In some ways Turnabout Sisters
feels like the finale, the end all be all case that marks the hero’s journey
reaching its great climax and pay off. In other ways, Turnabout Sisters feels
like an introduction, a first meeting of these new great characters, and a
learning of just how to do things in this crazy new world. It both feels like
you’re on your own with no one to depend on, and like you have your closest
allies there to save you in your time in need, and it’s all these conflicting
feelings that makes Turnabout Sisters one of the most fascinating cases of the series.
Many stories like to start off
light and happy before reaching a twist that turns things dark and serious; often
it marks a point in which you can say the series will never be the same again.
Many stories like to save this until the player has gotten to know the main
heroes well. To that end, I must say that, I don’t think I’ve ever seen a story do it as early as Phoenix
Wright: Ace Attorney does. And that is yet another part of what makes this case all the
more interesting.
Turnabout Sisters takes the fun
exciting first case, takes players who feel empowered by their success, their
understanding of the game mechanics, and throws it all out the window
instantly. It’s a reminder both of how helpless we are in terms of being
at the mercy of the game’s mechanics, and well, how hopeless we are within life
itself. Right off the bat you’re granted with the dark truth of your mentor,
the character who was there for you, at your side supporting you, being
defeated, crushed by the very system you thought you had power over after the
last case. It’s a devastating blow, and it’s always left a lasting impression
on me for just how early the twist comes. The more you learn about Mia as a
character throughout the series, the harder the blow feels when you replay it.
In the spirit of combining the
story and gameplay, I like to think it was planned that after revealing this
dark twist, you’re faced with the very first out of court controls, and well,
with it being your first time, you don’t know what to do. Examining things now,
moving around, this isn’t like the court segments at all. Indeed, it helps
contribute to the general mood of helplessness and sadness, and is a sign to
fans that this is not a happy go lucky law series that we’ve gotten ourselves
into.
To contribute even more to this,
the 2nd case begins and continues with an onslaught of new
characters. Mia is dead, Larry is nowhere to be found, and every character
you’re able to learn new things from are brand new and never before seen. It all
gives a very overwhelming feeling the case has, and it stays as a core theme
for its entirety.
Really, it’s this feeling of being
lost, this theme of having the lonely burdened individual versus a large
crushing seemingly invincible system, that drives the essence of Turnabout
Sisters, and I have to say it works very well both from a gameplay and
narrative perspective. Despite the sheer scale the case is, with you going all
the way up against the best prosecutor and the most powerful man in the world,
it’s still the second case of the game, and thus the puzzles aren’t too
difficult to figure out.
This might seem like a
contradiction of the scale, and by all means I think it might be, but I like to
think of it as simply an effect of the core theme. Throughout the entire case
Phoenix has his back against the wall with no one to defend on, and it seems
like there is absolutely no way he can pull himself out of this one. The
enemies could not be cockier and sure of themselves, and for good reason, Wright
has an almost zero chance to prove the innocence of Maya, Mia’s younger sister.
And it is when we are most sure
of ourselves that we tend to overlook little details. The common trope of villains in stories is to overlook the little things and slight weaknesses simply because
they don’t see its significance compared to how powerful they are. For this
reason, I actually thought it made perfect sense to have the logic puzzles
still be a little on the easy side. It’s more a show of power by Redd White, a middle
finger to the world, in which he damn well knows he’s wrong and a
liar, but that he’s just so powerful and intimidating that no one would dare stand
up to him, and he gets off at being able to get away with these obvious lies. And like so
many people who think they’re everything, when put under actual pressure and
into tough situations, they tend to be awful at it, due to not knowing what
it’s like to be down, since they’re always on top, so again, I think it makes
sense for things to still feel easy even towards the end of the case.
So if anything, Turnabout Sisters
works perfectly as the second case with its difficulty. How else can you
continue to have puzzles on the easy side unless you have characters so sure of
themselves and powerful that they know they’re wrong, and don’t even try hard
to deny it, especially in tough situations?
However, with how much vital
information you learn about the core characters and series in this case, you’d
still think it’s the final case. And this, this is something that I think makes the Ace Attorney series special. The series is never afraid to take characters and
completely expose their stories and motives, even when it seems like they’ll be
around for a long time. And from doing this it allows the games to
cycle through so many interesting characters so quickly, and it’s also part of what keeps each case so exciting and intense.
There’s always a new interesting character, always something to learn about,
and it makes the Phoenix Wright games just never stop running once they start going, and it’s so so addicting. As I was replaying this case, I
noticed that it was late and that I should have gone to sleep during the case,
but was far too into it to stop, a feeling that I’m sure many Ace Attorney fans
can relate to.
And more then just revealing all there is about a character, the Ace Attorney series is also well known for reintroducing old characters in new roles. Many tend to
return, even though they've already had their main arc and story completed, going about on their own new little journey. And it’s these stories of continued growth, of showing that life just
doesn’t end after you complete your goal, that makes the world feel so well...real! Indeed, one of the greatest shocks for myself and many
more was Mia’s great return at the end of the case, as it goes against the convention of the mentor
figure leaving the hero to then learn and grow on their own, yet it also works
very well. In a similar manner, a lot of characters that play a big role in a
case will return in a future one, sometimes even with a big role again, yet
they always feel like they’ve changed and grown from the last one, and it’s
cool to see them still having a journey, even if their main one is done. It
shows that more than anything, the world of Ace Attorney is one of change, and
I really like that about the series.
Really, that’s what Turnabout
Sisters is at its core, it’s Mia’s main story reaching its conclusion. I was
actually shocked and curious about how many parallels this case gave me with
Ace Attorney: Apollo Justice. Like in that game, while Phoenix is indeed the
main character and his journey is core, there are many moments when it
felt like this was Mia’s journey. It was her sacrifice, her trust in Maya and
Phoenix to find the clues she left hidden, that ultimately led to Redd White
being captured and defeated. In the same way that Apollo Justice’s big bad felt
more like a rival to Phoenix than Apollo, Redd White to me felt more like Mia’s
adversary than Phoenix’s.
And in that regard this case
takes on a whole new and cool meaning. In the way that Apollo Justice may have
been meant to show the mantle being passed from Phoenix to Apollo, Turnabout
Sisters is about the mantle being passed from Mia to Phoenix. It is Mia finally
giving it her all, sacrificing everything, taking all the articles and records
she spent her life tracking down, no, what she spent her entire career on, and
finally letting it all come to fruition as her successors come together to take
down White and ultimately fulfill her goal. Similar to Phoenix in Apollo, her
goal of taking down White was something she spent many many years on, and
Turnabout Sisters shows just how important this was not to Phoenix, but to her. It’s a case that is a perfect send
off to Mia and her character as we learn about her past, her family, and more.
We even learn a bit about her court actions when Edgeworth calls out her tactics of picking apart little things in testimonies, which I thought said a lot about her, and was a really cool detail to add.
We even learn a bit about her court actions when Edgeworth calls out her tactics of picking apart little things in testimonies, which I thought said a lot about her, and was a really cool detail to add.
And with this in mind it makes perfect sense to have Turnabout Sisters come after the first case. Now that the
player and Phoenix have gotten their first taste of court, have gotten to learn
the basic of things and now have an idea of what to do, it’s time for them to
play a part in completing Mia’s journey. And in completing her journey, it’s the
perfect way to set up Phoenix as the true protagonist of this story. Which I
think says a lot about this series, and that it’s never about only one
character. It’s always about many, coming together as their stories intersect,
and seeing where it takes all of them as they collide.
And this is how Turnabout Sisters
gets away with feeling like both a first case and a last case. It introduces
all sorts of new characters that feel new and odd, but we also learn of them
all having a relation to Mia in some way, which gives a strange sense of
familiarity. The case feels overwhelming and
scary, and like you have no idea what to do, yet knowing that Mia had a part in
all this, knew all these people, and had a similar journey to you, you’re able
to pull through and gather the courage to believe in yourself and go forth.
And this is how Phoenix is able
to conquer the overwhelming might of Redd White and Miles Edgeworth, and it
lets Mia’s return at the very end of the case tie everything together
perfectly. She’s able to shed light on the final pieces of the puzzle, shed
light on her story as it ends, and let
the player know that now it’s time for their story, now this is Phoenix’s
Wright journey, and now you must take her mantle, her sister, her office, and start your own adventure.
Really, if there’s anything I can
say about this case it’s that sometimes it feels too intense and epic, but I suppose that’s the point. It’s supposed
to show you that this is a serious game and not something to just play
lightheartedly. It’s both a continuation of introduction by introducing the
player to how dark and overwhelming the game can be, while also introducing the
investigation and interview sequences. And at the same time, it feels like a
conclusion, like the end of Mia’s journey and character, and an epic finale
against the worst of persons. And with that comes a confidence, a sense of
belief both in the player and I think in Phoenix, that they can do anything,
and that they can overcome the impossible. If you can get through the super
bumpy road that is Turnabout Sisters, you’ll be left with a new sense of
playing these games, and a newfound confidence and excitement at the many
adventures that await you, and it’s simply a wonderful feeling that continues
to show why this series is so amazing and why I love it so much. The amount of
powerful feelings it’s able to instill is just……something else, truly, the sort
of things I think all video games should strive to be…..
Random Notes:
The Bellboy debuts as the first
purely comical character, and I loved him. I could not stop laughing at his
antics, it was wonderful. The humor in this game is perfect for me.
April May is my favorite name
ever and I will never ever forget it.
Despite this being the first case
with investigation segments, there are no tutorial bits for them, unlike in the first case. This shows how simple the gameplay of investigation segments are compared
to the courtrooms, which I think is pretty cool.
Like the first case, I like how
when this case is viewed in a new light upon retrospect you can see it
differently and as more significant than it seems. The parallel with Apollo is my favorite example, but other good ones are the Fey family, Mia and everything you learn about her in the 3rd game, and of course the DL-6 incident, all of which shed new
light and make this case seem nothing short of amazing and like the beginning
of the redeeming of an entire family.
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