Visual Novel Theatre – Phoenix Wright: Dual Destinies

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I am a man who enjoys the finer things in life. I like good wine and fine company. I have an eye for the great wonders nature has to offer, such as the steadfast mountain vistas, the pristine lakesides, and of course, my own gorgeous hair. And, as anyone who’s been following this blog for a while is aware, I have a great appreciation for the twin arts of literature and video games.

For most of my life, I have been forced to enjoy these two loves separately. It wasn’t until 2005 that my eyes were finally opened, with the release of one specific game. A game that combined the two art forms, delivering action primarily through narration and dialog as a good book might while still requiring reader involvement to work through its many puzzles as a video game. A game that served as introduction to the world of Visual Novels for both myself as well as so many other English-speaking individuals. Phoenix Wright: Ace Attorney.

The original game definitely made an impact on me. With its unique blend of strong writing, adventure-style gameplay, and great characterization, the game drew me in so hard that I’ve replayed it more times than I can count, even after I’ve memorized the solutions to its logic puzzles. This was the game that brought me to the Visual Novels, and the series is still my favorite example of the genre.

So, I thought it fitting that with the recent release of the latest entry in the Ace Attorney series, Phoenix Wright: Dual Destinies for the Nintendo 3DS, that I revive our Visual Novel Theatre and give the new game a good working over. Sound solid to you?

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