Ace Attorney: Dual Destinies Playthrough | Part 9

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Welcome back to Ace Attorney: Dual Destinies! As always I hope you enjoyed the video, if you want to see more content like this then please consider subscribing.

What is Ace Attorney: Dual Destinies?

Ace Attorney: Dual Destinies is a visual novel adventure video game developed and published by Capcom. It is the fifth main entry in the Ace Attorney series, and was originally released for the Nintendo 3DS in 2013, with iOS and Android versions following in 2014 and 2017.

The game is set around a year after the previous game, Apollo Justice: Ace Attorney, in a time where the court system has entered a dark era of false charges and fabricated evidence, caused in part by the event that led to Phoenix being unjustly disbarred.

The player takes the roles of three defense attorneys Phoenix Wright, Apollo Justice and Athena Cykes, who defend their clients in multiple cases and try to restore confidence in the courts. The gameplay is split into investigation sections, where the player searches for evidence and talks to witnesses, and trials, where they search for inconsistencies between witness testimonies and the evidence.

The player can use some character-specific gameplay mechanics: Phoenix can see "psyche-locks" over witnesses who are hiding something; Apollo can spot visual cues in witnesses that indicate lying; and Athena can detect conflicting emotions in witnesses' voices.

Dual Destinies is a visual novel adventure game in which the player takes the roles of three defense attorneys: Phoenix Wright, Apollo Justice, and Athena Cykes. The player aims to solve multiple cases and get their clients declared not guilty, which is how the game's episodes are cleared.

The gameplay is split into two types of sections: investigations and trials. During investigations, the player goes to the crime scene, where they have access to a menu with four options: examine, which brings up a cursor used to search for evidence and clues; talk, which lets the player interview a witness at the current location, choosing from a number of a topics to discuss; present, which lets the player show the witness evidence; and move, which brings up a list of locations the player can choose to go to.

At some points, the player can use Apollo's "perceive" mechanic to watch for visual cues in a witness as they are talking, such as a twitching eye, that indicate that they are lying. The player can also sometimes use Phoenix's "psyche-lock" mechanic to see locks on the hearts of witnesses who are hiding something.

During trials, the player cross-examines witnesses. They can move backwards and forwards through statements in the testimony, and can choose to press the witness for more information on a particular statement; sometimes, the witness will revise their testimony based on this.

If the player spots a lie or a contradiction in the testimony, they can present evidence to demonstrate the contradiction. If the player presents incorrect evidence, the judge's confidence in the player will be lowered; if the judge's confidence in the player is depleted, the game ends.

At some points, the player can use Athena's "mood matrix" mechanic to detect conflicting emotions in witnesses' voices during their testimonies, such as sudden happiness in the middle of fear. Four different emotions can show up in testimony analyses – happiness, anger, shock, and sadness (the icon of which also represents fear) – which will light up with different intensity.

The player goes through the testimony, and aims to determine the cause of the conflicting emotion. Near the end of trials, when the player is close to solving the case, they can use the "revisualization" mechanic to look back at known facts and make a series of deductions by picking the right choices, to reach a conclusion.

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