I like this format more than the mainline Ace Attorney games
The incessant pacing between talking/investigating to having short bursts of cross examinations with no comedown in between proves to me that the Investigation->Trial segmentation of the main games had a point.
>>749068042This.Also it couldn't get the pacing for the final boss down.Either it was painfully too long, like the first game, or they went down like a ton of bricks, in the second.
>>749067952Did you like the part where you have to explain why the completely intact dead body didn't fall from the top of a skyscraper?
>>749069696>Also it couldn't get the pacing for the final boss down.This is a writing issue and every Yamazaki game has the same issue of Case 5 being painfully boring, and the final boss just being a series of pile-ons that mistakes "raising the tension" with "adding more hoops to jump through."Taking down some of the big bads in the first 3 games felt suspenseful even when it was "piling on" evidence. In AAI it feels boring, because there's no inherent suspense just in being challenged with evidence, but that's how they write these games. The older games balanced better the suspense between learning the "what the hell happened in this plot" with "why the case details don't seem to line up." Idk, in Dual Destinies you spend the entire Final Boss segment talking about some rotating space museum and whether it was technically possible for someone to jump out a window at a precise time or some shit, and I couldn't care less about that. If the story is lost for the sake of making a convoluted puzzle, then the games lose their suspense.