[Script Info] Title: [Events] Format: Layer, Start, End, Style, Name, MarginL, MarginR, MarginV, Effect, Text Dialogue: 0,0:00:03.30,0:00:09.58,Default,,0000,0000,0000,,order order everyone new frame plus is Dialogue: 0,0:00:07.03,0:00:11.65,Default,,0000,0000,0000,,in session by order of the patrons we Dialogue: 0,0:00:09.58,0:00:14.35,Default,,0000,0000,0000,,are here to examine the animation in the Dialogue: 0,0:00:11.65,0:00:17.02,Default,,0000,0000,0000,,Ace Attorney series so before we begin Dialogue: 0,0:00:14.35,0:00:19.72,Default,,0000,0000,0000,,thank you to Marina de Mar is Scout Dialogue: 0,0:00:17.02,0:00:22.63,Default,,0000,0000,0000,,hunter 546 and Archie Andrew ski for Dialogue: 0,0:00:19.72,0:00:24.64,Default,,0000,0000,0000,,suggesting this very good topic now I Dialogue: 0,0:00:22.63,0:00:26.62,Default,,0000,0000,0000,,realized that this might at first seem a Dialogue: 0,0:00:24.64,0:00:28.57,Default,,0000,0000,0000,,strange series to make an animation Dialogue: 0,0:00:26.62,0:00:30.46,Default,,0000,0000,0000,,analysis video about because the Dialogue: 0,0:00:28.57,0:00:33.07,Default,,0000,0000,0000,,animation in the Ace Attorney games is Dialogue: 0,0:00:30.46,0:00:36.34,Default,,0000,0000,0000,,incredibly minimal you could even argue Dialogue: 0,0:00:33.07,0:00:38.71,Default,,0000,0000,0000,,that it is unnecessary just a flourish a Dialogue: 0,0:00:36.34,0:00:41.32,Default,,0000,0000,0000,,light sprinkling of movement over top of Dialogue: 0,0:00:38.71,0:00:43.45,Default,,0000,0000,0000,,an otherwise static visual novel but Dialogue: 0,0:00:41.32,0:00:45.40,Default,,0000,0000,0000,,however non-essential the animation Dialogue: 0,0:00:43.45,0:00:47.38,Default,,0000,0000,0000,,might seem it is still an important Dialogue: 0,0:00:45.40,0:00:49.81,Default,,0000,0000,0000,,additive element and it's a big reason Dialogue: 0,0:00:47.38,0:00:53.11,Default,,0000,0000,0000,,why Phoenix Wright games have proven so Dialogue: 0,0:00:49.81,0:00:55.33,Default,,0000,0000,0000,,memorable game animation is always a Dialogue: 0,0:00:53.11,0:00:57.31,Default,,0000,0000,0000,,challenge of delivering the most bang Dialogue: 0,0:00:55.33,0:00:59.50,Default,,0000,0000,0000,,for your buck and ace attorneys Dialogue: 0,0:00:57.31,0:01:01.66,Default,,0000,0000,0000,,developers have historically had very Dialogue: 0,0:00:59.50,0:01:03.64,Default,,0000,0000,0000,,little buck to work with this is a Dialogue: 0,0:01:01.66,0:01:06.01,Default,,0000,0000,0000,,series whose visual identity has been Dialogue: 0,0:01:03.64,0:01:07.84,Default,,0000,0000,0000,,shaped by its limitations the first game Dialogue: 0,0:01:06.01,0:01:10.87,Default,,0000,0000,0000,,was developed by a team of seven people Dialogue: 0,0:01:07.84,0:01:12.82,Default,,0000,0000,0000,,over the course of just ten months the Dialogue: 0,0:01:10.87,0:01:15.04,Default,,0000,0000,0000,,original Phoenix Wright trilogy was Dialogue: 0,0:01:12.82,0:01:17.29,Default,,0000,0000,0000,,first made for the Game Boy Advance of Dialogue: 0,0:01:15.04,0:01:20.02,Default,,0000,0000,0000,,all things and yet despite all that Dialogue: 0,0:01:17.29,0:01:22.69,Default,,0000,0000,0000,,these games are loaded with expressive Dialogue: 0,0:01:20.02,0:01:25.15,Default,,0000,0000,0000,,characters and silly charm so how do Dialogue: 0,0:01:22.69,0:01:28.48,Default,,0000,0000,0000,,these games manage to do so much using Dialogue: 0,0:01:25.15,0:01:30.43,Default,,0000,0000,0000,,so very little to start it helps that Dialogue: 0,0:01:28.48,0:01:33.13,Default,,0000,0000,0000,,shoot akka me and his team chose the Dialogue: 0,0:01:30.43,0:01:35.62,Default,,0000,0000,0000,,perfect presentational format the visual Dialogue: 0,0:01:33.13,0:01:37.93,Default,,0000,0000,0000,,novel is an ideal genre for delivering Dialogue: 0,0:01:35.62,0:01:39.97,Default,,0000,0000,0000,,an interactive story on the cheap I mean Dialogue: 0,0:01:37.93,0:01:42.16,Default,,0000,0000,0000,,all you really need is backgrounds some Dialogue: 0,0:01:39.97,0:01:44.41,Default,,0000,0000,0000,,static 2d character art and a text box Dialogue: 0,0:01:42.16,0:01:46.84,Default,,0000,0000,0000,,and you can't get much more efficient Dialogue: 0,0:01:44.41,0:01:48.64,Default,,0000,0000,0000,,than that and if all these games had was Dialogue: 0,0:01:46.84,0:01:50.44,Default,,0000,0000,0000,,a handful of static poses and Dialogue: 0,0:01:48.64,0:01:52.27,Default,,0000,0000,0000,,backgrounds in a text box they still Dialogue: 0,0:01:50.44,0:01:54.64,Default,,0000,0000,0000,,would have worked I mean lots of Dialogue: 0,0:01:52.27,0:01:57.07,Default,,0000,0000,0000,,successful visual novels have been just Dialogue: 0,0:01:54.64,0:01:59.86,Default,,0000,0000,0000,,that but Ace Attorney does not stop Dialogue: 0,0:01:57.07,0:02:01.60,Default,,0000,0000,0000,,there the first thing that really sets a Dialogue: 0,0:01:59.86,0:02:03.45,Default,,0000,0000,0000,,Saturnia games apart from the pack is Dialogue: 0,0:02:01.60,0:02:05.83,Default,,0000,0000,0000,,the quality of their pose design Dialogue: 0,0:02:03.45,0:02:07.75,Default,,0000,0000,0000,,characters in these games only have a Dialogue: 0,0:02:05.83,0:02:09.40,Default,,0000,0000,0000,,handful of poses each and you're going Dialogue: 0,0:02:07.75,0:02:12.07,Default,,0000,0000,0000,,to be staring at those poses for hours Dialogue: 0,0:02:09.40,0:02:12.87,Default,,0000,0000,0000,,so they have to be good and they have to Dialogue: 0,0:02:12.07,0:02:15.21,Default,,0000,0000,0000,,somehow Dialogue: 0,0:02:12.87,0:02:15.93,Default,,0000,0000,0000,,vade the totality of each character's Dialogue: 0,0:02:15.21,0:02:18.45,Default,,0000,0000,0000,,personality Dialogue: 0,0:02:15.93,0:02:21.30,Default,,0000,0000,0000,,Capcom's artists have to essentially Dialogue: 0,0:02:18.45,0:02:23.16,Default,,0000,0000,0000,,take each character and condense all of Dialogue: 0,0:02:21.30,0:02:25.71,Default,,0000,0000,0000,,their body language and all of their Dialogue: 0,0:02:23.16,0:02:29.01,Default,,0000,0000,0000,,full emotional range down into just a Dialogue: 0,0:02:25.71,0:02:31.95,Default,,0000,0000,0000,,few snapshots and these games are so Dialogue: 0,0:02:29.01,0:02:34.59,Default,,0000,0000,0000,,good at it all these characters are so Dialogue: 0,0:02:31.95,0:02:36.66,Default,,0000,0000,0000,,expressive so many visual novel Dialogue: 0,0:02:34.59,0:02:38.64,Default,,0000,0000,0000,,characters will spend their entire game Dialogue: 0,0:02:36.66,0:02:41.25,Default,,0000,0000,0000,,standing in these relatively neutral Dialogue: 0,0:02:38.64,0:02:43.11,Default,,0000,0000,0000,,poses letting the text and their facial Dialogue: 0,0:02:41.25,0:02:45.39,Default,,0000,0000,0000,,expressions do all of the work but not Dialogue: 0,0:02:43.11,0:02:47.70,Default,,0000,0000,0000,,these folks just look at the range on Dialogue: 0,0:02:45.39,0:02:52.50,Default,,0000,0000,0000,,edge words courtroom posing you got Dialogue: 0,0:02:47.70,0:02:54.45,Default,,0000,0000,0000,,neutral smug Stern assertive very Dialogue: 0,0:02:52.50,0:02:56.91,Default,,0000,0000,0000,,assertive taken aback Dialogue: 0,0:02:54.45,0:02:59.24,Default,,0000,0000,0000,,exasperated that's not a whole lot of Dialogue: 0,0:02:56.91,0:03:01.89,Default,,0000,0000,0000,,poses and yet he is larger-than-life Dialogue: 0,0:02:59.24,0:03:04.74,Default,,0000,0000,0000,,every one of these characters makes an Dialogue: 0,0:03:01.89,0:03:06.48,Default,,0000,0000,0000,,immediate strong impression like you Dialogue: 0,0:03:04.74,0:03:09.27,Default,,0000,0000,0000,,don't need to read a single line of Dialogue: 0,0:03:06.48,0:03:13.86,Default,,0000,0000,0000,,dialogue from red white to know that you Dialogue: 0,0:03:09.27,0:03:15.96,Default,,0000,0000,0000,,hate him here I'll show you see just one Dialogue: 0,0:03:13.86,0:03:17.49,Default,,0000,0000,0000,,glance at that pose and that smug Dialogue: 0,0:03:15.96,0:03:20.43,Default,,0000,0000,0000,,expression and do you have all the Dialogue: 0,0:03:17.49,0:03:23.13,Default,,0000,0000,0000,,information you need heck this game has Dialogue: 0,0:03:20.43,0:03:24.93,Default,,0000,0000,0000,,some of the most iconic poses in all of Dialogue: 0,0:03:23.13,0:03:27.45,Default,,0000,0000,0000,,gaming you don't have to have played a Dialogue: 0,0:03:24.93,0:03:30.99,Default,,0000,0000,0000,,single Ace Attorney game to recognize Dialogue: 0,0:03:27.45,0:03:32.55,Default,,0000,0000,0000,,this this brings us to another important Dialogue: 0,0:03:30.99,0:03:34.38,Default,,0000,0000,0000,,element that sets these games apart Dialogue: 0,0:03:32.55,0:03:36.75,Default,,0000,0000,0000,,their approach to limited animation Dialogue: 0,0:03:34.38,0:03:39.63,Default,,0000,0000,0000,,because as you can see these are not Dialogue: 0,0:03:36.75,0:03:41.49,Default,,0000,0000,0000,,just static poses compared to a lot of Dialogue: 0,0:03:39.63,0:03:43.47,Default,,0000,0000,0000,,their visual novel contemporaries Ace Dialogue: 0,0:03:41.49,0:03:45.66,Default,,0000,0000,0000,,Attorney characters actually animate Dialogue: 0,0:03:43.47,0:03:47.64,Default,,0000,0000,0000,,quite a bit you see one of the common Dialogue: 0,0:03:45.66,0:03:49.41,Default,,0000,0000,0000,,challenges for this genre is that you Dialogue: 0,0:03:47.64,0:03:51.93,Default,,0000,0000,0000,,want your visual novel to be visually Dialogue: 0,0:03:49.41,0:03:53.43,Default,,0000,0000,0000,,engaging right because static images can Dialogue: 0,0:03:51.93,0:03:55.74,Default,,0000,0000,0000,,get pretty boring to look at after a Dialogue: 0,0:03:53.43,0:03:57.57,Default,,0000,0000,0000,,while but you got no money so you've Dialogue: 0,0:03:55.74,0:03:59.52,Default,,0000,0000,0000,,either got to accept that your games Dialogue: 0,0:03:57.57,0:04:01.80,Default,,0000,0000,0000,,just gonna look pretty static and that's Dialogue: 0,0:03:59.52,0:04:03.96,Default,,0000,0000,0000,,gonna have to be fine or you've got to Dialogue: 0,0:04:01.80,0:04:05.97,Default,,0000,0000,0000,,figure out how to liven things up in a Dialogue: 0,0:04:03.96,0:04:07.53,Default,,0000,0000,0000,,way that costs very little and it's Dialogue: 0,0:04:05.97,0:04:09.99,Default,,0000,0000,0000,,pretty fun looking around to see how Dialogue: 0,0:04:07.53,0:04:12.03,Default,,0000,0000,0000,,many varied solutions different visual Dialogue: 0,0:04:09.99,0:04:13.68,Default,,0000,0000,0000,,novels and adventure games have used to Dialogue: 0,0:04:12.03,0:04:15.84,Default,,0000,0000,0000,,address that problem because there are a Dialogue: 0,0:04:13.68,0:04:18.51,Default,,0000,0000,0000,,lot of really creative approaches out Dialogue: 0,0:04:15.84,0:04:20.82,Default,,0000,0000,0000,,there now in the case of Phoenix Wright Dialogue: 0,0:04:18.51,0:04:22.86,Default,,0000,0000,0000,,fully animating these characters on such Dialogue: 0,0:04:20.82,0:04:24.78,Default,,0000,0000,0000,,a tight budget and schedule obviously Dialogue: 0,0:04:22.86,0:04:27.35,Default,,0000,0000,0000,,out of the question so what the artists Dialogue: 0,0:04:24.78,0:04:30.11,Default,,0000,0000,0000,,did instead was work within their key Dialogue: 0,0:04:27.35,0:04:32.12,Default,,0000,0000,0000,,poses adding just enough movement to Dialogue: 0,0:04:30.11,0:04:33.92,Default,,0000,0000,0000,,keep the characters feeling alive I've Dialogue: 0,0:04:32.12,0:04:36.20,Default,,0000,0000,0000,,talked before about the concept of Dialogue: 0,0:04:33.92,0:04:38.21,Default,,0000,0000,0000,,limited animation which you often see Dialogue: 0,0:04:36.20,0:04:40.28,Default,,0000,0000,0000,,deployed in animation for TV which has Dialogue: 0,0:04:38.21,0:04:43.40,Default,,0000,0000,0000,,to work on a tighter budget well this is Dialogue: 0,0:04:40.28,0:04:45.38,Default,,0000,0000,0000,,basically that but stripped down even Dialogue: 0,0:04:43.40,0:04:48.05,Default,,0000,0000,0000,,further down to the barest minimum Dialogue: 0,0:04:45.38,0:04:50.78,Default,,0000,0000,0000,,possible so the characters will hit Dialogue: 0,0:04:48.05,0:04:53.33,Default,,0000,0000,0000,,these striking poses but then as they Dialogue: 0,0:04:50.78,0:04:55.61,Default,,0000,0000,0000,,hold each pose they will continue to Dialogue: 0,0:04:53.33,0:04:57.95,Default,,0000,0000,0000,,blink when they speak as their text Dialogue: 0,0:04:55.61,0:04:59.72,Default,,0000,0000,0000,,dialogue appears below their mouths will Dialogue: 0,0:04:57.95,0:05:02.48,Default,,0000,0000,0000,,cycle through a handful of talking Dialogue: 0,0:04:59.72,0:05:04.91,Default,,0000,0000,0000,,shapes and for certain poses characters Dialogue: 0,0:05:02.48,0:05:07.19,Default,,0000,0000,0000,,will even have extremely limited unique Dialogue: 0,0:05:04.91,0:05:08.96,Default,,0000,0000,0000,,animation just one or two additional Dialogue: 0,0:05:07.19,0:05:11.15,Default,,0000,0000,0000,,drawings wherever it'll have the most Dialogue: 0,0:05:08.96,0:05:13.64,Default,,0000,0000,0000,,impact maybe even on just one part of Dialogue: 0,0:05:11.15,0:05:16.40,Default,,0000,0000,0000,,the body like nervous characters will Dialogue: 0,0:05:13.64,0:05:18.65,Default,,0000,0000,0000,,visibly sweat detective gumshoe will do Dialogue: 0,0:05:16.40,0:05:20.60,Default,,0000,0000,0000,,this heavy breathing which just adds to Dialogue: 0,0:05:18.65,0:05:23.45,Default,,0000,0000,0000,,his sense of eager intensity Dialogue: 0,0:05:20.60,0:05:25.94,Default,,0000,0000,0000,,dee Vasquez will smoke her pipe Cody Dialogue: 0,0:05:23.45,0:05:28.25,Default,,0000,0000,0000,,Hawkins will try and fail to draw his Dialogue: 0,0:05:25.94,0:05:31.01,Default,,0000,0000,0000,,toy sword Luke at me will clean his Dialogue: 0,0:05:28.25,0:05:33.23,Default,,0000,0000,0000,,magnifying glass thing Franziska von Dialogue: 0,0:05:31.01,0:05:35.09,Default,,0000,0000,0000,,Karma will tensely grip the fabric of Dialogue: 0,0:05:33.23,0:05:37.40,Default,,0000,0000,0000,,her sleeve just like her dad does by the Dialogue: 0,0:05:35.09,0:05:39.71,Default,,0000,0000,0000,,way and they'll add these anticipation Dialogue: 0,0:05:37.40,0:05:42.23,Default,,0000,0000,0000,,frames to the poses that really need to Dialogue: 0,0:05:39.71,0:05:44.51,Default,,0000,0000,0000,,pop with some more energy like Phoenix's Dialogue: 0,0:05:42.23,0:05:46.55,Default,,0000,0000,0000,,accusatory point or the moments where Dialogue: 0,0:05:44.51,0:05:49.34,Default,,0000,0000,0000,,Phoenix or Edgeworth slammed their hands Dialogue: 0,0:05:46.55,0:05:51.26,Default,,0000,0000,0000,,down on the stand that tiny bit of extra Dialogue: 0,0:05:49.34,0:05:53.36,Default,,0000,0000,0000,,animation attention goes wherever it Dialogue: 0,0:05:51.26,0:05:56.42,Default,,0000,0000,0000,,will achieve maximum personality or Dialogue: 0,0:05:53.36,0:05:58.40,Default,,0000,0000,0000,,appeal or comedy like the first time Dialogue: 0,0:05:56.42,0:06:01.37,Default,,0000,0000,0000,,you're up against Godot and you see him Dialogue: 0,0:05:58.40,0:06:03.38,Default,,0000,0000,0000,,lean forward hand outstretched and a Dialogue: 0,0:06:01.37,0:06:05.96,Default,,0000,0000,0000,,coffee mug suddenly slides into his palm Dialogue: 0,0:06:03.38,0:06:07.88,Default,,0000,0000,0000,,out of nowhere if that gag is not worth Dialogue: 0,0:06:05.96,0:06:12.32,Default,,0000,0000,0000,,a few more frames of animation than what Dialogue: 0,0:06:07.88,0:06:14.42,Default,,0000,0000,0000,,is but the real value of this strong Dialogue: 0,0:06:12.32,0:06:16.49,Default,,0000,0000,0000,,pose design and hyper limited animation Dialogue: 0,0:06:14.42,0:06:18.86,Default,,0000,0000,0000,,is in the ways that they can both be Dialogue: 0,0:06:16.49,0:06:21.26,Default,,0000,0000,0000,,used to show a progression of emotions Dialogue: 0,0:06:18.86,0:06:23.69,Default,,0000,0000,0000,,over the course of a story this is a Dialogue: 0,0:06:21.26,0:06:26.21,Default,,0000,0000,0000,,game of comically exaggerated courtroom Dialogue: 0,0:06:23.69,0:06:28.70,Default,,0000,0000,0000,,drama and the posing on this cast of Dialogue: 0,0:06:26.21,0:06:30.92,Default,,0000,0000,0000,,absurd caricatures needs to reflect the Dialogue: 0,0:06:28.70,0:06:33.11,Default,,0000,0000,0000,,drama of the moment and not just for Dialogue: 0,0:06:30.92,0:06:35.96,Default,,0000,0000,0000,,narrative purposes but also for player Dialogue: 0,0:06:33.11,0:06:37.97,Default,,0000,0000,0000,,feedback in the context of a virtual Dialogue: 0,0:06:35.96,0:06:40.01,Default,,0000,0000,0000,,courtroom visible shifts in a Dialogue: 0,0:06:37.97,0:06:40.91,Default,,0000,0000,0000,,character's emotional state are some of Dialogue: 0,0:06:40.01,0:06:42.95,Default,,0000,0000,0000,,the clearest Dialogue: 0,0:06:40.91,0:06:45.23,Default,,0000,0000,0000,,back the player can get in response to Dialogue: 0,0:06:42.95,0:06:47.81,Default,,0000,0000,0000,,their choices like if that last question Dialogue: 0,0:06:45.23,0:06:50.06,Default,,0000,0000,0000,,got a big emotional reaction then you Dialogue: 0,0:06:47.81,0:06:51.98,Default,,0000,0000,0000,,might be on to something or if the Dialogue: 0,0:06:50.06,0:06:54.20,Default,,0000,0000,0000,,prosecution starts looking smug all of a Dialogue: 0,0:06:51.98,0:06:56.48,Default,,0000,0000,0000,,sudden now that's probably a bad sign to Dialogue: 0,0:06:54.20,0:06:59.45,Default,,0000,0000,0000,,show you what I mean let's look at just Dialogue: 0,0:06:56.48,0:07:01.79,Default,,0000,0000,0000,,one characters entire animation set over Dialogue: 0,0:06:59.45,0:07:04.37,Default,,0000,0000,0000,,the course of one story and to show just Dialogue: 0,0:07:01.79,0:07:06.29,Default,,0000,0000,0000,,how good a Saturnia spin at this from Dialogue: 0,0:07:04.37,0:07:07.91,Default,,0000,0000,0000,,the start let's do it with a character Dialogue: 0,0:07:06.29,0:07:10.97,Default,,0000,0000,0000,,from the very first episode in the Dialogue: 0,0:07:07.91,0:07:13.49,Default,,0000,0000,0000,,series Frank saw it now this particular Dialogue: 0,0:07:10.97,0:07:16.22,Default,,0000,0000,0000,,episode opens with a cutscene showing us Dialogue: 0,0:07:13.49,0:07:18.17,Default,,0000,0000,0000,,that Frank is in fact the real killer so Dialogue: 0,0:07:16.22,0:07:20.87,Default,,0000,0000,0000,,there is no ambiguity going into this Dialogue: 0,0:07:18.17,0:07:23.90,Default,,0000,0000,0000,,case we know for a fact that the accused Dialogue: 0,0:07:20.87,0:07:26.15,Default,,0000,0000,0000,,our client is innocent and that Frank is Dialogue: 0,0:07:23.90,0:07:28.37,Default,,0000,0000,0000,,not to be trusted so when the trial Dialogue: 0,0:07:26.15,0:07:30.92,Default,,0000,0000,0000,,starts and it's finally Frank's turn to Dialogue: 0,0:07:28.37,0:07:34.88,Default,,0000,0000,0000,,take the stand this is the first pose we Dialogue: 0,0:07:30.92,0:07:37.04,Default,,0000,0000,0000,,see look at this suck-up clearly he is Dialogue: 0,0:07:34.88,0:07:38.63,Default,,0000,0000,0000,,hoping to come in here sweet-talk his Dialogue: 0,0:07:37.04,0:07:41.06,Default,,0000,0000,0000,,way through his testimony and get out Dialogue: 0,0:07:38.63,0:07:43.76,Default,,0000,0000,0000,,without a scratch now obviously this is Dialogue: 0,0:07:41.06,0:07:45.38,Default,,0000,0000,0000,,not subtle characterization but it's not Dialogue: 0,0:07:43.76,0:07:47.87,Default,,0000,0000,0000,,supposed to be this is a game of Dialogue: 0,0:07:45.38,0:07:50.51,Default,,0000,0000,0000,,larger-than-life caricatures subtlety Dialogue: 0,0:07:47.87,0:07:52.31,Default,,0000,0000,0000,,has no place here and he's already got Dialogue: 0,0:07:50.51,0:07:54.71,Default,,0000,0000,0000,,some limited animation happening in this Dialogue: 0,0:07:52.31,0:07:57.14,Default,,0000,0000,0000,,first pose just a set of three drawings Dialogue: 0,0:07:54.71,0:07:59.54,Default,,0000,0000,0000,,on only his body to allow him to do that Dialogue: 0,0:07:57.14,0:08:01.61,Default,,0000,0000,0000,,little sycophantic wiggle and this is a Dialogue: 0,0:07:59.54,0:08:03.92,Default,,0000,0000,0000,,particularly great touch because that Dialogue: 0,0:08:01.61,0:08:06.32,Default,,0000,0000,0000,,back-and-forth movement not only adds to Dialogue: 0,0:08:03.92,0:08:08.33,Default,,0000,0000,0000,,the cloyingly over friendly nature of Dialogue: 0,0:08:06.32,0:08:11.18,Default,,0000,0000,0000,,the pose but it also gives Frank a sort Dialogue: 0,0:08:08.33,0:08:13.13,Default,,0000,0000,0000,,of nervous energy and of course we know Dialogue: 0,0:08:11.18,0:08:15.23,Default,,0000,0000,0000,,why he might be feeling nervous it's Dialogue: 0,0:08:13.13,0:08:18.20,Default,,0000,0000,0000,,just two extra drawings but they have a Dialogue: 0,0:08:15.23,0:08:20.03,Default,,0000,0000,0000,,big payoff so then the prosecutor asks Dialogue: 0,0:08:18.20,0:08:21.80,Default,,0000,0000,0000,,his first question and it's a pretty Dialogue: 0,0:08:20.03,0:08:24.08,Default,,0000,0000,0000,,simple little soft ball of a question Dialogue: 0,0:08:21.80,0:08:26.33,Default,,0000,0000,0000,,but Frank's response is accompanied by a Dialogue: 0,0:08:24.08,0:08:28.34,Default,,0000,0000,0000,,flash and a screen shake the Ace Dialogue: 0,0:08:26.33,0:08:30.83,Default,,0000,0000,0000,,Attorney games use these full screen Dialogue: 0,0:08:28.34,0:08:33.05,Default,,0000,0000,0000,,effects a lot for emphasis in this Dialogue: 0,0:08:30.83,0:08:35.48,Default,,0000,0000,0000,,instance it makes Frank's response feel Dialogue: 0,0:08:33.05,0:08:38.24,Default,,0000,0000,0000,,kind of overeager like maybe he replied Dialogue: 0,0:08:35.48,0:08:39.74,Default,,0000,0000,0000,,a little too suddenly or too loudly this Dialogue: 0,0:08:38.24,0:08:41.48,Default,,0000,0000,0000,,is also where we see the additional Dialogue: 0,0:08:39.74,0:08:43.37,Default,,0000,0000,0000,,drawings for Frank's talking mouth in Dialogue: 0,0:08:41.48,0:08:45.44,Default,,0000,0000,0000,,this pose just his default mouth shape Dialogue: 0,0:08:43.37,0:08:48.08,Default,,0000,0000,0000,,and three additional mouth poses playing Dialogue: 0,0:08:45.44,0:08:49.67,Default,,0000,0000,0000,,on a loop now as Frank starts giving his Dialogue: 0,0:08:48.08,0:08:51.80,Default,,0000,0000,0000,,testimony you might notice a subtle Dialogue: 0,0:08:49.67,0:08:53.08,Default,,0000,0000,0000,,difference in his animation during the Dialogue: 0,0:08:51.80,0:08:55.54,Default,,0000,0000,0000,,moments when he's speaking Dialogue: 0,0:08:53.08,0:08:58.12,Default,,0000,0000,0000,,he is still holding that same pose as Dialogue: 0,0:08:55.54,0:09:00.58,Default,,0000,0000,0000,,before but as the text appears on screen Dialogue: 0,0:08:58.12,0:09:03.13,Default,,0000,0000,0000,,and his mouth flaps the speed of his Dialogue: 0,0:09:00.58,0:09:05.26,Default,,0000,0000,0000,,wiggling increases slightly when he's Dialogue: 0,0:09:03.13,0:09:07.30,Default,,0000,0000,0000,,beautifully just standing there idle his Dialogue: 0,0:09:05.26,0:09:09.28,Default,,0000,0000,0000,,little wiggle animates on twenty frame Dialogue: 0,0:09:07.30,0:09:11.05,Default,,0000,0000,0000,,intervals but when he's talking that Dialogue: 0,0:09:09.28,0:09:13.51,Default,,0000,0000,0000,,animation speeds up so that the drawing Dialogue: 0,0:09:11.05,0:09:15.31,Default,,0000,0000,0000,,cycle every 15 frames or so which makes Dialogue: 0,0:09:13.51,0:09:17.98,Default,,0000,0000,0000,,him feel a little more active on screen Dialogue: 0,0:09:15.31,0:09:19.57,Default,,0000,0000,0000,,and I love this little efficiency the Dialogue: 0,0:09:17.98,0:09:21.73,Default,,0000,0000,0000,,artists are altering the character's Dialogue: 0,0:09:19.57,0:09:23.80,Default,,0000,0000,0000,,performance just through timing alone Dialogue: 0,0:09:21.73,0:09:25.30,Default,,0000,0000,0000,,here without having to add any new art Dialogue: 0,0:09:23.80,0:09:27.52,Default,,0000,0000,0000,,and we're gonna see them play with that Dialogue: 0,0:09:25.30,0:09:29.92,Default,,0000,0000,0000,,timing a lot more in a second so Frank Dialogue: 0,0:09:27.52,0:09:32.02,Default,,0000,0000,0000,,gives his testimony and wait a minute we Dialogue: 0,0:09:29.92,0:09:32.65,Default,,0000,0000,0000,,find an inconsistency when we call him Dialogue: 0,0:09:32.02,0:09:34.72,Default,,0000,0000,0000,,on it Dialogue: 0,0:09:32.65,0:09:36.85,Default,,0000,0000,0000,,that's when we see Frank's second pose Dialogue: 0,0:09:34.72,0:09:38.92,Default,,0000,0000,0000,,and it's very similar to the first one Dialogue: 0,0:09:36.85,0:09:41.14,Default,,0000,0000,0000,,in fact I think the body animation might Dialogue: 0,0:09:38.92,0:09:43.48,Default,,0000,0000,0000,,be identical which again hey efficient Dialogue: 0,0:09:41.14,0:09:45.49,Default,,0000,0000,0000,,but now his head is tilted downward Dialogue: 0,0:09:43.48,0:09:46.84,Default,,0000,0000,0000,,slightly his brows are furrowed he's Dialogue: 0,0:09:45.49,0:09:48.73,Default,,0000,0000,0000,,looking a little more worried he's Dialogue: 0,0:09:46.84,0:09:51.55,Default,,0000,0000,0000,,starting to sweat and that body Dialogue: 0,0:09:48.73,0:09:53.02,Default,,0000,0000,0000,,animation cycle is going even faster now Dialogue: 0,0:09:51.55,0:09:55.15,Default,,0000,0000,0000,,the drawings are switching on eighth Dialogue: 0,0:09:53.02,0:09:57.31,Default,,0000,0000,0000,,frame intervals plus we're starting to Dialogue: 0,0:09:55.15,0:09:59.41,Default,,0000,0000,0000,,see more screen shake on his responses Dialogue: 0,0:09:57.31,0:10:01.00,Default,,0000,0000,0000,,he is getting more and more nervous and Dialogue: 0,0:09:59.41,0:10:03.13,Default,,0000,0000,0000,,that act he's been putting on is Dialogue: 0,0:10:01.00,0:10:05.44,Default,,0000,0000,0000,,starting to feel less charming and more Dialogue: 0,0:10:03.13,0:10:07.39,Default,,0000,0000,0000,,desperate and does that not feel Dialogue: 0,0:10:05.44,0:10:09.22,Default,,0000,0000,0000,,satisfying of course he does come up Dialogue: 0,0:10:07.39,0:10:10.93,Default,,0000,0000,0000,,with a lie to dig himself out of that Dialogue: 0,0:10:09.22,0:10:13.51,Default,,0000,0000,0000,,hole and he reverts to that original Dialogue: 0,0:10:10.93,0:10:16.06,Default,,0000,0000,0000,,smarmy grin but then he gives revised Dialogue: 0,0:10:13.51,0:10:18.70,Default,,0000,0000,0000,,testimony and aha another contradiction Dialogue: 0,0:10:16.06,0:10:20.26,Default,,0000,0000,0000,,and with another flash and screen shake Dialogue: 0,0:10:18.70,0:10:22.72,Default,,0000,0000,0000,,Frank is cornered again Dialogue: 0,0:10:20.26,0:10:24.55,Default,,0000,0000,0000,,Phoenix calls him out on this latest lie Dialogue: 0,0:10:22.72,0:10:26.89,Default,,0000,0000,0000,,and that's when we see a brief glimpse Dialogue: 0,0:10:24.55,0:10:29.17,Default,,0000,0000,0000,,of pose number three an expression of Dialogue: 0,0:10:26.89,0:10:31.51,Default,,0000,0000,0000,,furious shock kind of like when a cat Dialogue: 0,0:10:29.17,0:10:33.58,Default,,0000,0000,0000,,digs their claws into your leg it's only Dialogue: 0,0:10:31.51,0:10:35.59,Default,,0000,0000,0000,,onscreen for a second but it's a telling Dialogue: 0,0:10:33.58,0:10:37.63,Default,,0000,0000,0000,,sign we are beginning to break through Dialogue: 0,0:10:35.59,0:10:39.82,Default,,0000,0000,0000,,the act and there's a little animation Dialogue: 0,0:10:37.63,0:10:42.10,Default,,0000,0000,0000,,to this pose too so long as you don't Dialogue: 0,0:10:39.82,0:10:43.69,Default,,0000,0000,0000,,blink you might see his toupee flap off Dialogue: 0,0:10:42.10,0:10:45.13,Default,,0000,0000,0000,,of his forehead just a little it's a Dialogue: 0,0:10:43.69,0:10:47.56,Default,,0000,0000,0000,,little bit of foreshadowing for you Dialogue: 0,0:10:45.13,0:10:49.87,Default,,0000,0000,0000,,so Frank digs himself out of this lie Dialogue: 0,0:10:47.56,0:10:52.03,Default,,0000,0000,0000,,also but this time he doesn't go back to Dialogue: 0,0:10:49.87,0:10:54.13,Default,,0000,0000,0000,,the smarmy pose he sweats through his Dialogue: 0,0:10:52.03,0:10:55.89,Default,,0000,0000,0000,,entire third attempt at testimony and Dialogue: 0,0:10:54.13,0:10:58.42,Default,,0000,0000,0000,,when we call him on yet another Dialogue: 0,0:10:55.89,0:11:01.99,Default,,0000,0000,0000,,inconsistency this time we get pose Dialogue: 0,0:10:58.42,0:11:04.39,Default,,0000,0000,0000,,number 4 anger he's shaking his fist the Dialogue: 0,0:11:01.99,0:11:06.64,Default,,0000,0000,0000,,screen is shaking a lot on his dialog Dialogue: 0,0:11:04.39,0:11:08.47,Default,,0000,0000,0000,,now his eyes are blinking just Dialogue: 0,0:11:06.64,0:11:11.05,Default,,0000,0000,0000,,lightly out of sync which mmm that's Dialogue: 0,0:11:08.47,0:11:13.39,Default,,0000,0000,0000,,good we are seeing a new side of Frank Dialogue: 0,0:11:11.05,0:11:15.88,Default,,0000,0000,0000,,come out the true Frank who can't keep Dialogue: 0,0:11:13.39,0:11:18.07,Default,,0000,0000,0000,,his anger in check we've almost got him Dialogue: 0,0:11:15.88,0:11:20.56,Default,,0000,0000,0000,,you see what I mean about this animation Dialogue: 0,0:11:18.07,0:11:22.93,Default,,0000,0000,0000,,acting as player feedback Frank's Dialogue: 0,0:11:20.56,0:11:24.40,Default,,0000,0000,0000,,emotional state and also the emotional Dialogue: 0,0:11:22.93,0:11:26.44,Default,,0000,0000,0000,,state of the prosecutor which is very Dialogue: 0,0:11:24.40,0:11:28.93,Default,,0000,0000,0000,,fun to watch functions as evidence of Dialogue: 0,0:11:26.44,0:11:31.06,Default,,0000,0000,0000,,your progress in this case and these Dialogue: 0,0:11:28.93,0:11:33.55,Default,,0000,0000,0000,,emotional outbursts also weirdly Dialogue: 0,0:11:31.06,0:11:35.86,Default,,0000,0000,0000,,function as a kind of celebration but as Dialogue: 0,0:11:33.55,0:11:38.05,Default,,0000,0000,0000,,you wear the witness down with more and Dialogue: 0,0:11:35.86,0:11:40.39,Default,,0000,0000,0000,,more of your very good lawyering they're Dialogue: 0,0:11:38.05,0:11:42.91,Default,,0000,0000,0000,,escalating nervousness and anger is your Dialogue: 0,0:11:40.39,0:11:44.59,Default,,0000,0000,0000,,reward and if you can manage to keep Dialogue: 0,0:11:42.91,0:11:49.29,Default,,0000,0000,0000,,pressing them and break through their Dialogue: 0,0:11:44.59,0:11:49.29,Default,,0000,0000,0000,,last few desperate lies then Dialogue: 0,0:11:50.23,0:11:55.61,Default,,0000,0000,0000,,the game will celebrate your victory Dialogue: 0,0:11:52.94,0:11:58.58,Default,,0000,0000,0000,,with a relatively elaborate meltdown Dialogue: 0,0:11:55.61,0:12:00.32,Default,,0000,0000,0000,,this is almost always the most animation Dialogue: 0,0:11:58.58,0:12:02.57,Default,,0000,0000,0000,,you're going to see on these antagonist Dialogue: 0,0:12:00.32,0:12:04.85,Default,,0000,0000,0000,,characters Frank's little toupee throw Dialogue: 0,0:12:02.57,0:12:07.13,Default,,0000,0000,0000,,here requires a whopping seven new Dialogue: 0,0:12:04.85,0:12:09.44,Default,,0000,0000,0000,,drawings or I guess closer to twelve if Dialogue: 0,0:12:07.13,0:12:11.96,Default,,0000,0000,0000,,you include the hair and also Phoenix's Dialogue: 0,0:12:09.44,0:12:14.00,Default,,0000,0000,0000,,expression it is no wonder players love Dialogue: 0,0:12:11.96,0:12:16.28,Default,,0000,0000,0000,,these meltdowns so much because they are Dialogue: 0,0:12:14.00,0:12:18.56,Default,,0000,0000,0000,,immensely satisfying moments that you Dialogue: 0,0:12:16.28,0:12:21.02,Default,,0000,0000,0000,,worked so hard to earn and the actual Dialogue: 0,0:12:18.56,0:12:23.60,Default,,0000,0000,0000,,animation of these moments isn't even Dialogue: 0,0:12:21.02,0:12:24.95,Default,,0000,0000,0000,,that impressive by most standards this Dialogue: 0,0:12:23.60,0:12:27.20,Default,,0000,0000,0000,,would probably be considered kind of Dialogue: 0,0:12:24.95,0:12:29.63,Default,,0000,0000,0000,,poor but the over-the-top comedy of the Dialogue: 0,0:12:27.20,0:12:32.33,Default,,0000,0000,0000,,outburst still makes for an incredibly Dialogue: 0,0:12:29.63,0:12:34.46,Default,,0000,0000,0000,,satisfying surprise but Frank's not done Dialogue: 0,0:12:32.33,0:12:37.22,Default,,0000,0000,0000,,yet now that he's had his outburst we've Dialogue: 0,0:12:34.46,0:12:39.50,Default,,0000,0000,0000,,got a sixth pose of pure rage and it has Dialogue: 0,0:12:37.22,0:12:41.72,Default,,0000,0000,0000,,a lot of movement on it the Frank that Dialogue: 0,0:12:39.50,0:12:44.45,Default,,0000,0000,0000,,started this trial is nowhere to be seen Dialogue: 0,0:12:41.72,0:12:47.06,Default,,0000,0000,0000,,and when you deliver the final final Dialogue: 0,0:12:44.45,0:12:49.24,Default,,0000,0000,0000,,blow the game has one more reward for Dialogue: 0,0:12:47.06,0:12:49.24,Default,,0000,0000,0000,,you Dialogue: 0,0:12:52.31,0:13:02.09,Default,,0000,0000,0000,,a court case won by knockout that's some Dialogue: 0,0:12:59.81,0:13:04.79,Default,,0000,0000,0000,,good lawyering we just did and that's it Dialogue: 0,0:13:02.09,0:13:06.80,Default,,0000,0000,0000,,that's all of Frank's animation just Dialogue: 0,0:13:04.79,0:13:08.75,Default,,0000,0000,0000,,seven or eight poses with some extremely Dialogue: 0,0:13:06.80,0:13:11.42,Default,,0000,0000,0000,,limited movement thrown in for emphasis Dialogue: 0,0:13:08.75,0:13:13.67,Default,,0000,0000,0000,,compared to most other hit games that's Dialogue: 0,0:13:11.42,0:13:16.40,Default,,0000,0000,0000,,barely anything and yet it achieves Dialogue: 0,0:13:13.67,0:13:18.50,Default,,0000,0000,0000,,everything it needs to in fact this Dialogue: 0,0:13:16.40,0:13:20.96,Default,,0000,0000,0000,,style of limited but exaggerated Dialogue: 0,0:13:18.50,0:13:23.45,Default,,0000,0000,0000,,animation is so effective that modern Dialogue: 0,0:13:20.96,0:13:26.09,Default,,0000,0000,0000,,Ace Attorney titles are still using it Dialogue: 0,0:13:23.45,0:13:27.98,Default,,0000,0000,0000,,the characters may all be 3d models now Dialogue: 0,0:13:26.09,0:13:29.57,Default,,0000,0000,0000,,and the snippets of animation may have a Dialogue: 0,0:13:27.98,0:13:32.27,Default,,0000,0000,0000,,bit more detail than they used to but Dialogue: 0,0:13:29.57,0:13:34.81,Default,,0000,0000,0000,,everything is still built on simple held Dialogue: 0,0:13:32.27,0:13:37.79,Default,,0000,0000,0000,,poses accented with extremely limited Dialogue: 0,0:13:34.81,0:13:39.41,Default,,0000,0000,0000,,specific motion and I'm actually shocked Dialogue: 0,0:13:37.79,0:13:41.24,Default,,0000,0000,0000,,at how well this works in 3d Dialogue: 0,0:13:39.41,0:13:42.98,Default,,0000,0000,0000,,granted the models aren't able to hit Dialogue: 0,0:13:41.24,0:13:44.69,Default,,0000,0000,0000,,those old poses with quite the level of Dialogue: 0,0:13:42.98,0:13:47.54,Default,,0000,0000,0000,,appeal as the original pixel art and Dialogue: 0,0:13:44.69,0:13:49.42,Default,,0000,0000,0000,,drawings had but they do get like 95% of Dialogue: 0,0:13:47.54,0:13:51.86,Default,,0000,0000,0000,,the way there and the constant use of Dialogue: 0,0:13:49.42,0:13:53.60,Default,,0000,0000,0000,,unusually static poses makes the Dialogue: 0,0:13:51.86,0:13:57.05,Default,,0000,0000,0000,,flourishes of animation even more Dialogue: 0,0:13:53.60,0:13:59.14,Default,,0000,0000,0000,,appealing by contrast the animation in Dialogue: 0,0:13:57.05,0:14:01.97,Default,,0000,0000,0000,,ASA tourney games is simple and Dialogue: 0,0:13:59.14,0:14:03.95,Default,,0000,0000,0000,,impressive all at once aesthetically it Dialogue: 0,0:14:01.97,0:14:06.44,Default,,0000,0000,0000,,has to strike this extremely delicate Dialogue: 0,0:14:03.95,0:14:08.36,Default,,0000,0000,0000,,balance of adding just enough movement Dialogue: 0,0:14:06.44,0:14:10.37,Default,,0000,0000,0000,,to keep things feeling alive and Dialogue: 0,0:14:08.36,0:14:12.74,Default,,0000,0000,0000,,expressive without that simplistic Dialogue: 0,0:14:10.37,0:14:15.77,Default,,0000,0000,0000,,movement just feeling like bad animation Dialogue: 0,0:14:12.74,0:14:18.32,Default,,0000,0000,0000,,to be cheap without feeling cheap Dialogue: 0,0:14:15.77,0:14:20.60,Default,,0000,0000,0000,,basically the line between limited Dialogue: 0,0:14:18.32,0:14:23.33,Default,,0000,0000,0000,,animation and bad animation can be Dialogue: 0,0:14:20.60,0:14:25.70,Default,,0000,0000,0000,,extremely thin and Phoenix Wright does Dialogue: 0,0:14:23.33,0:14:27.74,Default,,0000,0000,0000,,drift over that line with some frequency Dialogue: 0,0:14:25.70,0:14:29.78,Default,,0000,0000,0000,,if I'm honest but when you're posing is Dialogue: 0,0:14:27.74,0:14:31.82,Default,,0000,0000,0000,,this strong and when your characters are Dialogue: 0,0:14:29.78,0:14:34.52,Default,,0000,0000,0000,,this expressive and their reactions are Dialogue: 0,0:14:31.82,0:14:37.22,Default,,0000,0000,0000,,this satisfying I'm not sure any amount Dialogue: 0,0:14:34.52,0:14:39.32,Default,,0000,0000,0000,,of clunky animation can ruin that like I Dialogue: 0,0:14:37.22,0:14:41.27,Default,,0000,0000,0000,,said at the end of the day the eternal Dialogue: 0,0:14:39.32,0:14:43.25,Default,,0000,0000,0000,,challenge of game animation is in Dialogue: 0,0:14:41.27,0:14:45.71,Default,,0000,0000,0000,,delivering the most bang for your buck Dialogue: 0,0:14:43.25,0:14:49.18,Default,,0000,0000,0000,,and very few teams succeed in achieving Dialogue: 0,0:14:45.71,0:14:51.68,Default,,0000,0000,0000,,this much while working with so little Dialogue: 0,0:14:49.18,0:14:53.33,Default,,0000,0000,0000,,thanks once again to my patrons for Dialogue: 0,0:14:51.68,0:14:55.49,Default,,0000,0000,0000,,choosing this topic this was not a Dialogue: 0,0:14:53.33,0:14:56.66,Default,,0000,0000,0000,,franchise I was planning to dig into but Dialogue: 0,0:14:55.49,0:14:58.67,Default,,0000,0000,0000,,I'm very happy you gave me the Dialogue: 0,0:14:56.66,0:15:00.29,Default,,0000,0000,0000,,opportunity to do so if you would like Dialogue: 0,0:14:58.67,0:15:01.94,Default,,0000,0000,0000,,to suggest a topic for a future new Dialogue: 0,0:15:00.29,0:15:03.50,Default,,0000,0000,0000,,frame plus episode then consider Dialogue: 0,0:15:01.94,0:15:05.78,Default,,0000,0000,0000,,supporting the show like all of these Dialogue: 0,0:15:03.50,0:15:06.50,Default,,0000,0000,0000,,beacons of justice over here thank you Dialogue: 0,0:15:05.78,0:15:08.87,Default,,0000,0000,0000,,for watching Dialogue: 0,0:15:06.50,0:15:23.29,Default,,0000,0000,0000,,I'll see you next time Dialogue: 0,0:15:08.87,0:15:23.29,Default,,0000,0000,0000,,[Music]