and also Phoenix's 0:12:09.440,0:12:14.000 expression it is no wonder players love 0:12:11.960,0:12:16.279 these meltdowns so much because they are 0:12:14.000,0:12:18.560 immensely satisfying moments that you 0:12:16.279,0:12:21.020 worked so hard to earn and the actual 0:12:18.560,0:12:23.600 animation of these moments isn't even 0:12:21.020,0:12:24.950 that impressive by most standards this 0:12:23.600,0:12:27.200 would probably be considered kind of 0:12:24.950,0:12:29.630 poor but the over-the-top comedy of the 0:12:27.200,0:12:32.330 outburst still makes for an incredibly 0:12:29.630,0:12:34.460 satisfying surprise but Frank's not done 0:12:32.330,0:12:37.220 yet now that he's had his outburst we've 0:12:34.460,0:12:39.500 got a sixth pose of pure rage and it has 0:12:37.220,0:12:41.720 a lot of movement on it the Frank that 0:12:39.500,0:12:44.450 started this trial is nowhere to be seen 0:12:41.720,0:12:47.060 and when you deliver the final final 0:12:44.450,0:12:49.240 blow the game has one more reward for 0:12:47.060,0:12:49.240 you 0:12:52.310,0:13:02.089 a court case won by knockout that's some 0:12:59.810,0:13:04.790 good lawyering we just did and that's it 0:13:02.089,0:13:06.800 that's all of Frank's animation just 0:13:04.790,0:13:08.749 seven or eight poses with some extremely 0:13:06.800,0:13:11.420 limited movement thrown in for emphasis 0:13:08.749,0:13:13.670 compared to most other hit games that's 0:13:11.420,0:13:16.399 barely anything and yet it achieves 0:13:13.670,0:13:18.499 everything it needs to in fact this 0:13:16.399,0:13:20.959 style of limited but exaggerated 0:13:18.499,0:13:23.449 animation is so effective that modern 0:13:20.959,0:13:26.089 Ace Attorney titles are still using it 0:13:23.449,0:13:27.980 the characters may all be 3d models now 0:13:26.089,0:13:29.569 and the snippets of animation may have a 0:13:27.980,0:13:32.269 bit more detail than they used to but 0:13:29.569,0:13:34.809 everything is still built on simple held 0:13:32.269,0:13:37.790 poses accented with extremely limited 0:13:34.809,0:13:39.410 specific motion and I'm actually shocked 0:13:37.790,0:13:41.240 at how well this works in 3d 0:13:39.410,0:13:42.980 granted the models aren't able to hit 0:13:41.240,0:13:44.689 those old poses with quite the level of 0:13:42.980,0:13:47.540 appeal as the original pixel art and 0:13:44.689,0:13:49.420 drawings had but they do get like 95% of 0:13:47.540,0:13:51.860 the way there and the constant use of 0:13:49.420,0:13:53.600 unusually static poses makes the 0:13:51.860,0:13:57.050 flourishes of animation even more 0:13:53.600,0:13:59.139 appealing by contrast the animation in 0:13:57.050,0:14:01.970 ASA tourney games is simple and 0:13:59.139,0:14:03.949 impressive all at once aesthetically it 0:14:01.970,0:14:06.439 has to strike this extremely delicate 0:14:03.949,0:14:08.360 balance of adding just enough movement 0:14:06.439,0:14:10.370 to keep things feeling alive and 0:14:08.360,0:14:12.740 expressive without that simplistic 0:14:10.370,0:14:15.769 movement just feeling like bad animation 0:14:12.740,0:14:18.319 to be cheap without feeling cheap 0:14:15.769,0:14:20.600 basically the line between limited 0:14:18.319,0:14:23.329 animation and bad animation can be 0:14:20.600,0:14:25.699 extremely thin and Phoenix Wright does 0:14:23.329,0:14:27.740 drift over that line with some frequency 0:14:25.699,0:14:29.779 if I'm honest but when you're posing is 0:14:27.740,0:14:31.819 this strong and when your characters are 0:14:29.779,0:14:34.519 this expressive and their reactions are 0:14:31.819,0:14:37.220 this satisfying I'm not sure any amount 0:14:34.519,0:14:39.319 of clunky animation can ruin that like I 0:14:37.220,0:14:41.269 said at the end of the day the eternal 0:14:39.319,0:14:43.250 challenge of game animation is in 0:14:41.269,0:14:45.709 delivering the most bang for your buck 0:14:43.250,0:14:49.179 and very few teams succeed in achieving 0:14:45.709,0:14:51.679 this much while working with so little 0:14:49.179,0:14:53.329 thanks once again to my patrons for 0:14:51.679,0:14:55.490 choosing this topic this was not a 0:14:53.329,0:14:56.660 franchise I was planning to dig into but 0:14:55.490,0:14:58.670 I'm very happy you gave me the 0:14:56.660,0:15:00.290 opportunity to do so if you would like 0:14:58.670,0:15:01.939 to suggest a topic for a future new 0:15:00.290,0:15:03.500 frame plus episode then consider 0:15:01.939,0:15:05.779 supporting the show like all of these 0:15:03.500,0:15:06.499 beacons of justice over here thank you 0:15:05.779,0:15:08.870 for watching 0:15:06.499,0:15:23.289 I'll see you next time 0:15:08.870,0:15:23.289 [Music]