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science-lings · 2 days
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Obsessed with the vibe that both Ryunosuke and Phoenix were built to be the most easily underestimated guys ever and they’re always set up against people who would eat them alive if given the opportunity. They’re also distinctly different flavors of visibly pathetic, Phoenix has more of the ‘ridiculous stupid reckless crybaby’ thing going on while Ryunosuke is a ‘tiny nervous woodland creature begging to be hunted for sport’ kinda vibe.
While there’s no way that it’s all a facade, it would be interesting if they were at least self aware. Phoenix does his puppy eyes in court at the judge and at Gumshoe to get into the crime scene and Ryunosuke just forgets to draw attention to the fact that he constantly has a sword on his person, while Kazuma uses it for intimidation Ryunosuke rests his hand on it for support and that’s it.
During the 7yg Phoenix tailors his persona specifically to double down on the idea that he’s shady and down on his luck and this feels like a choice that he’s made rather than him actually giving up and we know that he never gave up. That’s like… his whole deal.
Stronghart takes one look at Ryunosuke and immediately dismisses him, no one can turn this little runt into an assassin. He’s not a threat if he mutters all his thoughts to himself and is visibly anxious all the time.
I just think it would be funny if they weaponized it and are constantly pulling the ‘im a little birthday boy’ move.
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tunaricebowl · 20 days
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frogs-in3-hills · 1 year
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went insane and drew a full spritesheet for asougi in the ghost trick style :] play ghost trick btw
[ID: The post contains a series of 15 images of Kazuma Asougi from The Great Ace Attorney, drawn in the Ghost Trick: Phantom Detective style. They are right-facing, static 2D sprites. The style angular and expressive with clean, heavily-weighted line art and blocky cel shading. Broad pointed shoulders and simplified, bombastic hairstyles are also characteristics of this style. Asougi is wearing his Yumei University uniform, red hachimaki, and defense attorney’s armband, with Karuma slung over his hip.
The first image is of Asougi’s pointing sprite edited onto a black-and-red swirling, pixelated background, which is taken from Ghost Trick. A textbox in the Ghost Trick style fills the bottom of the screen and reads, “You’re telling me a ghost tricked this attorney?”
The following images show each sprite on a blank background. There are two sprites per image.
1: A neutral, arms-crossed sprite. He has good posture and his head is held high.
2: Asougi’s angry sprite. It is similar to his neutral sprite, but his shoulders are tensed, his face is tilted down, and his eyebrows are furrowed.
3: A thinking sprite. Asougi’s face is tilted down with a hand raised to his chin. He is looking slightly to the side with a pensive expression.
4: An objection/pointing sprite. His mouth is open in a shout and he wears a determined expression. His arm is slightly foreshortened.
5: Asougi wears a neutral expression with one hand on his hip and one on the hilt of his katana.
6: A happy sprite. Asougi has both hands on his hips with a smile. His posture is slightly more relaxed than his neutral pose.
7: A laughing sprite. Asougi’s head is tilted up as he laughs heartily. His eyes are closed. His visible arm is on his hip and his chest is slightly puffed out.
8: Asougi’s determined pose. He is leaning forward with a frown and furrowed brows. He holds his left fist out in front of him while his other hand is clenched into a fist at his hip.
9: A stressed/surprised sprite. This sprite is a near-copy of his arms-crossed neutral sprite, but his eyes are slightly wider and his mouth is open, showing his teeth. There are two drops of sweat running down his cheek.
10: A more intense stressed sprite. Asougi is leaning forward with a fist clenched at his side. His brows are furrowed and his mouth is open in a shout. Sweat is dripping from his face.
11: Asougi is leaning back with both hands reaching forward and resting on the hilt of his katana. His head is tilted to the side and he wears a slightly annoyed expression. This pose is taken from a sprite that only appears in the first case of The Great Ace Attorney.
12: Asougi is leaning back with his right arm raised in the air as he tilts his head in a nonchalant manner. His expression is somewhat deadpan.
13: Asougi’s body is turned into a profile view as he reaches for his sword with his right hand. His shoulder partially obscures his face, which is tilted down. His eyes are trained forward and he wears a determined, focused expression.
14: Asougi has his arms crossed, nearly identical to his neutral pose, but his head is tilted into a profile view and slightly downwards. His hair falls in a way that obscures his eyes, and there is a shadow cast over his face to convey a more serious expression. End ID.]
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skyefeys · 15 days
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A Comprehensive Guide to Writing Gina Dialogue!!!
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Do YOU like writing tgaa fics, but find yourself struggling to understand the speech habits of Gina Lestrade? Well, fortunately for you, I love linguistics and accents almost as much as I love Gina - so I've compiled a breakdown of every quirk in her speech!
(Full analysis under the break!)
Most of Gina's speech patterns can be broken down by three fundamental facts:
She speaks with a thick Cockney accent
She's uneducated, which leads to various grammar troubles
She uses a lot of informal cockney terms/slang
Let's get into it section-by-section!
(Note: Formatting looks a lot better on mobile!)
Section 1: Cockney Accent
So I’m an theater kid, and I've done dialect training for Cockney accents before - it's one of my best ones imo - so that certainly helped me write this section! Even without that, though, it's pretty easy to identify how her accent appears in her speech. Let's break it down!
Drop h's
Example: Here becomes 'ere
Drop g’s at the end of words
Example: Going becomes goin'
A few other word ends that get dropped:
Of becomes o'
And becomes an'
Th changes depending on the word - Thank you to annoyingloudmicrowavecultist for properly explaining how this works in the tags!
Voiced th becomes v
Example: With becomes wiv
Unvoiced th becomes f
Example: Nothing becomes nuffin'
For writing purposes, if a word would become unrecognizable with this change, it's left the same (but in actual speech, it would be pronounced differently)
Example: Father remains as father (but would be pronounced like fovva)
Th always remains intact at the start of words
Example: Thing remains as thing (but would be pronounced like fing)
Miscellaneous word changes
Something becomes summat (but other times is just somefin' - she's not consistent with either)
What becomes wot, whatever becomes wotever
Tomorrow becomes tomorra
Because is often shortened to 'cause, which becomes cos
Isn't almost always becomes ain't
Thank you / no thank you becomes ta / no ta
Some words spill together or are slurred
With that becomes wivvat, with it becomes wivvit (This one isn't actually used in-game, so you don't have to use it either, but it reflects how she'd actually be pronouncing it)
Isn't it becomes innit
Doesn't it becomes dunnit
Suppose becomes s'pose
Don't know becomes dunno
Probably becomes prob'ly
You might change - Another loose/inconsistent rule. Can depend on how the sentence would be pronounced out loud, but mostly is just a vibe
You becomes ya
Your/you're becomes yer
Yourself becomes yerself
Section 2: Grammatical Errors
Gina is an uneducated East End orphan, so it should come as no surprise that she makes mistakes here and there. Here are her consistent ones! Some of these are confusing/hard to explain, so I included specific examples.
Will say me instead of my, and meself instead of myself
Example: "I dunno much about guns meself."
Incorrect tense usage of was/were in negatives - Instead of I/it wasn’t, she’ll say I/it weren’t
Example: "I was up in a balloon, weren't I?"
Incorrect tense usage of does/do in negatives - Instead of he doesn’t, she’ll say he don’t
Example: "Somefin' wot 'e don't want people readin'."
Double negatives
Ever becomes never in negative statements
Example: "I swear on my life, I ain't never laid eyes on that dandy before."
Never + anything becomes never + nothing
Example: "I never done nuffin' o' the sort!"
Never + anyone becomes never + no one
Example: "All me life, growin' up in the slums, I've never trusted no one."
Haven't you ever becomes ain't you never
Example: "Ain't you lot never gone over an 'ouse lookin' for dough when the owners are out o' town?"
The word that or who in the context of ascribing a feature to a subject is replaced by the word what
Example: "She's always goin' on about all them cases wot Sholmes is lookin' into."
Other example: "I think I wouldn't fancy me chances wiv a lawyer wot lives in a place like this."
Will say them instead of those
"All them skylights open, dead easy."
Will say no more instead of anymore
"Ya dropped it, so it ain't yours no more."
She’ll sometimes mess up bigger, unfamiliar words. This one's entirely in your discretion what words she might mess up. Some canon examples:
“Supperment” instead of supplement
“Mantlescript” instead of manuscript
On a similar note, she'll sometimes confidently get sayings wrong and think she sounds smart
“Toby's...'ow did they put it...? ...Oh, yeah! A 'bone-fide' detective!”
Section 3: Cockney Terms/Slang
In addition to her thick dialect, growing up in the East End means Gina has also adopted a plethora of unique words and phrases. This'll be more like a vocab section!
Cockney rhyming slang - Some words are replaced with phrases that rhyme with them. She uses a few in canon:
Instead of believe, she’ll say Adam an’ Eve
“Would you Adam an' Eve it, eh?! Wot a mug!”
Instead of face, she’ll say chevy chase
“Yeah, I can see it written all over yer chevy chase!”
Interjections/Exclamations
Blimey - Express surprise or shock
"Blimey, yer right! That streak o' light in the photo looks just like an arrow, dunnit?"
Cor - A general interjection, kind of a euphemism for god
"Cor, listen to you! Ya stumble across a bit o' balloon an' suddenly yer the best investigator in the world!"
Oi - I doubt I need to define this one, but it's basically the equivalent of "hey"
"Oi! That's off limits up there!"
Words for people
Cove, bloke - A boy or man. Gina tends to use cove more often than bloke.
"That's where the cove ended up after 'is 'instant kinesis' or wotever they call it."
"When I lifted the last bloke's purse, 'e got wise to me."
Dandy - A conceited, fashionable upperclass man. Can be used as a noun or adjective.
In reference to Ashley Graydon: "I swear on my life, I ain't never laid eyes on that dandy before."
Dee - Thank you to uzukirie for figuring this out in the replies of this post - dee is short for detective!
To Sholmes: "I don't need no 'elp from some stuck-up dee!"
About Gregson: "Yeah, the dee let me keep it. After I looked daggers at 'im for long enough."
Swell - A wealthy or elegant person. In canon, Gina uses this exclusively in reference to McGilded.
"It's because o' that, this swell found me. …'E did 'elp me get away, mind."
Miscellaneous vocab
Dodgy - Suspicious
"It was amazin' when you showed that dodgy professor's dodgy experiment was a total fix!"
Rum - Odd or strange
"I mean, wot's the point of spendin' a joey to make a few bob, eh? That's a rum idea, innit?"
Coppers - Cops
"If you do wot the grown-ups tell ya, it'll get yer mates dragged off by the coppers. Or worse."
Scarper - Flee/run away/leave in a hurry. Also comes from rhyming slang - Scarper = Scapa Flow = Go
"If I did that, 'e said 'e'd let me scarper before the coppers showed up."
Have a butcher's - Take a look. Also comes from rhyming slang - "butcher's hook" = look
"Most days I push the cushion up wiv me 'ead an' look out the crack. Then I can 'ave a butcher's at who I'm gonna fiddle."
Rude words/phrases :)
Gordon Bennett - Expresses surprise or contempt - kind of a euphemism for goddammit.
"Gordon Bennett! You lot!"
Flamin', bleedin', - General emphasis. Pretty much just gentler ways of saying fucking.
Note!! You might be tempted to make Gina say "bloody", since that's well-known British slang, but she never says that. She says bleedin' in its place.
"Don't be so flamin' rude, 'Oddo!"
"It's lies every bleedin' place ya look in this world, innit?"
Bleedin’ Nora - A variation of "Bloody Norah", a surprised/irritated interjection.
"Wot the bleedin' Nora, 'Oddo?! Wot 'ave you gone an' done?!"
Bogtrotter - A derogatory term for an Irish person. She uses this to refer to McGilded.
"Look at the mess it's got you into, believin' in that bogtrotter!"
Mug - An idiot.
"You can't do it from inside, you mug."
Blue blazes - An alliterative exaggeration of "blazes". A euphemism for hell.
"Where the blue blazes 'ave you been, eh?"
Cobblers - Rubbish/nonsense. Literally, it means testicles - derived from Cockney rhyming slang, where "cobbler's awls" = balls.
"All this nonsense about the boss plannin' to kill people… It's cobblers!"
And 1.2k words later, that's pretty much it! Now you can write Gina dialogue spot on <3
Feel free to suggest anything I'm missing/got wrong - I come back and edit this for accuracy's sake every time I notice something I left out, or when people in the replies/tags point things out!
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inferiorbeing · 5 months
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I don't know if this exists yet, as some searches turned up nothing. So just in case it doesn't I decided that it should.
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vichi60 · 3 months
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Deadly suspicion…
Maria Gorey fanart because guess what! I finished Tgaa duology and i already miss them,,, i’m copiiiiiing :) also she has the most interesting design i’ve ever seen in this second franchise, the moth and medical theme is really nice,,, anyways here’s this hope u like it also here’s some doodles as well :D
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inbarfink · 1 month
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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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chicinlicin · 4 months
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i wanna put sholmes in a blender
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handsome-kakigori · 3 months
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My full piece for @desire-asoryuu-zine
I always have an excuse to draw each and every of my blorbos in a veil 👰‍♂️✨
Thanks for having me, and thanks to those who bought our zine ;D
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purrpurrazzi00 · 2 months
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" さあ祝おう! "
Ryuunosuke's first popularity contest win!!
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tub3rculosis · 5 months
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aa/dgs textposts i made for my insta but im also posting them here bc i'm more active here anyway
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b6b6b · 1 month
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something more stylized than usual
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prommytheus · 5 months
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my tierlist ranking the cast of great ace attorney by how homophobic i think they would be
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conwise · 2 months
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I did this back when TGAA 1&2 were released in English and honestly it’s still top tier
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skyefeys · 3 months
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i'm thoroughly enjoying herlock sholmes
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savedatateam · 7 months
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I couldn't not do it.
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