![]() ![]() Capcom clearly designed the courtroom drama to be a game that’s played sporadically. Wright’s first 3DS outing an even higher score than we’ve given it, but the game does suffer from some real issues. Keep your day job though, because a real courtroom judge as lackadaisical as Dual Destinies ’ bald Santa Claus wouldn’t be there to save your ass when you screwed up. Presenting each piece of evidence and probing each statement correctly will make you consider whether you should have pursued a career in law. Regardless of the above though, Dual Destinies is great fun. One can only assume that Capcom left it in to make sure you know that you suck at being a lawyer. In all honesty, it’s a pointless system, as you restart where you failed. If it reaches zero, your client is found guilty and the courtroom doors are slammed in your face. A small bar tracks how many mistakes you can make per case, if you present the wrong evidence, the bar takes a hit. If at any point you do present the wrong evidence, there’s little consequence. None of them are overused either, making them a nice change of pace. Each one of these takes the form of a mini-game, which, upon completion reveals more necessary evidence. Athena’s talking necklace - Widget -allows her to listen in for misplaced emotions, Apollo can detect tells - much like in a poker game - with his bracelet to discover when someone is lying and Phoenix can break psyche locks to discover repressed memories. Phoenix, Athena and Apollo each have a gadget that allows them to further scrutinise their witnesses. ![]() ![]() This is where the hidden abilities of each protagonist comes into play. It turns out though, that everyone in the world of Phoenix Wright is a liar, so sometimes evidence isn’t enough to stop the drivel from spewing out of peoples mouths. The latter forms the meat of the game using the aforementioned evidence and testimonies, you cross-examine each subject involved in the case, presenting evidence that contradicts their statements. The former - which you’ll be doing at the start of each episode - tasks you with snooping around each crime scene and the immediate area by moving between static locations, gathering evidence and interviewing some rather memorable witnesses. With the exception of this introductory course, each case is split into investigation sequences and courtroom sections. You begin by taking control of the first of these, which acts as both a tutorial and an introduction to the easy to grasp mechanics and characters. Split into five seemingly unrelated cases (read: they’re all related to one incident) that occur over this seven year period, Wright and his team take on each case to put an end to the dark age. Fresh out of law school and into Phoenix’s ‘Wright Anything’ firm is Athena Cykes, a bubbly lawyer who has started her career in the middle of ‘the dark age of the law’ - a period where the public distrust the justice system due to an event that occurred seven years ago. Wright has returned to service after losing his license for falsifying evidence. You don’t need to have played previous games to enjoy the fifth installment of the series, but in case you’re clamouring for some backstory, the premise is as follows: Mr. That doesn’t say much, as we doubt being in a career that deals with criminals on a daily basis amounts to much fun, but Capcom’s endearing law series does a damn good job of making something that should be dreadful into a piece of entertainment. ![]() Phoenix Wright’s catchphrases are almost more legendary than the lawyer himself, but Dual Destinies is far from a gimmicky game, it’s the most fun you’ll ever have pretending to be a civil servant. Objection! Take that! Hold it! These three phrases are what you’ll be shouting in your sleep after playing Dual Destinies, as they’re belted out every two seconds in a speech bubble that threatens to blind you if you have the 3D switch set to max. Reviews // 30th Oct 2013 - 10 years ago // By Joe Pring Phoenix Wright: Ace Attorney - Dual Destinies Review ![]()
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