Monday, June 19, 2023

Beaten: Ace Attorney Phoenix Wright Dual Destinies (3DS)

 "It was great to be back in court!" is something most normal people do not say, but to gamers who've enjoyed the Ace Attorney Series, it's probably pretty common. For me, it had been around twelve years since I beat Apollo Justice: Ace Attorney before I finally downloaded the first of two 3DS Ace Attorney games, Dual Destinies. 

I had also sputtered out during my unfinished playthrough of the spin-off game Ace Attorney Investigations: Miles Edgeworth, finding that game not as enticing, and also bitter knowing that the second game in that series was not coming to our shores.  I also think Dual Destinies being a download-only title in North America deterred me, as being old means wanting physical copies, because that new-fangled internet thing you kids are keeping your games on will likely go away at some point.

So I finally downloaded Dual Destinies a few years ago and did the first case. A year or so later, I did the second case. Recently, I decided to go ahead and finish the game rather than dipping in and out like that, and it was a fun, rewarding experience as always. These games I would describe as mostly storytelling with some logic puzzles thrown in. 

The bizarre world where the Ace Attorney games takes place is one of swift justice, meaning that your clients are always this close to prison unless you can find tiny inconsistencies in someone's testimony to undo them. Defense attorneys dress pretty straight but have bad hair day issues, while Prosecution attorneys usually dress with gaudy flair like rockstars, bully the judge, often fabricate evidence, and sometimes physically attack the defense attorneys with whips or knives during the trial. Just go with it.

Luckily, the defense attorneys usually have a magic McGuffin that helps them see through lies and perceive hidden emotions, and these are game changers in some trials. These only deploy at certain times in the case. The gameplay divides into investigations, where the player interviews people and checks out crimes scenes,  and of course the courtroom where the magic happens. 

The main improvement over the previous Ace Attorney installments is obvious in that the graphics on the 3DS are far superior to the old DS games, and the use of the system-based 3D effects really shines here. Everything is so crisp and clear, and the feeling of depth in the screen is almost tangible.

I'm trying to remember, and too lazy to look up, whether or not the old DS games allowed saving at any point. Whatever that answer, the 3DS can, making the parts of the game much easier where you can't quite complete the logic bridge they think is being built in the player's head and have to guess what evidence to show.

For the most part, the logic holds up, and I had successfully guessed where the trial was headed a good bit before the lawyers in the game had. This game also felt like it was made as a farewell to the series (even though it was not), as lots of characters from some of the previous games show up to help out toward the story's end.

I had thought I was all set when I downloaded this title a few years ago, but I found out recently that I had missed a DLC for it. In addition, there was another full Ace Attorney game made for the 3DS, but like Dual Destinies, it was digital only. By the time I realized all this, the Nintendo 3DS shop was closed.

But good news broke recently that those titles were headed for a re-release on the Nintendo Switch next year, in a package with Apollo Justice: Ace Attorney, Ace Attorney Dual Destinies, and Ace Attorney Spirit of Justice. On top of that, I already have another Ace Attorney compilation for the Switch, comprising the other two new Ace Attorney games that apparently take place in the late 1800s.

Revisiting Ace Attorney was like hanging out with old friends, sharing the unfolding of their new story, and feeling reassured that even when I can't make it to court, these weirdos with strange haircuts will be pressing forward shouting "OBJECTION!" when they have to. I'm sure I'll be back in court with them someday, but until then, my victory in Ace Attorney Phoenix Wright Dual Destinies will be proudly admitted into the court record.


Saturday, June 10, 2023

Review: Tunnels of Terror (Odyssey 2)


This week saw the release of Tunnels of Terror for the Odyssey 2, a terrific translation of the timeless Atari VCS classic Turmoil. I received it today and determined that I should try to put together a timely review, which is something I almost never do with a new game release.

This game comes from programmer Chris Read and was published by Odyssey Brasíl. Mad props to all involved, and I love the Odyssey 2 enthusiasts everywhere, but Brazil seems especially eager to keep the console alive.

Since the dawn of the homebrew era there have been many great games made, but few that come with great packaging. The simple reason is that it’s expensive to create. So the $60 price tag for this limited release was well worth the expense. In the above picture, the game comes with a great poster and another glossy picture, for some reason. Very cool!

However, the best part of this package is the box itself, created in the classic Odyssey 2 fashion. The paper box is sturdy, glossy, and really well done. My only complaint is minor. If one is going to call their Odyssey 2 homebrew a "Challenger Series" game, that is fine. But it should not only show on the front of the box, but on the side as well. Tunnels of Terror does not have the side callout for it being a Challenger Series game, even though it is on the front. I know, I'm nitpicking.

The cartridge and manual are also very authentic looking and well done. Also included was a certificate of authenticity, two flyers, and a cute Wizard of Odyssey (an 80's spokeswizard character) sticker.
The cartridge handle was a little different but feels just as sturdy.

As for the game itself, it's Turmoil, it works, and it is great to have this fantastic shooter on the Odyssey 2.  Turmoil was a part of the great pantheon of single screen shooters that came after Space Invaders and exploded in the early 80s before consoles and computers were better capable of scrolling the screen. Space Invaders, Galaxian, Demon Attack, Megamania, and the like were as popular and common as first person shooters are today, and Turmoil was fast, fun, and original.

Instead of the player's ship being at the bottom of the screen, they are in the middle, able to move up and down and shoot left and right at attackers passing through the tunnels. In the early wave I tested, there were only two types of enemies, and only one of each on the screen at a time.

Thus Tunnels of Terror is less tumultuous than Turmoil, and the player can, in this early stage, carefully maneuver and shoot as needed. In the classic Turmoil, things were a bit more frantic, with more enemies on the screen.

Perhaps the tempo of Tunnels of Terror turns up in later waves; I was unable to test further due to family visiting (and occupying) our guest room where the Odyssey is hooked up.

The real simple test I have for these homebrew games is to ask myself “If this had been released by Odyssey in 1982, would I have been eager to get it?” Tunnels of Terror is a definite “yes” answer to that question.