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The Animation of Phoenix Wright

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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
  • 14:37 - 14:41
    said at the end of the day the eternal
  • 14:39 - 14:43
    challenge of game animation is in
  • 14:41 - 14:46
    delivering the most bang for your buck
  • 14:43 - 14:49
    and very few teams succeed in achieving
  • 14:46 - 14:52
    this much while working with so little
  • 14:49 - 14:53
    thanks once again to my patrons for
  • 14:52 - 14:55
    choosing this topic this was not a
  • 14:53 - 14:57
    franchise I was planning to dig into but
  • 14:55 - 14:59
    I'm very happy you gave me the
  • 14:57 - 15:00
    opportunity to do so if you would like
  • 14:59 - 15:02
    to suggest a topic for a future new
  • 15:00 - 15:04
    frame plus episode then consider
  • 15:02 - 15:06
    supporting the show like all of these
  • 15:04 - 15:06
    beacons of justice over here thank you
  • 15:06 - 15:09
    for watching
  • 15:06 - 15:23
    I'll see you next time
  • 15:09 - 15:23
    [Music]
Title:
The Animation of Phoenix Wright
Description:

more » « less
Video Language:
English
Duration:
15:22

English subtitles

Revisions