Way back when I was first building up my Nintendo DS software library, a friend suggested the Phoenix Wright titles with glowing praise. I, however, felt that the concept of a “lawyer video-game” wasn’t quite interesting enough to cross the finish line of my purchase list, and instead simply scoffed at my buddy’s obviously perverted tastes, as is my way. Some time later I came across a copy of the game on sale, and for lack of anything more interesting to buy I picked it up.
Gameplay in the Wright games is very straightforward, and divided into two basic flavors – court and investigation. In the court sections, you are presented with testimony from various witnesses, which is given in a series of statements. You have the option to further question this statement, at no risk, or present evidence contradicting the statement, at risk of a penalty. Too many penalties will cause you to lose (and your client to be declared Guilty), but you usually have a fairly generous amount, and the system ends up feeling more guiding than punitive. The investigation sections, on the other hand, have you wandering about from location to location, trying to put together clues to help you with the trial. Each location can be examined for clues, and locations often contain a character that you can converse with and present evidence to, hopefully unlocking more dialogue options. Once you’ve gathered all the clues and information, the segment is complete.
Let’s talk about the downsides – things aren’t always as elegant as they should be. When wandering through the investigation sections it’s occasionally unclear how to move things forward, and sometimes you’ll have something you really want to discuss or prove, but the dialogue options forbid it. Adventure game buffs might be OK just trying as many permutations as they can think of, but it can feel a bit frustrating – the only saving grace is that you’re not timed or penalized for any mistakes. Also, choosing the correct actions in court can be tricky, as you must present the correct item to the correct testimony statement. As in these sections failure carries a penalty, you’ll want to tread carefully.
In all of the Wright titles you may save at any time, allowing you some measure of safety against these hazards. Also, some features were introduced in games past the first to try and address these concerns. The allowable number of penalties was replaced by a health bar, and the more difficult questions will cost you less health in case you make a mistake. The “Psy-Lock” system allows you to use evidence to get the truth out of people during investigation sections, although risking your health in the process.
One of the things that really stands out about the Wright series is the amount of care and love lavished upon it by the localization team. The game is 99% text, and not only that, it’s a script riddled with puns, cultural references, and Japanese humor. Translating that effectively is no small feat, and while for many games a poor translation can be easily overlooked, or adds to the charm, for a game that’s more like a book it is crucial that the audience enjoy what it’s reading. The sad part is that seeing localization done so well leaves me scratching my head, wondering why other games get such poor treatment.
Discussing Phoenix Wright as a game is an interesting task, since when it comes down to it, there’s not much gameplay to evaluate. If I had to place it in a genre, I’d describe the game as a member of the purportedly dead “adventure game” category. However, in many ways Wright is even more static than most adventure games, and definitely a lot less interactive than the Lite-RPGs that have taken up the adventure game mantle. When it comes down to it, the discussion is subjective – since I enjoy the story, I enjoy the game, and I would bet that someone who disliked the story would have a much more negative opinion.
What’s interesting, however, is that for all designers like to talk about “story in game” and “narrative” and all that, Phoenix Wright just keeps its mouth shut and quietly accomplishes it quite handily. It eschews the difficulties and conflicts that come from player freedom and nonlinear gameplay, and instead just drags the player straight along with its plot. While this definitely means that a player who isn’t satisfied by the tale offered will end up displeased with the game, this rather uncompromising approach has terrific results with those who find the adventure delightful.