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order order everyone new frame plus is
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in session by order of the patrons we
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are here to examine the animation in the
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Ace Attorney series so before we begin
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thank you to Marina de Mar is Scout
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hunter 546 and Archie Andrew ski for
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suggesting this very good topic now I
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realized that this might at first seem a
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strange series to make an animation
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analysis video about because the
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animation in the Ace Attorney games is
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incredibly minimal you could even argue
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that it is unnecessary just a flourish a
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light sprinkling of movement over top of
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an otherwise static visual novel but
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however non-essential the animation
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might seem it is still an important
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additive element and it's a big reason
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why Phoenix Wright games have proven so
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memorable game animation is always a
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challenge of delivering the most bang
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for your buck and ace attorneys
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developers have historically had very
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little buck to work with this is a
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series whose visual identity has been
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shaped by its limitations the first game
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was developed by a team of seven people
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over the course of just ten months the
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original Phoenix Wright trilogy was
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first made for the Game Boy Advance of
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all things and yet despite all that
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these games are loaded with expressive
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characters and silly charm so how do
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these games manage to do so much using
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so very little to start it helps that
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shoot akka me and his team chose the
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perfect presentational format the visual
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novel is an ideal genre for delivering
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an interactive story on the cheap I mean
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all you really need is backgrounds some
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static 2d character art and a text box
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and you can't get much more efficient
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than that and if all these games had was
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a handful of static poses and
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backgrounds in a text box they still
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would have worked I mean lots of
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successful visual novels have been just
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that but Ace Attorney does not stop
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there the first thing that really sets a
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Saturnia games apart from the pack is
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the quality of their pose design
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characters in these games only have a
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handful of poses each and you're going
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to be staring at those poses for hours
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so they have to be good and they have to
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somehow
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vade the totality of each character's
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personality
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Capcom's artists have to essentially
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take each character and condense all of
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their body language and all of their
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full emotional range down into just a
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few snapshots and these games are so
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good at it all these characters are so
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expressive so many visual novel
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characters will spend their entire game
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standing in these relatively neutral
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poses letting the text and their facial
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expressions do all of the work but not
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these folks just look at the range on
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edge words courtroom posing you got
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neutral smug Stern assertive very
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assertive taken aback
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exasperated that's not a whole lot of
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poses and yet he is larger-than-life
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every one of these characters makes an
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immediate strong impression like you
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don't need to read a single line of
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dialogue from red white to know that you
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hate him here I'll show you see just one
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glance at that pose and that smug
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expression and do you have all the
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information you need heck this game has
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some of the most iconic poses in all of
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gaming you don't have to have played a
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single Ace Attorney game to recognize
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this this brings us to another important
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element that sets these games apart
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their approach to limited animation
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because as you can see these are not
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just static poses compared to a lot of
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their visual novel contemporaries Ace
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Attorney characters actually animate
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quite a bit you see one of the common
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challenges for this genre is that you
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want your visual novel to be visually
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engaging right because static images can
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get pretty boring to look at after a
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while but you got no money so you've
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either got to accept that your games
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just gonna look pretty static and that's
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gonna have to be fine or you've got to
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figure out how to liven things up in a
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way that costs very little and it's
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pretty fun looking around to see how
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many varied solutions different visual
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novels and adventure games have used to
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address that problem because there are a
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lot of really creative approaches out
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there now in the case of Phoenix Wright
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fully animating these characters on such
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a tight budget and schedule obviously
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out of the question so what the artists
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did instead was work within their key
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poses adding just enough movement to
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keep the characters feeling alive I've
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talked before about the concept of
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limited animation which you often see
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deployed in animation for TV which has
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to work on a tighter budget well this is
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basically that but stripped down even
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further down to the barest minimum
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possible so the characters will hit
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these striking poses but then as they
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hold each pose they will continue to
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blink when they speak as their text
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dialogue appears below their mouths will
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cycle through a handful of talking
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shapes and for certain poses characters
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will even have extremely limited unique
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animation just one or two additional
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drawings wherever it'll have the most
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impact maybe even on just one part of
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the body like nervous characters will
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visibly sweat detective gumshoe will do
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this heavy breathing which just adds to
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his sense of eager intensity
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dee Vasquez will smoke her pipe Cody
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Hawkins will try and fail to draw his
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toy sword Luke at me will clean his
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magnifying glass thing Franziska von
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Karma will tensely grip the fabric of
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her sleeve just like her dad does by the
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way and they'll add these anticipation
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frames to the poses that really need to
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pop with some more energy like Phoenix's
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accusatory point or the moments where
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Phoenix or Edgeworth slammed their hands
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down on the stand that tiny bit of extra
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animation attention goes wherever it
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will achieve maximum personality or
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appeal or comedy like the first time
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you're up against Godot and you see him
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lean forward hand outstretched and a
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coffee mug suddenly slides into his palm
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out of nowhere if that gag is not worth
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a few more frames of animation than what
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is but the real value of this strong
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pose design and hyper limited animation
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is in the ways that they can both be
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used to show a progression of emotions
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over the course of a story this is a
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game of comically exaggerated courtroom
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drama and the posing on this cast of
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absurd caricatures needs to reflect the
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drama of the moment and not just for
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narrative purposes but also for player
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feedback in the context of a virtual
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courtroom visible shifts in a
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character's emotional state are some of
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the clearest
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back the player can get in response to
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their choices like if that last question
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got a big emotional reaction then you
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might be on to something or if the
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prosecution starts looking smug all of a
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sudden now that's probably a bad sign to
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show you what I mean let's look at just
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one characters entire animation set over
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the course of one story and to show just
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how good a Saturnia spin at this from
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the start let's do it with a character
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from the very first episode in the
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series Frank saw it now this particular
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episode opens with a cutscene showing us
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that Frank is in fact the real killer so
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there is no ambiguity going into this
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case we know for a fact that the accused
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our client is innocent and that Frank is
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not to be trusted so when the trial
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starts and it's finally Frank's turn to
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take the stand this is the first pose we
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see look at this suck-up clearly he is
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hoping to come in here sweet-talk his
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way through his testimony and get out
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without a scratch now obviously this is
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not subtle characterization but it's not
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supposed to be this is a game of
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larger-than-life caricatures subtlety
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has no place here and he's already got
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some limited animation happening in this
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first pose just a set of three drawings
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on only his body to allow him to do that
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little sycophantic wiggle and this is a
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particularly great touch because that
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back-and-forth movement not only adds to
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the cloyingly over friendly nature of
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the pose but it also gives Frank a sort
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of nervous energy and of course we know
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why he might be feeling nervous it's
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just two extra drawings but they have a
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big payoff so then the prosecutor asks
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his first question and it's a pretty
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simple little soft ball of a question
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but Frank's response is accompanied by a
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flash and a screen shake the Ace
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Attorney games use these full screen
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effects a lot for emphasis in this
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instance it makes Frank's response feel
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kind of overeager like maybe he replied
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a little too suddenly or too loudly this
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is also where we see the additional
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drawings for Frank's talking mouth in
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this pose just his default mouth shape
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and three additional mouth poses playing
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on a loop now as Frank starts giving his
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testimony you might notice a subtle
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difference in his animation during the
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moments when he's speaking
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he is still holding that same pose as
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before but as the text appears on screen
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and his mouth flaps the speed of his
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wiggling increases slightly when he's
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beautifully just standing there idle his
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little wiggle animates on twenty frame
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intervals but when he's talking that
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animation speeds up so that the drawing
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cycle every 15 frames or so which makes
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him feel a little more active on screen
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and I love this little efficiency the
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artists are altering the character's
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performance just through timing alone
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here without having to add any new art
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and we're gonna see them play with that
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timing a lot more in a second so Frank
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gives his testimony and wait a minute we
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find an inconsistency when we call him
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on it
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that's when we see Frank's second pose
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and it's very similar to the first one
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in fact I think the body animation might
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be identical which again hey efficient
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but now his head is tilted downward
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slightly his brows are furrowed he's
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looking a little more worried he's
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starting to sweat and that body
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animation cycle is going even faster now
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the drawings are switching on eighth
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frame intervals plus we're starting to
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see more screen shake on his responses
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he is getting more and more nervous and
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that act he's been putting on is
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starting to feel less charming and more
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desperate and does that not feel
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satisfying of course he does come up
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with a lie to dig himself out of that
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hole and he reverts to that original
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smarmy grin but then he gives revised
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testimony and aha another contradiction
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and with another flash and screen shake
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Frank is cornered again
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Phoenix calls him out on this latest lie
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and that's when we see a brief glimpse
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of pose number three an expression of
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furious shock kind of like when a cat
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digs their claws into your leg it's only
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onscreen for a second but it's a telling
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sign we are beginning to break through
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the act and there's a little animation
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to this pose too so long as you don't
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blink you might see his toupee flap off
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of his forehead just a little it's a
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little bit of foreshadowing for you
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so Frank digs himself out of this lie
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also but this time he doesn't go back to
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the smarmy pose he sweats through his
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entire third attempt at testimony and
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when we call him on yet another
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inconsistency this time we get pose
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number 4 anger he's shaking his fist the
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screen is shaking a lot on his dialog
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now his eyes are blinking just
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lightly out of sync which mmm that's
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good we are seeing a new side of Frank
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come out the true Frank who can't keep
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his anger in check we've almost got him
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you see what I mean about this animation
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acting as player feedback Frank's
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emotional state and also the emotional
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state of the prosecutor which is very
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fun to watch functions as evidence of
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your progress in this case and these
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emotional outbursts also weirdly
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function as a kind of celebration but as
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you wear the witness down with more and
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more of your very good lawyering they're
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escalating nervousness and anger is your
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reward and if you can manage to keep
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pressing them and break through their
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last few desperate lies then
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the game will celebrate your victory
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with a relatively elaborate meltdown
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this is almost always the most animation
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you're going to see on these antagonist
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characters Frank's little toupee throw
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here requires a whopping seven new
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drawings or I guess closer to twelve if
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you include the hair and also Phoenix's
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expression it is no wonder players love
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these meltdowns so much because they are
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immensely satisfying moments that you
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worked so hard to earn and the actual
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animation of these moments isn't even
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that impressive by most standards this
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would probably be considered kind of
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poor but the over-the-top comedy of the
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outburst still makes for an incredibly
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satisfying surprise but Frank's not done
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yet now that he's had his outburst we've
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got a sixth pose of pure rage and it has
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a lot of movement on it the Frank that
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started this trial is nowhere to be seen
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and when you deliver the final final
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blow the game has one more reward for
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you
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a court case won by knockout that's some
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good lawyering we just did and that's it
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that's all of Frank's animation just
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seven or eight poses with some extremely
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limited movement thrown in for emphasis
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compared to most other hit games that's
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barely anything and yet it achieves
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everything it needs to in fact this
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style of limited but exaggerated
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animation is so effective that modern
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Ace Attorney titles are still using it
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the characters may all be 3d models now
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and the snippets of animation may have a
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bit more detail than they used to but
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everything is still built on simple held
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poses accented with extremely limited
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specific motion and I'm actually shocked
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at how well this works in 3d
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granted the models aren't able to hit
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those old poses with quite the level of
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appeal as the original pixel art and
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drawings had but they do get like 95% of
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the way there and the constant use of
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unusually static poses makes the
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flourishes of animation even more
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appealing by contrast the animation in
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ASA tourney games is simple and
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impressive all at once aesthetically it
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has to strike this extremely delicate
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balance of adding just enough movement
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to keep things feeling alive and
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expressive without that simplistic
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movement just feeling like bad animation
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to be cheap without feeling cheap
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basically the line between limited
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animation and bad animation can be
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extremely thin and Phoenix Wright does
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drift over that line with some frequency
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if I'm honest but when you're posing is
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this strong and when your characters are
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this expressive and their reactions are
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this satisfying I'm not sure any amount
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of clunky animation can ruin that like I
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said at the end of the day the eternal
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challenge of game animation is in
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delivering the most bang for your buck
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and very few teams succeed in achieving
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this much while working with so little
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thanks once again to my patrons for
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choosing this topic this was not a
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franchise I was planning to dig into but
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I'm very happy you gave me the
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opportunity to do so if you would like
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to suggest a topic for a future new
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frame plus episode then consider
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supporting the show like all of these
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beacons of justice over here thank you
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for watching
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I'll see you next time
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[Music]