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General Chat / Re: What Games Are You Playing 2025: Leaving a digital footprint in the ether
« Last post by Dark Holy Elf on March 31, 2025, 12:48:03 AM »Adventures in doubleposting:
Ace Attorney Investigations 2 - Finished my replay of the game.
Case 3: I think this is the most overall solid case of the game. While the game suffers from the usual AAI2 problem of taking things a convolution too far (mostly way too many things would have had to happen immediately following the murder and somehow nobody noticed that TWO people were doing crazy plots then) that's about my only complaint. This is a case where every character's role is interesting, including the victim, with a particular shout-out to Judy being Dorothea's magnificent bastard turn. Also an extremely emotionally effective case between knowing how important this is to Gregory Edgeworth and everything that follows from that, knowing that someone was imprisoned for 18 years for a wrongful conviction and seeing the effects that has (perhaps a bigger indictment of Manfred and the AA justice system than anything previous the games had managed). Also has bonus Larry.
Case 4: And here's where the game starts unravelling. The core sequence of this case is ridiculous and unbelievable (convenient Kay amnesia, convenient Lotta fainting, Niedler somehow not knowing who is blackmailing her) and as such isn't very fun to unravel. Also the doctor/nurse combo is supposed to be a comic relief witness but isn't funny (particularly not funny: the doctor being SO OLD when she's nearly a decade younger than Excelsius, I guess because old women are very funny to Japan) Excelsius logic chess is kinda nonsensical, why on earth is this guy spilling his plans to Edgeworth knowing he's gonna face him the next day, I get that the answer is "arrogance" but I don't buy it. And in general Kay's amnesia making her super-defeatist gives the whole case more of a Phoenix vibe than an Edgeworth vibe, except that it reminds me of a bad Phoenix case, like 1-5. On the plus side, I think the last hour of the case is pretty good , and Gavelle's face turn is a great moment even if I wish the game had telegraphed or explained it a bit better.
Case 5: A case with some great highs that is also very stupid. Let's start with the bad:
-holy shit the convolutions. At one point Kay even hangs a lampshade at it. Multiple overlapping kidnapping plots, really? Or the mastermind being wrong about who his dad is.
-the physics of the murder are complete nonsense
-The storytelling feels amateur, the prime example being Kanis breaking out of prison to monologue to you at the perfect time
-twelve years ago murder mystery feels very superfluous to the case and makes it drag.
-body double is a terrible character and utterly unbelievable that nobody noticed he was a fake for twelve years
-assassin showdown which the game thinks is very cool. The very forced drama with Sean there is also silly. (It's funny, I remember disliking the character and had no idea why until that scene, which I'd blanked out.)
But despite that I still enjoy the case for more than most "bad" AA cases because...
-Eustace logic chess is a great moment, a very unexpected but effective way to end that particular mechanic
-While the actual plot involving kidnapping is a bit silly, the resulting lesson that the people working with the law are themselves human is important and poignant
-The mastermind is just a brilliant character. The confrontation with them is one of my absolute favourites - their animations, their arguments, their fakery (particular shoutout to when they fake "panic" when you reveal your recording of their conversation only to be the biggest smugsnake in the world when Edgeworth figures out they'd switched off the recording before saying anything incriminating), their role in the story as someone motivated by spite, rather than greed or lust for power like the standard AA major villain.
-Edgeworth affirming why he still wants to be a prosecutor, in light of that character, makes for a very effective sequence and ties up the themes of the game nicely.
Ultimately I think I rank the cases as 3 > 2 > 1 > 5 > 4.
Overall I think I appreciate this game a bit more than the first time around. Part of it is the better translation, part of it is that knowing to have low expectations for the actual plotting of later cases made me appreciate the things the game as a whole was doing well. I'm happy with all the major characters of the game (unless Lang counts; his role in this game was needless) and Edgeworth in particular remains such a joy as a protagonist.
Brigandine 2 - Beat a run of Mirelva on Hard Mode, since it was the only route I hadn't beaten on Hard Mode.
To spice things up I decided to look at the custom difficulty settings, and made the following tweaks:
-2x enemy exp gain
-2x enemy mana gain
-100% enemy quest rate
-defensive enemy AI
I'm not sure if the latter strictly makes the game harder or not. The enemy will actually make good use of the castle square on defence, which they don't really by default, but they can also be a bit too passive sometimes.
The other three though are good fun. In particular I really like double enemy exp and mana; the enemies have a tendency to fall behind in levels as the game goes on because they don't attack as much as you do; this addresses that. Double mana seems to mostly just mean the enemy doesn't implode if they're reduced to one castle, from what I can tell; it's not a huge impact. 100% quest I'm mixed on, it means the enemy will basically pilfer all the good quest knights, but it does mean they can get really good equipment (which you can then steal).
Regardless it was fun! Best knights were Stella, Tommy (you were right about this one, Super), Ratka, Sophie, Adieu, Pluto, and Umimaru. Not sure on the exact order, my kneejerk is that Ratka is the second best (she gets lots of magic pool and sniper is a cool class) though you could argue me on that one easily.
Ace Attorney Investigations 2 - Finished my replay of the game.
Case 3: I think this is the most overall solid case of the game. While the game suffers from the usual AAI2 problem of taking things a convolution too far (mostly way too many things would have had to happen immediately following the murder and somehow nobody noticed that TWO people were doing crazy plots then) that's about my only complaint. This is a case where every character's role is interesting, including the victim, with a particular shout-out to Judy being Dorothea's magnificent bastard turn. Also an extremely emotionally effective case between knowing how important this is to Gregory Edgeworth and everything that follows from that, knowing that someone was imprisoned for 18 years for a wrongful conviction and seeing the effects that has (perhaps a bigger indictment of Manfred and the AA justice system than anything previous the games had managed). Also has bonus Larry.
Case 4: And here's where the game starts unravelling. The core sequence of this case is ridiculous and unbelievable (convenient Kay amnesia, convenient Lotta fainting, Niedler somehow not knowing who is blackmailing her) and as such isn't very fun to unravel. Also the doctor/nurse combo is supposed to be a comic relief witness but isn't funny (particularly not funny: the doctor being SO OLD when she's nearly a decade younger than Excelsius, I guess because old women are very funny to Japan) Excelsius logic chess is kinda nonsensical, why on earth is this guy spilling his plans to Edgeworth knowing he's gonna face him the next day, I get that the answer is "arrogance" but I don't buy it. And in general Kay's amnesia making her super-defeatist gives the whole case more of a Phoenix vibe than an Edgeworth vibe, except that it reminds me of a bad Phoenix case, like 1-5. On the plus side, I think the last hour of the case is pretty good , and Gavelle's face turn is a great moment even if I wish the game had telegraphed or explained it a bit better.
Case 5: A case with some great highs that is also very stupid. Let's start with the bad:
-holy shit the convolutions. At one point Kay even hangs a lampshade at it. Multiple overlapping kidnapping plots, really? Or the mastermind being wrong about who his dad is.
-the physics of the murder are complete nonsense
-The storytelling feels amateur, the prime example being Kanis breaking out of prison to monologue to you at the perfect time
-twelve years ago murder mystery feels very superfluous to the case and makes it drag.
-body double is a terrible character and utterly unbelievable that nobody noticed he was a fake for twelve years
-assassin showdown which the game thinks is very cool. The very forced drama with Sean there is also silly. (It's funny, I remember disliking the character and had no idea why until that scene, which I'd blanked out.)
But despite that I still enjoy the case for more than most "bad" AA cases because...
-Eustace logic chess is a great moment, a very unexpected but effective way to end that particular mechanic
-While the actual plot involving kidnapping is a bit silly, the resulting lesson that the people working with the law are themselves human is important and poignant
-The mastermind is just a brilliant character. The confrontation with them is one of my absolute favourites - their animations, their arguments, their fakery (particular shoutout to when they fake "panic" when you reveal your recording of their conversation only to be the biggest smugsnake in the world when Edgeworth figures out they'd switched off the recording before saying anything incriminating), their role in the story as someone motivated by spite, rather than greed or lust for power like the standard AA major villain.
-Edgeworth affirming why he still wants to be a prosecutor, in light of that character, makes for a very effective sequence and ties up the themes of the game nicely.
Ultimately I think I rank the cases as 3 > 2 > 1 > 5 > 4.
Overall I think I appreciate this game a bit more than the first time around. Part of it is the better translation, part of it is that knowing to have low expectations for the actual plotting of later cases made me appreciate the things the game as a whole was doing well. I'm happy with all the major characters of the game (unless Lang counts; his role in this game was needless) and Edgeworth in particular remains such a joy as a protagonist.
Brigandine 2 - Beat a run of Mirelva on Hard Mode, since it was the only route I hadn't beaten on Hard Mode.
To spice things up I decided to look at the custom difficulty settings, and made the following tweaks:
-2x enemy exp gain
-2x enemy mana gain
-100% enemy quest rate
-defensive enemy AI
I'm not sure if the latter strictly makes the game harder or not. The enemy will actually make good use of the castle square on defence, which they don't really by default, but they can also be a bit too passive sometimes.
The other three though are good fun. In particular I really like double enemy exp and mana; the enemies have a tendency to fall behind in levels as the game goes on because they don't attack as much as you do; this addresses that. Double mana seems to mostly just mean the enemy doesn't implode if they're reduced to one castle, from what I can tell; it's not a huge impact. 100% quest I'm mixed on, it means the enemy will basically pilfer all the good quest knights, but it does mean they can get really good equipment (which you can then steal).
Regardless it was fun! Best knights were Stella, Tommy (you were right about this one, Super), Ratka, Sophie, Adieu, Pluto, and Umimaru. Not sure on the exact order, my kneejerk is that Ratka is the second best (she gets lots of magic pool and sniper is a cool class) though you could argue me on that one easily.