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ace-ace-attorneys · 3 days
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doodles :D
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ace-ace-attorneys · 4 days
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“I’d rather take my whiskey neat, my coffee black, and my bed at three.”
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ace-ace-attorneys · 6 days
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Ghost Trick is so funny because it's one of those games where people keep telling you to play it and after a while you start getting curious so you go "whatever" and try it
Then you're playing it and the thing happens which leads to the thing and ultimately gets you to THE thing and then you finish it and are like "I have to tell people"
So you go on social media to post about how this was a downright mindblowing experience but are like "Oh no what do I say to not reveale too much?"
You then type "Play Ghost Trick" and hit post like some sort of drone and you are 100% right to do so
Anyway play Ghost Trick
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ace-ace-attorneys · 7 days
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"Now, I'm not the kind of guy who can just stand back and watch a poor woman get shot... But I have just one little problem... . . . I'm already dead myself." -Ghost Trick: Phantom Detective
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ace-ace-attorneys · 8 days
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Taxonomy of Ace Attorney Weirdgirls
Single-Type Weirdgirls: Maya Fey, Pearl Fey, Trucy Wright, Princess Rayfa, Kay Faraday Dual-Type Weirdgirls/Attorneys: Athena Cykes, Sebastian Debeste Dual-Type Weirdgirls/Mad Scientist: Ema Skye, Iris Wilson Weirdgirls Who Did a Class-Change to Defense Attorney: Phoenix Wright, Raymond Shields Weirdgirls With One Level in Defense Attorney: Susato Mikotoba Defense Attorneys With One Level in Weirdgirl: Apollo Justice, Franziska Von Karma, Simon Blackquill Not Weirdgirls but Exhibit Weirdgirl-like Traits Due to Convergent Evolution: Luke Triton, Dick Gumshoe
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ace-ace-attorneys · 8 days
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Part 2 to a comic I made a little over a month ago! I was going to make it for white day, but I was a bit late TT see the first part here
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more thoughts beneath the cut, as always!
Hi! so as I said before, im a little late for when I wanted to post this. I realized it was white day a few days ago and thought it would be fun to make a little comic with Apollo's attempt at revenge! I started it ON white day, then I realized there was NO way I was getting it out then whoops! Here it is now >:)
I worked on this and it was actually driving me nuts, I continuously thought "does this comic even make sense at this point?" hopefully it does TT
I do want to say though, I went into this thinking that no matter how I made things, I wanted it to MOSTLY backfire on Apollo TT SORRY APOLLO LOVE YOU TT I just think he would have really odd ideas on how to get back at someone. Like what kind of person steals the shirts out of your closet for revenge? Him, I guess. Or me since I was the one who thought up the idea LMAO. ALSO I think that Klapollo as a ship in general is interesting because, no matter how someone writes them, inherently, they're BOTH just losers. Yet, they both want to be the coolest person ever and sometimes (most of the time) it doesn't work out how they want, especially with Apollo. He wants to be cool so bad but says stuff like "um, hiya..!" He's my favorite little guy, just like me fr
AND shout out to my sisters for helping me to block this out TT my younger sister practically did ALL the work for the second panel, she even drew it out for me initially, so thanks gug <3 @abandonedart
I'm only a little sorry for yapping this time >:)
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ace-ace-attorneys · 9 days
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The prosecution is ready, your Honor.
Also new watermark:)
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ace-ace-attorneys · 9 days
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You ever think about Klavier Gavin, having grown up with someone as manipulative as Kristoph and then being thrown into stardom and being sweet talked by millions of fans who only love the idea of Klavier Gavin but dont know the real person under that mask he carefully build over time? Do you think about him finding Apollo Justice, who is blunt and honest to a fault and does not care about Klavier Gavin the Rockstar, he cares about Klavier Gavin the person and he will tell him so? He will tell him that he loves him? And Klavier Gavin will tell Apollo Justice that he loves him too?
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ace-ace-attorneys · 11 days
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bitter choco decoration
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ace-ace-attorneys · 11 days
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I think a lot about the Concept of ‘choices that matter’ in video games. Like, in terms of what it is that makes a choice ‘really matter’, what do we perceive as a choice that matters or has a consequence, how do different games with different amounts of branching or non-branching storylines play with those ideas…  Especially because Undertale is one of my favorite games of all time, and it has often been hyped as ‘a game where your choices REALLY matter’ and… honestly, I dunno if all of this hype was fully conducive to Undertale.  Because the way it handles the concept of Video Game Choices is actually a lot more interesting and complex than that simplistic descriptor makes it seem.
Because Undertale actually has a lot of choices that ‘don’t really matter’! Lots of dialogue choices and silly little decisions that on a first playthrough seem like they’re some sort of moral choice or a branching plotline but end up always leading to basically the same result regardless of what you do!
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And the game doesn’t really try to hide the fact that these choices are kinda 'Fake'. I mean, on a first playthrough a player might assume there’s gonna be some Massive Consequences for picking the ‘wrong’ drink on Undyne’s date, but the game’s narrative expects for there to be multiple playthroughs and pretty much every Choice that Doesn’t Matter is peppered with that Undertale brand of wacky character-focused humor that inherently makes the moment memorable. Papyrus leading Undyne straight to you no matter what you do is basically a cross-timeline running gag.
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On some level I see this as a sort of gag that serves as meta-commentary about the expectations around Choices That Matter in Video Games. As in, a lot of games have their Moral Choices happen in clearly easily marked ‘this is a Moral Choice!’ moments within the story, while the actual gameplay (and any violence the player might cause as part of said gameplay) is basically entirely divorced from any element of narrative-branching and doesn't effect the story at all. Undertale basically entirely inverts this dynamic; the most important factor for which Route you’re own is how you handle your FIGHTs, and what seems like clearly-marked and obvious Moral Choices are just goofy insubstantial minor changes in dialogue. 
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But also… there is also a level where you must ask yourself ‘what does it mean when we say that these choices Don’t Matter’. I mean, it’s not like they didn't change anything about the game, the Player still made the character say that other thing, the choice probably led to an alternate piece of dialogue, probably a joke with a call-back at the end of the game… The line between a one-off joke and an actual story-changing moment can be a little blurry if you look at it too deeply.
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For example, near the end of the Waterfall part of the game, the Player is given the choice to save Monster Kid even at the risk of having to face down Undyne.
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Pretty much anyone who isn’t deliberately trying to be an asshole is going to rush to save them and obviously that includes the Pacifist Route Players. But you can actually leave Monster Kid to die without it 'mattering' in the sense that it wouldn't divert you from the Pacifist Route. Undyne saves them instead of you, and ends up with slightly less HP for her battle (which might Matter for Runs when you try and FIGHT her but obviously not in Pacifist Runs) and… by the end of the game, during the extremely happy True Pacifist Ending, they still clearly remember that you abandoned them and are upset by it.
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So… does saving Monster Kid ‘matter’ or not? On one hand, choosing not to save them mostly just changes a few lines of dialogue but… these lines of dialogue kinda recontextualize this happy ending and the Player’s actions in general. Despite the True Pacifist Ending otherwise portraying the Player/Frisk as a kind-hearted and brave hero... they still did this undeniably cowardly (and perhaps even cruel) act to one of their friends .
Was running away and leaving Monster Kid to die a brief but significant moment of weakness that the Player regrets and has cost them what could’ve been the start of a lovely friendship? Or is that simply that being a True Pacifist was always more of a matter of pragmatism rather than ideals? Were they only acting as a Pacifist to get that promised 'Best Ending', and only Monster Kid has an inkling they are not as heroic or kind as everyone thinks they are?
And then there’s the Snowman ‘quest’.
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A free healing item given early in the game, with your mission being to carry it along in your inventory for as long as you can without ever consuming it. The only reward you will ever see from it is a few lines of dialogue…
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But for many, it is more than enough of an incentive to preserve the Snowman’s Piece. You can do whatever you want with the Snowman without it ‘mattering’ in terms of Ending or consequences. You could carry it through all of your adventures with care and kindness... or you could eat it while he can’t see you and then go back to him and tell him that you ‘lost’ it and then get another piece and eat that as well, you could eat it right in front of his face, horrifying him. 
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And much like with Monster Kid, you can STILL get the True Pacifist Ending after doing that, all that would change is a few optional pieces of dialogue from the Snowman… 
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And a total recontextualization of the Player’s behavior and the ending. The Snowman sees the Player as a cruel and heartless person who is just pretending to be good so they can be liked - the way they acted with this immobile, powerless Snowman who could do nothing for them and their reputation reveals their true self. And he says their friends will realize that too one day...
Doing a True Reset on the Pacifist Ending is, by definition, a (almost) consequence-free action and yet it changes future Pacifist Routes immeasurably. Turning the Player into a Hypocrite doing the exact same thing they were trying to stop Flowey/Asriel from doing - trapping all of their friends into a time-loop so they can play with them forever while never actually letting them to enjoy freedom on the surface, simply because they are not willing to move on or put their friends' wishes and agency above their own. Nothing in the game actually changes, not one character can even suspect that you did something like that, and yet for the Player - this choice makes the entire Meaning of the game flip on its head. 
Even the most famous and heavily-toted Big Consequence in the whole game - selling your soul to Chara after completing a Murder Route… mostly what it does is just… recontextualize the ending of the Game.
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As a game, ‘Undertale’ is very much about the ways in which a Player engages with a game can radically recontextualize it. The huge chasm of difference between the Pacifist and Muder Routes is just the most literal example of it. But, in a way, even the tiny little Dialogue Options - where the lack of real choice and consequences is Obviously a Joke - matter. Because of the way they can recontextualize the Player Character’s behavior.
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(Okay, maybe not this one, but hear me out…)
Do you trust Papyrus to not betray you, even after you spied on him with Undyne?
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Do you have the integrity to admit you forgot something or got it wrong even when there’s no consequences for just lying about it?
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Are you a hypocrite for trying to get Alphys to be truthful with Undyne only to then immediately turn around and lie to Undyne yourself?  
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None of these choices matter for the ending, some of them don’t even get, like, a call-back joke or anything, but… if you are engaged in this story as a narrative, if you are invested in these characters as if they were people, if you are honestly trying to be the best person you can be, if you are trying to self-reflect at the way you approach this game… even the silliest little dialogue option can suddenly be imbued with deep implications and you can make them matter. 
Undertale is one of the best demonstrations of this concept, but this is absolutely not exclusive to it. For example….
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‘Ace Attorney’ is pretty much as far away as you can get from a ‘branching narrative’ within the video game sphere. It is a heavily-linear Visual Novel where 70% of the time it won’t even let you talk to random characters at anything but the exact order it expects you to and any ‘Bad Endings’ are basically just glorified Game Over Screens. (... because this is the Internet and something something piss on the poor, I should probably specify that I am talking about ‘Ace Attorney’ because I love Ace Attorney and these are neutral descriptions of the game and not complaints. There’s nothing wrong with a game being linear.) 
If there’s any Dialogue Choice in AA, it’s generally a very basic ‘right answer-wrong answer’ choice between Progress and a Penalty, or a total non-choice that just gets you to the same final result regardless. Except… Well… as we just talked about, getting to the same final result doesn’t necessarily mean a choice is ‘meaningless’, does it?
There’s actually a lot of great storytelling moments where Ace Attorney, despite its otherwise strict linearity, uses this exact sort of recontextualizing mindset I’ve talked about with Undertale to make choices with some really powerful emotional impact…. Even if technically, the ending is the same ending. It can be something as basic as ‘even if picking this Wrong Answer doesn’t get me a penalty, it still embarrassed my character and disappointed my friends/rivals and thus I feel bad for picking it’. Consequences as recontextualizing your character as more incompetent than they should’ve come across at that moment.
And then there’s moments like the iconic ending of ‘Justice for All’. That moment before Franziska bursts into the Courtroom with the case-making evidence and saves the day. The moment where it seems like Phoenix really is gonna have to pick between protecting his best friend and carrying out a rightful sentence.
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The player gets to pick between the two options, but Phoenix never gets to say his choice out loud before Franziska comes running in... and yet… he, and the player, still made that choice. Even if no one ever has to experience the consequences of your choice, even if the rest of the world has no idea what Phoenix Wright would’ve chosen if the Miracle hadn’t happened, we know what we picked and that knowledge of the choice matters. Because of how we feel about this choice and what it says about our interpretation of Phoenix… and about us.
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There’s also a bit of this ludonarrative device in ‘The Great Ace Attorney: Adventures’. During “The Adventures of the Runaway Room”, when you investigate the Omnibus for the second time and start finding things that… don’t quite fit together. When you’re finally starting to make progress with proving McGilded’s innocence, while also maybe starting to notice that something is… wrong with these pieces of evidence. 
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The unchanging linear narrative of the game is that Ryunosuke does eventually realizes McGilded's trickery, puts truth ahead of victory in court and yet, despite his effort and good intentions - the case still ends with a false Not Guilty verdict. And yet, the Player has the choice to... tweak the details.
There are several points where Ryunosuke can object, where he can call out the inconsistencies even though they help his case, where he can support Van Zieks in his accusations of tempered evidence... or he can not. Not necessarily intentionally misleading the Court as much as subconsciously trying to ignore the inconsistencies in the name of trusting his client.
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And yet… in the end it doesn’t matter. Maybe Susato calls out the inconsistency instead of him, maybe Van Zieks does, maybe it remains uncontested but... no matter what you do, the case will end with a Not Guilty verdict (I mean, I guess you can deliberately fail the game but that will not progress the plot), McGilded doesn’t seem like he held a grudge (in the few minutes he had left to live), and a few cases later - Ryunosuke would always be punished for his part at this false verdict.
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So it doesn’t really matter what Ryunosuke did back then? Does it matter if he did his best and called out every single inconsistencies or if he kinda half-assed it until he (and the Player) had to? He’s still going to suffer the same consequences down the line. And yet….
And yet, I think there’s something so powerful about giving us that option. About knowing that Ryunosuke, and we, did try and do something about McGilded's dirty tricks- even if it didn’t work. Or alternative, knowing that there was more that Ryunosuke and us could’ve done even if it was not nearly enough. Even if in the eyes of the game and the British Justice system there is no difference, the fact that we know what did and what we could’ve done can radically change the way the player feels about all of the later scenes concerning the truth about McGilded’s trial. It can radically change the way the player interpret Ryunosuke’s feelings about it as well.
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Because even though the game itself keeps playing along with the same script regardless, that trial had irrevocable consequences for the Player.
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ace-ace-attorneys · 14 days
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idk why i just rlly wanted to draw them all as normal office coworkers. worst workplace of all time
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ace-ace-attorneys · 16 days
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Why is he like that
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ace-ace-attorneys · 18 days
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i played turnabout big top today
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ace-ace-attorneys · 20 days
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He got hit by another car
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ace-ace-attorneys · 21 days
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Silhouettes
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ace-ace-attorneys · 23 days
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hi everyone i made a really short game where you get to play through one haori murasame's process of writing a letter to her best friend who she has normal emotions about. you should play it!
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ace-ace-attorneys · 23 days
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I may be a sucker for People Being Nice To Godot Post-Trials And Tribulations but I still refuse to believe any of these people can successfully play Mario Kart
Patreon / Commissions / Tip Jar
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