1 00:00:03,299 --> 00:00:09,580 order order everyone new frame plus is 2 00:00:07,029 --> 00:00:11,650 in session by order of the patrons we 3 00:00:09,580 --> 00:00:14,350 are here to examine the animation in the 4 00:00:11,650 --> 00:00:17,019 Ace Attorney series so before we begin 5 00:00:14,350 --> 00:00:19,720 thank you to Marina de Mar is Scout 6 00:00:17,019 --> 00:00:22,630 hunter 546 and Archie Andrew ski for 7 00:00:19,720 --> 00:00:24,640 suggesting this very good topic now I 8 00:00:22,630 --> 00:00:26,619 realized that this might at first seem a 9 00:00:24,640 --> 00:00:28,570 strange series to make an animation 10 00:00:26,619 --> 00:00:30,460 analysis video about because the 11 00:00:28,570 --> 00:00:33,070 animation in the Ace Attorney games is 12 00:00:30,460 --> 00:00:36,340 incredibly minimal you could even argue 13 00:00:33,070 --> 00:00:38,710 that it is unnecessary just a flourish a 14 00:00:36,340 --> 00:00:41,320 light sprinkling of movement over top of 15 00:00:38,710 --> 00:00:43,450 an otherwise static visual novel but 16 00:00:41,320 --> 00:00:45,399 however non-essential the animation 17 00:00:43,450 --> 00:00:47,380 might seem it is still an important 18 00:00:45,399 --> 00:00:49,809 additive element and it's a big reason 19 00:00:47,380 --> 00:00:53,110 why Phoenix Wright games have proven so 20 00:00:49,809 --> 00:00:55,329 memorable game animation is always a 21 00:00:53,110 --> 00:00:57,309 challenge of delivering the most bang 22 00:00:55,329 --> 00:00:59,500 for your buck and ace attorneys 23 00:00:57,309 --> 00:01:01,660 developers have historically had very 24 00:00:59,500 --> 00:01:03,640 little buck to work with this is a 25 00:01:01,660 --> 00:01:06,010 series whose visual identity has been 26 00:01:03,640 --> 00:01:07,840 shaped by its limitations the first game 27 00:01:06,010 --> 00:01:10,869 was developed by a team of seven people 28 00:01:07,840 --> 00:01:12,820 over the course of just ten months the 29 00:01:10,869 --> 00:01:15,040 original Phoenix Wright trilogy was 30 00:01:12,820 --> 00:01:17,290 first made for the Game Boy Advance of 31 00:01:15,040 --> 00:01:20,020 all things and yet despite all that 32 00:01:17,290 --> 00:01:22,689 these games are loaded with expressive 33 00:01:20,020 --> 00:01:25,150 characters and silly charm so how do 34 00:01:22,689 --> 00:01:28,479 these games manage to do so much using 35 00:01:25,150 --> 00:01:30,430 so very little to start it helps that 36 00:01:28,479 --> 00:01:33,130 shoot akka me and his team chose the 37 00:01:30,430 --> 00:01:35,619 perfect presentational format the visual 38 00:01:33,130 --> 00:01:37,930 novel is an ideal genre for delivering 39 00:01:35,619 --> 00:01:39,970 an interactive story on the cheap I mean 40 00:01:37,930 --> 00:01:42,159 all you really need is backgrounds some 41 00:01:39,970 --> 00:01:44,409 static 2d character art and a text box 42 00:01:42,159 --> 00:01:46,840 and you can't get much more efficient 43 00:01:44,409 --> 00:01:48,640 than that and if all these games had was 44 00:01:46,840 --> 00:01:50,439 a handful of static poses and 45 00:01:48,640 --> 00:01:52,270 backgrounds in a text box they still 46 00:01:50,439 --> 00:01:54,640 would have worked I mean lots of 47 00:01:52,270 --> 00:01:57,070 successful visual novels have been just 48 00:01:54,640 --> 00:01:59,860 that but Ace Attorney does not stop 49 00:01:57,070 --> 00:02:01,600 there the first thing that really sets a 50 00:01:59,860 --> 00:02:03,450 Saturnia games apart from the pack is 51 00:02:01,600 --> 00:02:05,829 the quality of their pose design 52 00:02:03,450 --> 00:02:07,750 characters in these games only have a 53 00:02:05,829 --> 00:02:09,399 handful of poses each and you're going 54 00:02:07,750 --> 00:02:12,069 to be staring at those poses for hours 55 00:02:09,399 --> 00:02:12,870 so they have to be good and they have to 56 00:02:12,069 --> 00:02:15,209 somehow 57 00:02:12,870 --> 00:02:15,930 vade the totality of each character's 58 00:02:15,209 --> 00:02:18,450 personality 59 00:02:15,930 --> 00:02:21,299 Capcom's artists have to essentially 60 00:02:18,450 --> 00:02:23,159 take each character and condense all of 61 00:02:21,299 --> 00:02:25,709 their body language and all of their 62 00:02:23,159 --> 00:02:29,010 full emotional range down into just a 63 00:02:25,709 --> 00:02:31,950 few snapshots and these games are so 64 00:02:29,010 --> 00:02:34,590 good at it all these characters are so 65 00:02:31,950 --> 00:02:36,659 expressive so many visual novel 66 00:02:34,590 --> 00:02:38,640 characters will spend their entire game 67 00:02:36,659 --> 00:02:41,250 standing in these relatively neutral 68 00:02:38,640 --> 00:02:43,110 poses letting the text and their facial 69 00:02:41,250 --> 00:02:45,390 expressions do all of the work but not 70 00:02:43,110 --> 00:02:47,700 these folks just look at the range on 71 00:02:45,390 --> 00:02:52,500 edge words courtroom posing you got 72 00:02:47,700 --> 00:02:54,450 neutral smug Stern assertive very 73 00:02:52,500 --> 00:02:56,910 assertive taken aback 74 00:02:54,450 --> 00:02:59,239 exasperated that's not a whole lot of 75 00:02:56,910 --> 00:03:01,890 poses and yet he is larger-than-life 76 00:02:59,239 --> 00:03:04,739 every one of these characters makes an 77 00:03:01,890 --> 00:03:06,480 immediate strong impression like you 78 00:03:04,739 --> 00:03:09,269 don't need to read a single line of 79 00:03:06,480 --> 00:03:13,859 dialogue from red white to know that you 80 00:03:09,269 --> 00:03:15,959 hate him here I'll show you see just one 81 00:03:13,859 --> 00:03:17,489 glance at that pose and that smug 82 00:03:15,959 --> 00:03:20,430 expression and do you have all the 83 00:03:17,489 --> 00:03:23,130 information you need heck this game has 84 00:03:20,430 --> 00:03:24,930 some of the most iconic poses in all of 85 00:03:23,130 --> 00:03:27,450 gaming you don't have to have played a 86 00:03:24,930 --> 00:03:30,989 single Ace Attorney game to recognize 87 00:03:27,450 --> 00:03:32,549 this this brings us to another important 88 00:03:30,989 --> 00:03:34,379 element that sets these games apart 89 00:03:32,549 --> 00:03:36,750 their approach to limited animation 90 00:03:34,379 --> 00:03:39,629 because as you can see these are not 91 00:03:36,750 --> 00:03:41,489 just static poses compared to a lot of 92 00:03:39,629 --> 00:03:43,470 their visual novel contemporaries Ace 93 00:03:41,489 --> 00:03:45,660 Attorney characters actually animate 94 00:03:43,470 --> 00:03:47,639 quite a bit you see one of the common 95 00:03:45,660 --> 00:03:49,410 challenges for this genre is that you 96 00:03:47,639 --> 00:03:51,930 want your visual novel to be visually 97 00:03:49,410 --> 00:03:53,430 engaging right because static images can 98 00:03:51,930 --> 00:03:55,739 get pretty boring to look at after a 99 00:03:53,430 --> 00:03:57,569 while but you got no money so you've 100 00:03:55,739 --> 00:03:59,519 either got to accept that your games 101 00:03:57,569 --> 00:04:01,799 just gonna look pretty static and that's 102 00:03:59,519 --> 00:04:03,959 gonna have to be fine or you've got to 103 00:04:01,799 --> 00:04:05,970 figure out how to liven things up in a 104 00:04:03,959 --> 00:04:07,530 way that costs very little and it's 105 00:04:05,970 --> 00:04:09,989 pretty fun looking around to see how 106 00:04:07,530 --> 00:04:12,030 many varied solutions different visual 107 00:04:09,989 --> 00:04:13,680 novels and adventure games have used to 108 00:04:12,030 --> 00:04:15,840 address that problem because there are a 109 00:04:13,680 --> 00:04:18,510 lot of really creative approaches out 110 00:04:15,840 --> 00:04:20,820 there now in the case of Phoenix Wright 111 00:04:18,510 --> 00:04:22,860 fully animating these characters on such 112 00:04:20,820 --> 00:04:24,780 a tight budget and schedule obviously 113 00:04:22,860 --> 00:04:27,350 out of the question so what the artists 114 00:04:24,780 --> 00:04:30,110 did instead was work within their key 115 00:04:27,350 --> 00:04:32,120 poses adding just enough movement to 116 00:04:30,110 --> 00:04:33,920 keep the characters feeling alive I've 117 00:04:32,120 --> 00:04:36,200 talked before about the concept of 118 00:04:33,920 --> 00:04:38,210 limited animation which you often see 119 00:04:36,200 --> 00:04:40,280 deployed in animation for TV which has 120 00:04:38,210 --> 00:04:43,400 to work on a tighter budget well this is 121 00:04:40,280 --> 00:04:45,380 basically that but stripped down even 122 00:04:43,400 --> 00:04:48,050 further down to the barest minimum 123 00:04:45,380 --> 00:04:50,780 possible so the characters will hit 124 00:04:48,050 --> 00:04:53,330 these striking poses but then as they 125 00:04:50,780 --> 00:04:55,610 hold each pose they will continue to 126 00:04:53,330 --> 00:04:57,950 blink when they speak as their text 127 00:04:55,610 --> 00:04:59,720 dialogue appears below their mouths will 128 00:04:57,950 --> 00:05:02,480 cycle through a handful of talking 129 00:04:59,720 --> 00:05:04,910 shapes and for certain poses characters 130 00:05:02,480 --> 00:05:07,190 will even have extremely limited unique 131 00:05:04,910 --> 00:05:08,960 animation just one or two additional 132 00:05:07,190 --> 00:05:11,150 drawings wherever it'll have the most 133 00:05:08,960 --> 00:05:13,640 impact maybe even on just one part of 134 00:05:11,150 --> 00:05:16,400 the body like nervous characters will 135 00:05:13,640 --> 00:05:18,650 visibly sweat detective gumshoe will do 136 00:05:16,400 --> 00:05:20,600 this heavy breathing which just adds to 137 00:05:18,650 --> 00:05:23,450 his sense of eager intensity 138 00:05:20,600 --> 00:05:25,940 dee Vasquez will smoke her pipe Cody 139 00:05:23,450 --> 00:05:28,250 Hawkins will try and fail to draw his 140 00:05:25,940 --> 00:05:31,010 toy sword Luke at me will clean his 141 00:05:28,250 --> 00:05:33,230 magnifying glass thing Franziska von 142 00:05:31,010 --> 00:05:35,090 Karma will tensely grip the fabric of 143 00:05:33,230 --> 00:05:37,400 her sleeve just like her dad does by the 144 00:05:35,090 --> 00:05:39,710 way and they'll add these anticipation 145 00:05:37,400 --> 00:05:42,230 frames to the poses that really need to 146 00:05:39,710 --> 00:05:44,510 pop with some more energy like Phoenix's 147 00:05:42,230 --> 00:05:46,550 accusatory point or the moments where 148 00:05:44,510 --> 00:05:49,340 Phoenix or Edgeworth slammed their hands 149 00:05:46,550 --> 00:05:51,260 down on the stand that tiny bit of extra 150 00:05:49,340 --> 00:05:53,360 animation attention goes wherever it 151 00:05:51,260 --> 00:05:56,420 will achieve maximum personality or 152 00:05:53,360 --> 00:05:58,400 appeal or comedy like the first time 153 00:05:56,420 --> 00:06:01,370 you're up against Godot and you see him 154 00:05:58,400 --> 00:06:03,380 lean forward hand outstretched and a 155 00:06:01,370 --> 00:06:05,960 coffee mug suddenly slides into his palm 156 00:06:03,380 --> 00:06:07,880 out of nowhere if that gag is not worth 157 00:06:05,960 --> 00:06:12,320 a few more frames of animation than what 158 00:06:07,880 --> 00:06:14,420 is but the real value of this strong 159 00:06:12,320 --> 00:06:16,490 pose design and hyper limited animation 160 00:06:14,420 --> 00:06:18,860 is in the ways that they can both be 161 00:06:16,490 --> 00:06:21,260 used to show a progression of emotions 162 00:06:18,860 --> 00:06:23,690 over the course of a story this is a 163 00:06:21,260 --> 00:06:26,210 game of comically exaggerated courtroom 164 00:06:23,690 --> 00:06:28,700 drama and the posing on this cast of 165 00:06:26,210 --> 00:06:30,920 absurd caricatures needs to reflect the 166 00:06:28,700 --> 00:06:33,110 drama of the moment and not just for 167 00:06:30,920 --> 00:06:35,960 narrative purposes but also for player 168 00:06:33,110 --> 00:06:37,970 feedback in the context of a virtual 169 00:06:35,960 --> 00:06:40,010 courtroom visible shifts in a 170 00:06:37,970 --> 00:06:40,910 character's emotional state are some of 171 00:06:40,010 --> 00:06:42,950 the clearest 172 00:06:40,910 --> 00:06:45,230 back the player can get in response to 173 00:06:42,950 --> 00:06:47,810 their choices like if that last question 174 00:06:45,230 --> 00:06:50,060 got a big emotional reaction then you 175 00:06:47,810 --> 00:06:51,980 might be on to something or if the 176 00:06:50,060 --> 00:06:54,200 prosecution starts looking smug all of a 177 00:06:51,980 --> 00:06:56,480 sudden now that's probably a bad sign to 178 00:06:54,200 --> 00:06:59,450 show you what I mean let's look at just 179 00:06:56,480 --> 00:07:01,790 one characters entire animation set over 180 00:06:59,450 --> 00:07:04,370 the course of one story and to show just 181 00:07:01,790 --> 00:07:06,290 how good a Saturnia spin at this from 182 00:07:04,370 --> 00:07:07,910 the start let's do it with a character 183 00:07:06,290 --> 00:07:10,970 from the very first episode in the 184 00:07:07,910 --> 00:07:13,490 series Frank saw it now this particular 185 00:07:10,970 --> 00:07:16,220 episode opens with a cutscene showing us 186 00:07:13,490 --> 00:07:18,170 that Frank is in fact the real killer so 187 00:07:16,220 --> 00:07:20,870 there is no ambiguity going into this 188 00:07:18,170 --> 00:07:23,900 case we know for a fact that the accused 189 00:07:20,870 --> 00:07:26,150 our client is innocent and that Frank is 190 00:07:23,900 --> 00:07:28,370 not to be trusted so when the trial 191 00:07:26,150 --> 00:07:30,920 starts and it's finally Frank's turn to 192 00:07:28,370 --> 00:07:34,880 take the stand this is the first pose we 193 00:07:30,920 --> 00:07:37,040 see look at this suck-up clearly he is 194 00:07:34,880 --> 00:07:38,630 hoping to come in here sweet-talk his 195 00:07:37,040 --> 00:07:41,060 way through his testimony and get out 196 00:07:38,630 --> 00:07:43,760 without a scratch now obviously this is 197 00:07:41,060 --> 00:07:45,380 not subtle characterization but it's not 198 00:07:43,760 --> 00:07:47,870 supposed to be this is a game of 199 00:07:45,380 --> 00:07:50,510 larger-than-life caricatures subtlety 200 00:07:47,870 --> 00:07:52,310 has no place here and he's already got 201 00:07:50,510 --> 00:07:54,710 some limited animation happening in this 202 00:07:52,310 --> 00:07:57,140 first pose just a set of three drawings 203 00:07:54,710 --> 00:07:59,540 on only his body to allow him to do that 204 00:07:57,140 --> 00:08:01,610 little sycophantic wiggle and this is a 205 00:07:59,540 --> 00:08:03,919 particularly great touch because that 206 00:08:01,610 --> 00:08:06,320 back-and-forth movement not only adds to 207 00:08:03,919 --> 00:08:08,330 the cloyingly over friendly nature of 208 00:08:06,320 --> 00:08:11,180 the pose but it also gives Frank a sort 209 00:08:08,330 --> 00:08:13,130 of nervous energy and of course we know 210 00:08:11,180 --> 00:08:15,230 why he might be feeling nervous it's 211 00:08:13,130 --> 00:08:18,200 just two extra drawings but they have a 212 00:08:15,230 --> 00:08:20,030 big payoff so then the prosecutor asks 213 00:08:18,200 --> 00:08:21,800 his first question and it's a pretty 214 00:08:20,030 --> 00:08:24,080 simple little soft ball of a question 215 00:08:21,800 --> 00:08:26,330 but Frank's response is accompanied by a 216 00:08:24,080 --> 00:08:28,340 flash and a screen shake the Ace 217 00:08:26,330 --> 00:08:30,830 Attorney games use these full screen 218 00:08:28,340 --> 00:08:33,050 effects a lot for emphasis in this 219 00:08:30,830 --> 00:08:35,479 instance it makes Frank's response feel 220 00:08:33,050 --> 00:08:38,240 kind of overeager like maybe he replied 221 00:08:35,479 --> 00:08:39,740 a little too suddenly or too loudly this 222 00:08:38,240 --> 00:08:41,479 is also where we see the additional 223 00:08:39,740 --> 00:08:43,370 drawings for Frank's talking mouth in 224 00:08:41,479 --> 00:08:45,440 this pose just his default mouth shape 225 00:08:43,370 --> 00:08:48,080 and three additional mouth poses playing 226 00:08:45,440 --> 00:08:49,670 on a loop now as Frank starts giving his 227 00:08:48,080 --> 00:08:51,800 testimony you might notice a subtle 228 00:08:49,670 --> 00:08:53,080 difference in his animation during the 229 00:08:51,800 --> 00:08:55,540 moments when he's speaking 230 00:08:53,080 --> 00:08:58,120 he is still holding that same pose as 231 00:08:55,540 --> 00:09:00,580 before but as the text appears on screen 232 00:08:58,120 --> 00:09:03,130 and his mouth flaps the speed of his 233 00:09:00,580 --> 00:09:05,260 wiggling increases slightly when he's 234 00:09:03,130 --> 00:09:07,300 beautifully just standing there idle his 235 00:09:05,260 --> 00:09:09,279 little wiggle animates on twenty frame 236 00:09:07,300 --> 00:09:11,050 intervals but when he's talking that 237 00:09:09,279 --> 00:09:13,510 animation speeds up so that the drawing 238 00:09:11,050 --> 00:09:15,310 cycle every 15 frames or so which makes 239 00:09:13,510 --> 00:09:17,980 him feel a little more active on screen 240 00:09:15,310 --> 00:09:19,570 and I love this little efficiency the 241 00:09:17,980 --> 00:09:21,730 artists are altering the character's 242 00:09:19,570 --> 00:09:23,800 performance just through timing alone 243 00:09:21,730 --> 00:09:25,300 here without having to add any new art 244 00:09:23,800 --> 00:09:27,519 and we're gonna see them play with that 245 00:09:25,300 --> 00:09:29,920 timing a lot more in a second so Frank 246 00:09:27,519 --> 00:09:32,019 gives his testimony and wait a minute we 247 00:09:29,920 --> 00:09:32,649 find an inconsistency when we call him 248 00:09:32,019 --> 00:09:34,720 on it 249 00:09:32,649 --> 00:09:36,850 that's when we see Frank's second pose 250 00:09:34,720 --> 00:09:38,920 and it's very similar to the first one 251 00:09:36,850 --> 00:09:41,140 in fact I think the body animation might 252 00:09:38,920 --> 00:09:43,480 be identical which again hey efficient 253 00:09:41,140 --> 00:09:45,490 but now his head is tilted downward 254 00:09:43,480 --> 00:09:46,839 slightly his brows are furrowed he's 255 00:09:45,490 --> 00:09:48,730 looking a little more worried he's 256 00:09:46,839 --> 00:09:51,550 starting to sweat and that body 257 00:09:48,730 --> 00:09:53,019 animation cycle is going even faster now 258 00:09:51,550 --> 00:09:55,149 the drawings are switching on eighth 259 00:09:53,019 --> 00:09:57,310 frame intervals plus we're starting to 260 00:09:55,149 --> 00:09:59,410 see more screen shake on his responses 261 00:09:57,310 --> 00:10:01,000 he is getting more and more nervous and 262 00:09:59,410 --> 00:10:03,130 that act he's been putting on is 263 00:10:01,000 --> 00:10:05,440 starting to feel less charming and more 264 00:10:03,130 --> 00:10:07,390 desperate and does that not feel 265 00:10:05,440 --> 00:10:09,220 satisfying of course he does come up 266 00:10:07,390 --> 00:10:10,930 with a lie to dig himself out of that 267 00:10:09,220 --> 00:10:13,510 hole and he reverts to that original 268 00:10:10,930 --> 00:10:16,060 smarmy grin but then he gives revised 269 00:10:13,510 --> 00:10:18,700 testimony and aha another contradiction 270 00:10:16,060 --> 00:10:20,260 and with another flash and screen shake 271 00:10:18,700 --> 00:10:22,720 Frank is cornered again 272 00:10:20,260 --> 00:10:24,550 Phoenix calls him out on this latest lie 273 00:10:22,720 --> 00:10:26,890 and that's when we see a brief glimpse 274 00:10:24,550 --> 00:10:29,170 of pose number three an expression of 275 00:10:26,890 --> 00:10:31,510 furious shock kind of like when a cat 276 00:10:29,170 --> 00:10:33,579 digs their claws into your leg it's only 277 00:10:31,510 --> 00:10:35,589 onscreen for a second but it's a telling 278 00:10:33,579 --> 00:10:37,630 sign we are beginning to break through 279 00:10:35,589 --> 00:10:39,820 the act and there's a little animation 280 00:10:37,630 --> 00:10:42,100 to this pose too so long as you don't 281 00:10:39,820 --> 00:10:43,690 blink you might see his toupee flap off 282 00:10:42,100 --> 00:10:45,130 of his forehead just a little it's a 283 00:10:43,690 --> 00:10:47,560 little bit of foreshadowing for you 284 00:10:45,130 --> 00:10:49,870 so Frank digs himself out of this lie 285 00:10:47,560 --> 00:10:52,029 also but this time he doesn't go back to 286 00:10:49,870 --> 00:10:54,130 the smarmy pose he sweats through his 287 00:10:52,029 --> 00:10:55,890 entire third attempt at testimony and 288 00:10:54,130 --> 00:10:58,420 when we call him on yet another 289 00:10:55,890 --> 00:11:01,990 inconsistency this time we get pose 290 00:10:58,420 --> 00:11:04,390 number 4 anger he's shaking his fist the 291 00:11:01,990 --> 00:11:06,640 screen is shaking a lot on his dialog 292 00:11:04,390 --> 00:11:08,470 now his eyes are blinking just 293 00:11:06,640 --> 00:11:11,050 lightly out of sync which mmm that's 294 00:11:08,470 --> 00:11:13,390 good we are seeing a new side of Frank 295 00:11:11,050 --> 00:11:15,880 come out the true Frank who can't keep 296 00:11:13,390 --> 00:11:18,070 his anger in check we've almost got him 297 00:11:15,880 --> 00:11:20,560 you see what I mean about this animation 298 00:11:18,070 --> 00:11:22,930 acting as player feedback Frank's 299 00:11:20,560 --> 00:11:24,400 emotional state and also the emotional 300 00:11:22,930 --> 00:11:26,440 state of the prosecutor which is very 301 00:11:24,400 --> 00:11:28,930 fun to watch functions as evidence of 302 00:11:26,440 --> 00:11:31,060 your progress in this case and these 303 00:11:28,930 --> 00:11:33,550 emotional outbursts also weirdly 304 00:11:31,060 --> 00:11:35,860 function as a kind of celebration but as 305 00:11:33,550 --> 00:11:38,050 you wear the witness down with more and 306 00:11:35,860 --> 00:11:40,390 more of your very good lawyering they're 307 00:11:38,050 --> 00:11:42,910 escalating nervousness and anger is your 308 00:11:40,390 --> 00:11:44,590 reward and if you can manage to keep 309 00:11:42,910 --> 00:11:49,290 pressing them and break through their 310 00:11:44,590 --> 00:11:49,290 last few desperate lies then 311 00:11:50,230 --> 00:11:55,610 the game will celebrate your victory 312 00:11:52,940 --> 00:11:58,580 with a relatively elaborate meltdown 313 00:11:55,610 --> 00:12:00,320 this is almost always the most animation 314 00:11:58,580 --> 00:12:02,570 you're going to see on these antagonist 315 00:12:00,320 --> 00:12:04,850 characters Frank's little toupee throw 316 00:12:02,570 --> 00:12:07,130 here requires a whopping seven new 317 00:12:04,850 --> 00:12:09,440 drawings or I guess closer to twelve if 318 00:12:07,130 --> 00:12:11,960 you include the hair and also Phoenix's 319 00:12:09,440 --> 00:12:14,000 expression it is no wonder players love 320 00:12:11,960 --> 00:12:16,279 these meltdowns so much because they are 321 00:12:14,000 --> 00:12:18,560 immensely satisfying moments that you 322 00:12:16,279 --> 00:12:21,020 worked so hard to earn and the actual 323 00:12:18,560 --> 00:12:23,600 animation of these moments isn't even 324 00:12:21,020 --> 00:12:24,950 that impressive by most standards this 325 00:12:23,600 --> 00:12:27,200 would probably be considered kind of 326 00:12:24,950 --> 00:12:29,630 poor but the over-the-top comedy of the 327 00:12:27,200 --> 00:12:32,330 outburst still makes for an incredibly 328 00:12:29,630 --> 00:12:34,460 satisfying surprise but Frank's not done 329 00:12:32,330 --> 00:12:37,220 yet now that he's had his outburst we've 330 00:12:34,460 --> 00:12:39,500 got a sixth pose of pure rage and it has 331 00:12:37,220 --> 00:12:41,720 a lot of movement on it the Frank that 332 00:12:39,500 --> 00:12:44,450 started this trial is nowhere to be seen 333 00:12:41,720 --> 00:12:47,060 and when you deliver the final final 334 00:12:44,450 --> 00:12:49,240 blow the game has one more reward for 335 00:12:47,060 --> 00:12:49,240 you 336 00:12:52,310 --> 00:13:02,089 a court case won by knockout that's some 337 00:12:59,810 --> 00:13:04,790 good lawyering we just did and that's it 338 00:13:02,089 --> 00:13:06,800 that's all of Frank's animation just 339 00:13:04,790 --> 00:13:08,749 seven or eight poses with some extremely 340 00:13:06,800 --> 00:13:11,420 limited movement thrown in for emphasis 341 00:13:08,749 --> 00:13:13,670 compared to most other hit games that's 342 00:13:11,420 --> 00:13:16,399 barely anything and yet it achieves 343 00:13:13,670 --> 00:13:18,499 everything it needs to in fact this 344 00:13:16,399 --> 00:13:20,959 style of limited but exaggerated 345 00:13:18,499 --> 00:13:23,449 animation is so effective that modern 346 00:13:20,959 --> 00:13:26,089 Ace Attorney titles are still using it 347 00:13:23,449 --> 00:13:27,980 the characters may all be 3d models now 348 00:13:26,089 --> 00:13:29,569 and the snippets of animation may have a 349 00:13:27,980 --> 00:13:32,269 bit more detail than they used to but 350 00:13:29,569 --> 00:13:34,809 everything is still built on simple held 351 00:13:32,269 --> 00:13:37,790 poses accented with extremely limited 352 00:13:34,809 --> 00:13:39,410 specific motion and I'm actually shocked 353 00:13:37,790 --> 00:13:41,240 at how well this works in 3d 354 00:13:39,410 --> 00:13:42,980 granted the models aren't able to hit 355 00:13:41,240 --> 00:13:44,689 those old poses with quite the level of 356 00:13:42,980 --> 00:13:47,540 appeal as the original pixel art and 357 00:13:44,689 --> 00:13:49,420 drawings had but they do get like 95% of 358 00:13:47,540 --> 00:13:51,860 the way there and the constant use of 359 00:13:49,420 --> 00:13:53,600 unusually static poses makes the 360 00:13:51,860 --> 00:13:57,050 flourishes of animation even more 361 00:13:53,600 --> 00:13:59,139 appealing by contrast the animation in 362 00:13:57,050 --> 00:14:01,970 ASA tourney games is simple and 363 00:13:59,139 --> 00:14:03,949 impressive all at once aesthetically it 364 00:14:01,970 --> 00:14:06,439 has to strike this extremely delicate 365 00:14:03,949 --> 00:14:08,360 balance of adding just enough movement 366 00:14:06,439 --> 00:14:10,370 to keep things feeling alive and 367 00:14:08,360 --> 00:14:12,740 expressive without that simplistic 368 00:14:10,370 --> 00:14:15,769 movement just feeling like bad animation 369 00:14:12,740 --> 00:14:18,319 to be cheap without feeling cheap 370 00:14:15,769 --> 00:14:20,600 basically the line between limited 371 00:14:18,319 --> 00:14:23,329 animation and bad animation can be 372 00:14:20,600 --> 00:14:25,699 extremely thin and Phoenix Wright does 373 00:14:23,329 --> 00:14:27,740 drift over that line with some frequency 374 00:14:25,699 --> 00:14:29,779 if I'm honest but when you're posing is 375 00:14:27,740 --> 00:14:31,819 this strong and when your characters are 376 00:14:29,779 --> 00:14:34,519 this expressive and their reactions are 377 00:14:31,819 --> 00:14:37,220 this satisfying I'm not sure any amount 378 00:14:34,519 --> 00:14:39,319 of clunky animation can ruin that like I 379 00:14:37,220 --> 00:14:41,269 said at the end of the day the eternal 380 00:14:39,319 --> 00:14:43,250 challenge of game animation is in 381 00:14:41,269 --> 00:14:45,709 delivering the most bang for your buck 382 00:14:43,250 --> 00:14:49,179 and very few teams succeed in achieving 383 00:14:45,709 --> 00:14:51,679 this much while working with so little 384 00:14:49,179 --> 00:14:53,329 thanks once again to my patrons for 385 00:14:51,679 --> 00:14:55,490 choosing this topic this was not a 386 00:14:53,329 --> 00:14:56,660 franchise I was planning to dig into but 387 00:14:55,490 --> 00:14:58,670 I'm very happy you gave me the 388 00:14:56,660 --> 00:15:00,290 opportunity to do so if you would like 389 00:14:58,670 --> 00:15:01,939 to suggest a topic for a future new 390 00:15:00,290 --> 00:15:03,500 frame plus episode then consider 391 00:15:01,939 --> 00:15:05,779 supporting the show like all of these 392 00:15:03,500 --> 00:15:06,499 beacons of justice over here thank you 393 00:15:05,779 --> 00:15:08,870 for watching 394 00:15:06,499 --> 00:15:23,289 I'll see you next time 395 00:15:08,870 --> 00:15:23,289 [Music]