[SPOILERS]: The Great Ace Attorney: Nuevos datos y curiosidades

Ver el tema anterior Ver el tema siguiente Ir abajo

[SPOILERS]: The Great Ace Attorney: Nuevos datos y curiosidades

Mensaje por Axel156 el Miér Jul 22, 2015 11:27 am

The Great Ace Attorney o Dai Gyakuten Saiban en japonés es un spin-off sobre la saga Ace Attorney que nos remonta a finales de la Era Meiji (en torno al 1900) en Japón cuando la profesión de abogado defensor era una novedad. Eran tiempos de cambio. El juego nos pone en la piel de Ryūnosuke Naruhodō, antepasado (seguramente bisabuelo) de Phoenix Wright (Phoenix se llama en Japón Ryūichi Naruhodō).
Empezamos jugando en Japón el primer caso, pero acabaremos viajando a Reino Unido, donde conoceremos al mismísimo Sherlock Holmes.
En el primer caso el fiscal será un antecesor de Payne, como no, y luego tenemos a otro fiscal estrella, como no también... No sé si soy yo el único que le ve parecido con Edgeworth, aunque lo veo algo  lógico ya que nuestro abogado se parece a Phoenix.
La banda sonora me parece bastante buena, un poco aburrida quizás cuando debería haber más tensión, pero tiene un nuevo estilo con cierto encanto.
En las investigaciones que hagamos de los casos, nuestro amigo Sherlock nos ayudará con razonamientos que tiene de la escena del crimen, por ejemplo. Nuestro trabajo será encontrar las contradicciones en su lógica y así abordar el caso con un nuevo punto de vista para llegar a la verdad.
En los juicios volveremos a ver la "barra de vida" convertida en los ya míticos cinco strikes como en el primer AA. También, como en el spin-off de PL vs. AA, podremos interrogar a varios testigos a la vez.
Curioso es ver el Sistema Judicial inglés con un Jurado Popular de 6 personas.
Famitsu le dio una nota de 35/40, así que no es un mal juego.

Bueno, después de unos días a la venta en tierras niponas, se está comprobando que este juego no se está vendiendo tan bien, sólo un poco más de la mitad de copias que los juegos de la trilogía original. Quizás sea porque es un spin-off o porque siempre se vende todo mejor cuando se acercan las navidades con los regalos y tal.
Otro dato curioso es su sistema de DLCs. Si bien pudimos disfrutar en Dual Destinies de un nuevo caso en formato DLC y de nuevas ropas, esta vez más incluso más allá. Se tienen pensado sacar nada más y nada menos que ocho DLCs. El primero será gratuito y se situará antes de los hechos del juego (una precuela). De los otros siete no se sabe si seguirán el carácter de precuela o cambiará algo, pero sí se sabe que cada uno costará 300 yenes. Echad cuentas, El juego completo casi duplicará su precio original. Esperemos que estos "extras" tengan una duración decente si quieren que se compren todos los capítulos adicionales.

A mí personalmente no me gusta lo de los DLCs y lo de sacar a la venta juegos incompletos antes de tiempo sólo para ganar dinero, aunque ese es otro tema.

Y a vosotros, ¿qué os están pareciendo estas primeras pinceladas del juego? No he querido entrar mucho en spoiler ya que ni yo quiero investigar tanto. ¿Qué opináis de las novedades que trae? ¿Y del sistema de DLCs?

PD: Supongo que cuando salga en inglés y podamos jugarlo, habrá que habilitar una zona para poder comentar sobre distintos aspectos.

Y aquí se despide Axel, vuestro reportero dicharachero. Paaz


Para nueva información del juego, no te pierdas todos mis posts en este tema, donde voy recopilando todo lo que considero importante.


Última edición por Axel156 el Vie Jul 31, 2015 10:23 am, editado 2 veces
avatar
Axel156

Mensajes : 105
Reputación : 7
Fecha de inscripción : 16/07/2015

Ver perfil de usuario

Volver arriba Ir abajo

Re: [SPOILERS]: The Great Ace Attorney: Nuevos datos y curiosidades

Mensaje por diegomr24 el Jue Jul 23, 2015 12:34 am

Sinceramente me esperaba que hubiese DLCs pero... 8!?

No se, me parece exagerado. En vez de gastarse el dinero en hacer DLCs podrían gastárselo en que llegase en español, no se, es solo una idea (¿?)
En fin, mientras sean casos completos y bien hechos no creo que haya ningún problema, y creo que si salen a un precio razonable es hasta cierto punto entendible... pero aún así se me hace raro.

_________________
Preparate para conocer la pura maldad...:


avatar
diegomr24
Administrador de Abogados
Administrador de Abogados

Condecoraciones :
Mensajes : 464
Reputación : 20
Fecha de inscripción : 09/02/2014
Edad : 17
Localización : Labyrinthia

Ver perfil de usuario http://www.no.es

Volver arriba Ir abajo

Re: [SPOILERS]: The Great Ace Attorney: Nuevos datos y curiosidades

Mensaje por Hector el Jue Jul 23, 2015 1:22 am

Es Capcom. Simplemente XD
El caso DLC de AA5 me pareció muy bueno, aunque seguramente podrían haberlo metido dentro del juego si hubieran querido, pero ofc tenían que conseguir mas money. No estoy completamente en contra de los DLC...pero...muy buenos tienen que ser esos 8, sobretodo con esos precios, para que no merezcan un buen petpmiento. Al menos el primero es gratuito...lo cual me hace cuestionar porque es DLC, pero...

_________________




Traduccion de 999:http://elgigantic.foroactivo.com



Kirei te obliga a regocijarte con este post
YOROKOBE USER:

Galeria de trofeos (¿?):





Gente epic:

avatar
Hector
Jefe de Policía
Jefe de Policía

Condecoraciones :
Mensajes : 281
Reputación : 14
Fecha de inscripción : 11/02/2014
Edad : 21
Localización : En un bucle infinito, o LeMU, o SPHIA, o todo a la vez

Ver perfil de usuario http://www.juegainfinity.com

Volver arriba Ir abajo

Re: [SPOILERS]: The Great Ace Attorney: Nuevos datos y curiosidades

Mensaje por Alexander13 el Jue Jul 23, 2015 2:28 am

segun tengo entendido, de esos DLC es de donde sale lo de que habran casos referentes a libros de holmes, en uno de los videos que publique en las noticias aparece *el mastin de los baskerville*

_________________



Firmas Random:

avatar
Alexander13
Fiscal General del Distrito
Fiscal General del Distrito

Condecoraciones :
Mensajes : 1511
Reputación : 8
Fecha de inscripción : 26/02/2014
Localización : Morioh-Cho

Ver perfil de usuario

Volver arriba Ir abajo

Re: [SPOILERS]: The Great Ace Attorney: Nuevos datos y curiosidades

Mensaje por Axel156 el Jue Jul 23, 2015 2:40 am

Se rumorea que son una precuela, al menos el primer DLC gratuito. Yo creo que es gratuito porque se va a acabar con un "Continuará" o algo así y, hala, a pagar jaja.

He encontrado esto sobre el quinto y último caso del juego (no DLC) referente al tema de los Baskervilles:
Alerta pequeño spoiler sobre la trama del juego:
The Adventure of the Unspeakable Story (語られない物語の冒険): The Hound of the Baskervilles - A fifth episode teased in the late June trailer. Ryūnosuke Naruhodō takes on the defense of a girl named Gina Lestrade. The subtitle is a direct reference to a Sherlock Holmes novel of the same name.
Y en el segundo también hacen referencia a otro libro de Sherlock Holmes. Me parece un curioso y bonito detalle que aparezcan referencias a una parte de la extensa literatura del famoso detective.
avatar
Axel156

Mensajes : 105
Reputación : 7
Fecha de inscripción : 16/07/2015

Ver perfil de usuario

Volver arriba Ir abajo

Re: [SPOILERS]: The Great Ace Attorney: Nuevos datos y curiosidades

Mensaje por llavebulacio el Jue Jul 23, 2015 6:51 pm

The Great Ace Attorney es un juego que me tenía bastante emocionado, y me gusta mucho tanto en lo gráfico como en la música. La historia... Pues, algún día, si Capcom quiere, podré enterarme de la historia, no quiero spoilearmelo en absoluto. (?)

Lo de los DLC... Bueno, la verdad no me parece mal, aunque el precio ya es otro tema. xDD

Y eso. (?)
avatar
llavebulacio
Fiscal en Prácticas
Fiscal en Prácticas

Condecoraciones :
Mensajes : 1055
Reputación : 0
Fecha de inscripción : 02/03/2014
Edad : 18
Localización : ¿Donde crees?

Ver perfil de usuario

Volver arriba Ir abajo

Re: [SPOILERS]: The Great Ace Attorney: Nuevos datos y curiosidades

Mensaje por diegomr24 el Jue Jul 23, 2015 8:37 pm

Yo tengo mucho HYYYYYYYYYYYYYYYYYYYYYYYPEEEEEEEEEEEEEEEEE!!! (¿?)

En serio, por Dios. De la historia solo se que hay RUSOS, RUSOS!!!
ESTE es mi juego (?)

_________________
Preparate para conocer la pura maldad...:


avatar
diegomr24
Administrador de Abogados
Administrador de Abogados

Condecoraciones :
Mensajes : 464
Reputación : 20
Fecha de inscripción : 09/02/2014
Edad : 17
Localización : Labyrinthia

Ver perfil de usuario http://www.no.es

Volver arriba Ir abajo

Re: [SPOILERS]: The Great Ace Attorney: Nuevos datos y curiosidades

Mensaje por Axel156 el Vie Jul 24, 2015 2:26 am

Os voy a dar otra pequeña ración de hype, que sé que os gusta. los primero es el tráiler que salió en primavera pero subtitulado en español, por si no habíais encontrado una traducción:
Trailer primavera:

Muy chulo, ¿eh? Ahora os paso un trozo de una entrevista que se le hizo a Shu Takumi, el creador de la saga Ace Attorney (todas las noches le rezo porque es mi Dios). Es un trozo que he encontrado traducido. Existe la versión completa que ha sido publicada recientemente, pero en japonés. Seguiré investigando a ver si algún buen samaritano lo traduce. Tranquilos, la entrevista no está plagada de spoilers como cabría esperar:

¿De dónde surgió la idea?
“Todo comenzó cuando me preguntaron en 2013 si quería hacer una Gyakuten Saiban (Ace Attorney) separada de la serie numerada. Propuse un juego con Sherlock Holmes y así es como cogió forma (la idea).”

¿Sherlock Holmes ha estado ahí desde el comienzo?
“Había considerado otras ideas. Por ejemplo, también medité los juicios civiles como un gancho. Pero me di cuenta que el juego trataría sobre temas más bien feos y aburridos, como ‘La mediación entre miembros de la familia luchando por una herencia’ o ‘Resolver las cosas fuera de la corte en un caso de ser acusado de abuso falsamente’, casos sin conclusiones definidas.
Originalmente, se me ocurrió la idea de Ace Attorney porque quería algo más que la simple elección de opciones. Pensé en una manera de que el jugador introdujera sus propias deducciones directamente, y la respuesta que se me ocurrió fue el sistema en el que señalas contradicciones entre el testimonio y las pruebas.
Y así se me ocurrió a un abogado como un detective, y la sala del tribunal en lugar de la escena del crimen. Pero otra respuesta que se me ocurrió en ese momento era un juego de misterio donde un gran detective realizó las deducciones equivocadas, y donde necesitabas corregir y conducirlo hacia la verdad. Esa idea fue ‘Sherlock Holmes’ (título provisional).”

¿Cuándo pensó en el sistema de “Razonamiento conjunto” ?
“Alrededor del 2000, entre el primer y tercer juego.
Yo quería hacer un juego de Holmes desde hace mucho tiempo, cuando la oportunidad se presentó, ¡ideé la manera de que ocurriera de una manera u otra! Así que sí, DGS (supongo que The Great Ace Attorney) empezó con Sherlock Holmes. Pero hay un montón de razones para que Holmes apareciera en el juego. Para las mecánicas del juego por supuesto, pero para establecer este proyecto separado de la serie numerada, fue más fácil utilizar un periodo de tiempo diferente en él (juego), que también ofrece nuevas oportunidadespara una trama de misterio. Era perfecto para el juego. Así que pensé en cómo era Japón cuando Holmes vivía […].”

¿Qué parte ha sido la más difícil de dirigir?
“Ha pasado un tiempo desde que escribí un guión de Ace Attorney, así que no había la presión de escribir algo que, en términos de calidad, no perdiera de Ace Attorney 1 a Ace Attorney 3.”

¿Buscaba algo para competir con la saga numerada de Ace Attorney?
“Sí. Así que con esa presión, comencé a escribir sin pensar en el ritmo ni nada. Y por varias razones, la estructura de la historia sufrió muchos cambios y he tenido problemas para mantener la situación bajo control. Se podría pensar que un guión debe ser escrito de principio a fin después de decidirlo todo, pero en realidad no va así. A medida que escribes, de repente ves las cosas de una manera que nunca había considerado antes, como impulsado por una misteriosa energía. ¿Podría ser la energía de Holmes? El género de misterio/ficción se trata de sorpresas, pero incluso a veces me sorprendía de las sorpresas que se me venían a la cabeza, más sorprendentes incluso que las que yo mismo había planeado, así que espérate un montón de sorpresas y giros.He estado haciendo juegos durante 20 años, por lo que ahora se podría pensar que controlo mejor este proceso (risas).”

¿Qué proceso se utilizó en el título para la captura de movimiento?
“Usamos la captura de movimiento para The Great Ace Attorney. En las historias originales, Holmes podía deducir los detalles más increíbles de los movimientos más insignificantes de una persona o del movimiento de los ojos y para recrear esas escenas en The Great Ace Attorney usamos mo-cap (motion-capture). Esta vez podemos controlar el movimiento de los ojos de los personajes y demostrar que fuera en el inicio del juego, se me ocurrió… ojos-inquietos-de-Ryuunosuke.
¡Eso es lo que quería mencionar hoy a toda costa! (risas). Ahora podemos controlar los ojos de todos los personajes principales, pero eso lleva mucho tiempo y al final, nuestros ojos sufren mucho daño. Pero se ve muy bien en la pantalla, por lo que valía la pena. No nos limitamos a usar mo-cap para conseguir movimientos realistas[..].”

(Entrevista sacada de: http://www.nextn.es/2015/07/oleada-informacion-the-great-ace-attorney-entrevista-shu-takumi-gameplay/)

Y retomando el tema del "Razonamiento conjunto" (que ya hablé de él el otro día), salió la demo del juego en Japón que se centra casi exclusivamente en este nuevo sistema. Se puede ver cómo trabajamos con Sherlock Holmes para hallar la verdad. Vale, ya me callo que si no se me escapan spoilers:
demo (o sea, spoiler masivo) en japonés, por supuesto:
avatar
Axel156

Mensajes : 105
Reputación : 7
Fecha de inscripción : 16/07/2015

Ver perfil de usuario

Volver arriba Ir abajo

Re: [SPOILERS]: The Great Ace Attorney: Nuevos datos y curiosidades

Mensaje por diegomr24 el Vie Jul 24, 2015 3:24 am

Por dios, necesito aunque sea jugar esa demo en inglés.
Me encantan los giros de cámara y todas esas animaciones de los personajes. Lo hace todo mucho más épico y espectacular.
¿Estaba confirmado ya que lo vayan a traer a Europa, aunque sea en inglés?
¿Se sabe algo ya de precios, a parte de los de los DLCs?

_________________
Preparate para conocer la pura maldad...:


avatar
diegomr24
Administrador de Abogados
Administrador de Abogados

Condecoraciones :
Mensajes : 464
Reputación : 20
Fecha de inscripción : 09/02/2014
Edad : 17
Localización : Labyrinthia

Ver perfil de usuario http://www.no.es

Volver arriba Ir abajo

Re: [SPOILERS]: The Great Ace Attorney: Nuevos datos y curiosidades

Mensaje por Axel156 el Vie Jul 24, 2015 10:50 am

En una página de venta online lo he encontrado a ¥5,695 (45.99 dólares estadounidenses) (42,10 euros)
Portada cool:

En otra también he visto la edición especial a ¥7,884 (63.64 dólares estadounidenses) (57,94 euros)
Edición coleccionista:

Viene con el juego, un libro de ilustraciones y un CD de la banda sonora.

Vamos, que si te pillas el juego normal con todos los DLCs te cuesta prácticamente lo mismo que la edición especial (sin DLCs, obviamente).
Todavía no se ha confirmado nada de sacar el juego al mundo occidental. Pero creo que lo acabarán haciendo aunque en inglés, claro.

EDITO: He encontrado la entrevista completa al fin, aunque sólo está traducida al inglés. Si algún buen samaritano ofrece sus dotes lingüísticas para traducírnosla, la comunidad le estará muy agradecida:
entrevista completa en inglés:
Q: First, I want to ask you about your career after you joined Capcom. What games were you involved with until Ace Attorney?
A: I joined Capcom in 1994, so this is my 21st year. Memories of when I joined…… First I learned about development in a place called the “training room”. Talented people would get picked from there to join development teams. There were 12 of us of my year in the consumer division alone, and all of them got picked for teams like Biohazard/Resident Evil and Breath of Fire, and so half a year passed and then a year…… I stayed until the very last watching over my seat in the training room (laugh)
Finally, I was picked for a team, and the first game I got to work at was Gakkou no Kowai Uwasa Hanako-san ga kita!! / Scary Rumors at School – Hanako-san is here!! (1995). And would you believe it, together with the fighting game Street Fighter Real Battle on Film / Street Fighter the Movie: The Game, Hanako-san was one of the very first PlayStation games Capcom made…… But I’ve heard nobody talking about any remakes or ports of the game, so it’s really an “elusive” product (laugh).

Q: ……It might because of copyright issues [Translator’s note: Hanako-san ga Kita was a licensed game]
A: So I joined the Hanako-san development as a planner. The genre was supposed to be something like horror or ghost stories, but they made me, the new kid who knew absolutely nothing of the game concept, the planner, so the game turned into a rather “strange game” that sometimes showed signs of trying to make the player laugh. The director was also busy with other projects, so I made the game rather freely in secret (laugh).

Q: (laugh)
A: And then there was a two, three year blank. This was a period where we kept coming with new plans, which also kept falling apart. The plans went everywhere, from a “music game” to “an educational game”, and I also came up with a project for a “detective game” which would be the protype for Ace Attorney. My boss at the time quit, and I was picked up by the producer of the Biohazard team, and thus came to join Production Studio 4 (as it was called at the time).

Q: I heard you were also involved with development on Biohazard 2?
A: I was involved with the prototype of Biohazard 2 (Resident Evil 2, which never was never released. It’s known inside Capcom as Biohazard 1.5. At the time, we were working on the plans of Dino Crisis, but because the development of Biohazard 2 was in trouble, our team was temporarily disbanded, and I joined the other team for three months. They just needed more people. I am not sure how much I helped though. After that, they stopped development on Biohazard 2 for a while anyway. They remade it right from the start and it became a big hit. Unfortunately, the part we worked on wasn’t preserved. Doesn’t really matter though (laugh).

Q: And after that, you were put in charge of the Dino Crisis series.
A: Right. They made me director of Dino Crisis (1), but now I look back, I don’t think I even knew what it meant to be a “director”. Because of that, I put the team in confusion, and was fired as the director…… (laugh). They made me a planner and I was responsible for the stages in the first half. I felt frustrated at that, of course. But looking back at it now, I think it was something necessary. They then decided to make Dino Crisis 2 and for some reason, they made me director again. I have no idea whether the producer was extremely kind, or just forgetful (laugh). Anyway, I reflected deeply on what myself during the development of 1, and changed my way of working and thinking. I was also helped by the fact it was a sequel and somehow completed the task. Even now I still quite like 2 as a game, and I won’t ever forget the second chance they gave me. Also, the script was handled by Flagship, a Capcom subsidiary, but I learned a lot about scenario creation, like 'simply' ordering a scenario, and that really came in handy when I made the scenario for Ace Attorney later.

Q: I see. All these experiences came together when you create Ace Attorney. So after Dino Crisis 2, you finally came up with your plans for Ace Attorney.
A: “We’ll give you half a year to go make whatever you want,” I was told. Like I explained, when I first started on Dino Crisis, I knew absolutely nothing about dinosaurs--I couldn’t even see the difference between a tyrannosaurus and a velociraptor—but I guess this was a little bonus for me having done my best on the Dino Crisis series for three years. At the time, there were several of these projects, meant as training grounds for the young staff, to create new games with small teams and budgets. One of them was Ace Attorney. We didn’t make it in six months and finally finished it in ten. But even so, I think that’s a great record.

Q: Ace Attorney was first released on the Game Boy Advance, but how was it working on new hardware?
A: Actually, it was initially scheduled for the Game Boy Color, but around that time we started hearing rumors of this new piece of hardware coming, the Game Boy Advance, and they showed it to us. It was still before the actual release, so we didn’t get the actual unit, but just the boards, but the screen looked amazing and the whole team was impressed by it. Development on Rockman/Megaman.EXE was already ongoing, and they showed us some footage and it made an impact on us. I thought that this was perfect for a title like Ace Attorney.

Q: The first Ace Attorney was a small project of just 7 people. I heard it was a hectic job, with people dropping out during development and such.
A: Yes. It was a team comprising of new people with little experience on the job, and even though there were just the seven of us, we made a lot of trouble (laugh). But we were just making this game somewhere hidden away in the corner of the company, so there was no pressure at all, and we could work rather relaxed. We were all young and we poured our all into it (without thinking about what our limits would be), but now I think about it, I’m amazed just two people managed to create all the graphical assets and two programmers did the whole thing. And I on my turn was the planner, scenario writer and the director in one. I could not have imagined that this game would be going on even now.

Q: The Ace Attorney series is now one of the main series of Capcom, but I heard you had a lot of trouble while making the sequel.
A: Obviously, there had been no talk at all about a sequel while we were working on the first game and I thought it would be just this single game. But the producer liked the finished product a lot, and after forcefully convincing everybody, made the call on making a sequel, saying “let’s make until part 3”. I remember that at the time, I felt like I had poured all of my ideas in the first game, so I was not even sure I'd be able to come up with three of them. But if the producer hadn’t decided on development on the sequels it would've been just the single game, and I wouldn’t be here now talking about it. Even to this day, I’m grateful to that.

Q: That is a great story. After that, you made Ace Attorney 4, and after Ghost Trick, Professor Layton VS Ace Attorney and now Dai Gyakuten Saiban. Have you any thoughts about Ace Attorney having becoming this long-lived series, starting in in 2001 and now, 14 years later, still around?
A: I feel both “gratitude” and “confusion”. Considering Ace Attorney was originally made for the GBA, we also needed to make it playable for children in elementary school. But now 14 years later, it’s played by many generations, from kids to adults. The hardware also changed to Nintendo DS, cell phones to smart phones and even more people got a chance to play it. It’s an easy game to port, so I have the feeling the game is spreading out in a slow, but steady pace. In terms of profit and fan reactions, I think it became really big with Ace Attorney 4, but with the changes in development, the project also became bigger than I could really graps, and it also made me confused. Also, it’s about that time we had all kinds of projects besides the games, like the orchestra concert and the Takurazuka plays and the film, and I was really amazed by it all. Thanks to everyone playing the game, I too got to experience all kinds of new things and I am grateful for that. Now we have the The Grand London Courtroom Murder Case, a real-life escape game we collaborated on with SCRAP and coming in touch with all these new experiences really stimulates me. Right now, Ace Attorney has become this big a project that sometimes, there are even staff members I have never seen, but I have only words of gratitude for everyone giving their energy to the series. Thanks, always.

Q: How did this new project, Dai Gyakuten Saiban, start?
A: It started when they asked me early 2013 if I wanted to make a Ace Attorney seperate of the numbered series. I proposed a game with Sherlock Holmes and that how it got rolling.

Q: So Sherlock Holmes was there from the start?
I had considered other ideas. For example, I also looked at civil trials as a hook. But I realized the game would be about rather ugly topics, like "Mediation between family members fighting over an inheritance" or "Settling Things Out of Court In A Case of Being Falsely Accused of Molesting", cases with no clear-cut conclusions (laugh).

Q: That's true (laugh)
A: Originally, I came up with the idea of Ace Attorney because I wanted something else than just choosing options. I thought about a way to have the player input their own deductions themselves directly, and the answer I came up with was the system where you point out contradictions between testimony and evidence.

Q: (W)right! Ace Attorney is indeed a bit different from those games where you just have to make a choice between command options.
A: And so I came up with a laywer as a detective, and the setting of the courtroom, instead of the crime scene. But another answer I came up with at the time was: Maybe I could make a mystery game where a great detective made the wrong deductions, and where you needed to correct and lead him to the truth. That idea was "Sherlock Holmes (temp title)"

Q: The new "Joint Reasoning" system! When did you think of that?
A: Around 2000, somewhere around the first and the third Ace Attorney.

Q: That long ago?! So Dai Gyakuten Saiban started with joining that idea with Ace Attorney?
A: I had been wanting to do a Holmes game for a long time, so with the opportunity presented, I schemed to make it happen one way or another! So yes, Dai Gyakuten Saiban started with Sherlock Holmes. But there's a lot of reasons for Holmes appearing in the game. For the game mechanics of course, but to set this project apart from the numbered series, it was the easiest to set this game in a different time period, which also opened up new opportunities for the mystery plot. It was perfect for the game. So I thought about how Japan looked like when Holmes lived, which is how I came up with the in-game universe.

Q: Takumi-san, what is your impression of 19th century London, where Holmes lived?
A: After first reading Holmes in middle school, I only read mystery fiction set in that period. So it might be all in my head, but I am fairly familiar with the setting. The late Victorian age was when scientific investigation started when they first accepted fingerprints as evidence and there was the technological revolution with photocameras, gramaphones and automobiles and the move from gas and steam to electricity... anyway, it was a period of much change and therefore interesting. This big center of energy is what lies at the base of the story.

Q: I see. By the way, what Holmes story do you like best?
A: I'm often asked that, but I find it hard to answer. But I think the easiest answer is the first 12 stories that make up the first short story collection. People think of Holmes as the great detective, but even he makes mistakes at times and feels bad because of them, and there's the friendship with Watson. He's a very human character. You'll understand that as you read more of his stories, so I recommend reading a lot of them.

Q: What was difficult about directing this project?
A: It's been a while since I wrote an Ace Attorney scenario, so there was the pressure to write something that in terms of quality, wouldn't lose from Ace Attorney 1~3.

Q: You wanted something that could compete with Ace Attorney?
A: Yes. So with that pressure, I just started writing without thinking about pacing or anything. And for various reasons, the story structure changed several times and I had trouble keeping the scenario in check. You might think that a scenario should be written from start to finish after you've decided on everything, but in reality it doesn't go like that. As you write, you suddenly start to see things in a way you had never considered before, as if driven by a mysterious energy. Could it be Holmes' energy? Mystery fiction is about surprises, but I even was sometimes shocked by what I had come up with, sometimes more surprising than the surprises I myself had planned, so you can expect the unexpected from the story. I've been making games for 20 years now, so by now you'd think I'd be better at controlling this creation process though (laugh).

Q: There's something profound in the creation process, right?
A: A large part of it comes from the staff members who watched over me with warm eyes, but we did everything until it wasn't possible to do anything more. That's also true of the development schedule.

Q: A question about creating the Dai Gyakuten Saiban characters. I think that characters made alive with polygons started for you with Ghost Trick, and Dai Gyakuten Saiban now but what was difficult about that and what is new?
A: Ghost Trick was in the end 2D graphics, but with Professor Layton VS Ace Attorney and now Dai Gyakuten Saiban... I think the motifs have become bigger now. Ghost Trick was like a theater where I wanted to show the whole bodies of the characters, so I used spotlights and had them dance and stuff, very different from Ace Attorney. Now with Dai Gyakuten Saiban, I'm letting them do that too, and more.

Q: Now you mention it, the use of the spotlight in Ghost Trick was very memorable.
A: We used motion capture for Dai Gyakuten Saiban. In the original stories, Holmes could deduce the most incredible things from a man's tiniest movements or the movements of the eyes and to reenact those scenes in Dai Gyakuten Saiban we used mo-cap. This time we can control the movements of the eyes of the characters and to show that off at the start of the game, I came up with... restless-eyes-Ryuunosuke.

Q: Ah, yes, his eyes did move around a lot in his character introduction PV.
A: That's the thing we wanted to mention the most today! (laugh). We can now control the eyes of all the major characters, but that takes a lot of time and by the end, our eyes too hurt. But it looks very good on the screen, so it was worth it. We didn't just use mo-cap to get realistic movements, but we also came up with "Ace Attorney"-esque uses for it, so please look forward to it.

Q: Now I want to ask about each of the charactes seperatedly. First is Naruhodou Ryuunosuke. What part of you made it into him as you made this new protagonist of the Ace Attorney series?
A: When I created Naruhodo for Ace Attorney, I mean Naruhodou Ryuuichi, and Odoroki Housuke/Apollo Justice, I had this in mind: the character has to be an avatar for the player. That’s why I tried to keep them ‘natural’, without too strong a personality as I wrote the scenarios.

Q: Are there other people in the staff who think that Naruhodo is just like you?
A: Because I conceive him as being “nothing special in particular”, I write his lines just the way they come up to me. And as a result, the character might sound like me (laugh). When I made Ace Attorney 4’s Odoroki (Odoroki Housuke), I had to make sure he was different from Naruhodou, so my task was to give him a personality, for example by making him use the personal pronoun ore. Naturally, different characters need different personalities, but it’s also true it’s simply easier to write a protagonist similar to the writer himself. And when we’re were planning out Dai Gyakuten Saiban, the keyword “forefather” came up in my head. If I would write a Meiji-era Naruhodou, I wouldn’t have to really “think” about differentiate the characters, but this new time period alone would be help enough for me to write a character I myself feel familiar with, but still new and fresh. And we made them all members of the same Naruhodou clan, people familiar with Ryuuichi/Phoenix would have no trouble getting used to the new protagonists, while new fans would get a protagonist who is easy to get used to.

Q: And how about Asougi? For an ally in the Ace Attorney games, he is quite straightforward, I think.
A: It took quite some time before we made our minds on the background of Asougi, but art director Nuri’s design was good and we agreed upon the character design just like that. He would be the reason for Ryuunosuke to go to England, and is thus a very important character for the story, so it was hard to write him.

Q: And how about Ace Attorney’s new heroine, Mikotoba Susato?
A: The heroines of Ace Attorney are always right by the protagonist’s side, so it’s important that they have elements of being “an ally”, “an ideal partner” and “a fun character to be with”. That has been the same since Mayoi in the first game. Susato came from the same concept. And from the Meiji period, I added the keyword Yamato Nadeshiko. She’s a legal assistant, but as an independent working lady, she’s a very progressive character. You see how dignified she holds herself. This time I made her a simple partner on purpose, so no spirit channeling or magic tricks.

Q: And how about rival prosecutor Barok van Zieks, the strongest foe in the Old Bailey? Are there elements you paid attention to when you created him, in regards to Mitsurugi/Edgeworth or Godot?
A: Ace Attorney’s Mitsurugi appeared in the very first game, so I was able to write him freely according to my own mental image of the “ideal rival”. “The biggest talent of the Prosecutor’s Office” was something I could do because it was the first game, but I couldn’t do that come up with a genius every time, so coming up with prosecutors has been difficult ever since the second game. I came up with all kinds of things. Karuma Mei/Franziska von Karma was “a hard worker who had to be perfect because she was Karuma Gou/Manfred von Karma’s daughter” and Godot was “a big one despite being new at the job”. The prosecutors are giving me trouble every time (laugh). With Van Zieks this time, I created the character keeping in mind it Dai Gyakuten Saiban was set in another time period and focused on that. The “people” were much more influential in the courtrooms of the 19th century, also considering they had jury trials. The prosecutor might present a perfect case, but the voice of the people and simple flukes can just overturn the verdict. The trials back then had an element you couldn’t fight with just by being good at the job. So I thought about what kind of prosecutor it would be, who could still make sure the defendant would not escape in such a world, with lay judges who know nothing about the law and where verdicts on good and evil were not done based on simply the law. The defendant would be helpless regardless the verdict… from this, I came up with the keyword “death god”, and thus Barok van Zieks was born.

Q: I see. So you create the characters keeping the time period in mind. And now, something on Holmes? He’s become quite different from the original stories in a way, but had you planned it like that from the beginning?
A: For this game, it was already planned that it would be about “correcting the wrong deductions of the great detective”. So I was terribly sorry, but Dai Gyakuten Saiban’s Holmes was destined to never say anything correct. Did you know that just a few months after Conan Doyle started publishing the stories of Sherlock Holmes, people were already making parodies? The history of Holmes pastiches is almost as a long as that of the proper history. There are some of those stories I really like, and our Holmes was born as another one of those loving parodies.

Q: And what about Watson? I think this was also a big step away from the original?
A: True. Ryuunosuke has his partner, so we thought that it would be more interesting for Holmes to have a Watson who wasn’t just another English gentleman, but someone complete different. In the world of pastiches, this is quite common, and there are many variations like a boy Watson, or a female Watson. In a way, it’s a rather predictable change.

Q: Ace Attorney is also well received outside Japan and that’s one of the reasons it appeared in Ultimate Marvel VS Capcom 3, but what do you think about the enormous fan reaction abroad?
A: To be honest, there are few occasions for me to directly see the fan reaction while I’m in Japan. Some years ago, I had the opportunity to go to Comic Con and do promotion abroad for Ghost Trick, and I was able to talk to students abroad and the press, and I was happy so any of them said it was fun directly to me. Oh yeah, interviewers abroad ask rather detailed, almost maniacal questions, the kinds you’d hardly hear here in Japan, and answering those questions was a stimulating and fun experience. I oversaw the script lines of Naruhodo in Ultimate Marvel VS Capcom 3, and I was shown a video of when he was announced abroad. Seeing everyone there yell out in joy, gave me a warm feeling.

Q: Finally, something to say to all the players.
A: It's been 15 years since the first Ace Attorney, but thanks to all of you playing the game, we've now been able to make Dai Gyakuten Saiban. From people who've been there since the first game to people who only started last week, when I think about it and realize that Dai Gyakuten Saiban is a game made possible because of a long history of people after people playing the games, I can only be enormous grateful for it. Ace Attorney is a series that has grown to what it is now because of those playing the games and I myself too am only here because of the reactions of the fans. Dai Gyakuten Saiban is the game where I poured all my feelings of thanks in, hoping to repay your kindness. I'd be happy if you'll play the game!

Fuente: http://forums.court-records.net/viewtopic.php?f=31&t=31327
avatar
Axel156

Mensajes : 105
Reputación : 7
Fecha de inscripción : 16/07/2015

Ver perfil de usuario

Volver arriba Ir abajo

Re: [SPOILERS]: The Great Ace Attorney: Nuevos datos y curiosidades

Mensaje por Axel156 el Sáb Jul 25, 2015 3:55 pm

Siento el doble post, pero la entrevista añadida en mi post anterior y la información de éste, puede abrir de nuevo el debate y que no pase el tema tan desapercibido.

Y es que han llegado a nuestra redacción nuevos datos acerca de los dos primeros DLCs, algo que puede hacer que las personas se replanteen pagar un extra por estos contenidos:
contenido del primer dlc:
-Un episodio corto situado justo después del primer caso.
– Un dibujo (concept-art) de Ryūnosuke Naruhodō
concept-art Ryūnosuke Naruhodō:
– Sonidos con las voces de Ryūnosuke y Susato
– Una canción no usada tipo “Court Begins”
– El vídeo especial del juego de la Tokyo Games Show 2014
– Un tema de 3DS
tema 3ds:
contenido del segundo dlc:
-Dibujo (concept-art) de Susato Mikotoba
concept-art Susato Mikotoba:
-Una nueva canción
-Un nuevo tema de 3DS
tema 3ds:
-Un vídeo del Jump Festa
-Un episodio cómico corto contado por otro que no es el protagonista.

¿Pensáis que estos contenidos son suficientes para pagar 300 yenes (2,20 euros) (2.4 dólares estadounidenses)?


Última edición por Axel156 el Vie Jul 31, 2015 10:21 am, editado 1 vez
avatar
Axel156

Mensajes : 105
Reputación : 7
Fecha de inscripción : 16/07/2015

Ver perfil de usuario

Volver arriba Ir abajo

Re: [SPOILERS]: The Great Ace Attorney: Nuevos datos y curiosidades

Mensaje por Axel156 el Miér Jul 29, 2015 9:52 pm

Mientras esperamos nuevas noticias sobre el contenido del tercer DLC o cualquier nuevo detalle sobre el juego, os muestro unas cuantas capturas del juego. No destripan la trama, tranquilos. Las pongo porque me ha sorprendido la nitidez del juego y la combinación de colores tan acertada.
capturas:





Y según comentan, los desarrolladores ya controlan el tema del 3D porque no causa mareos ni fatiga visual. Supongo que también depende del tiempo que te pases jugando...
avatar
Axel156

Mensajes : 105
Reputación : 7
Fecha de inscripción : 16/07/2015

Ver perfil de usuario

Volver arriba Ir abajo

Re: [SPOILERS]: The Great Ace Attorney: Nuevos datos y curiosidades

Mensaje por Axel156 el Vie Jul 31, 2015 10:18 am

¿Sabéis lo que toca? ¡Sí, el contenido del tercer DLC! Como siempre os lo traigo en primicia después de una exhaustiva investigación de parte de nuestros reporteros expertos en la materia. Como siempre lo dejo en spoiler por si alguna criaturita se piensa que podría destriparle algo (que no es así, pero por si acaso...)
contenido del tercer dlc:
-Un episodio corto que ocurre paralelo al cuarto caso.
-Un tema de 3DS de Susato Mikotoba
tema 3ds:
-Un vídeo de Shu Takumi (creador del juego y de la saga) comentando el caso 1.
-Dibujo (concept art) de Sherlock
concept-art Sherlock holmes:
-Sonidos con las voces de Sherlock Holmes.
-Comentarios del diseñador del juego Kazuya Nuri
A estas alturas me parece que ya sé por dónde van los tiros con los DLC y la verdad es que me decepcionan un poco. Esperemos que los restantes traigan contenidos más suculentos.

Edito para añadir unos cuantos GIFs del primer caso del juego:
gifs:









avatar
Axel156

Mensajes : 105
Reputación : 7
Fecha de inscripción : 16/07/2015

Ver perfil de usuario

Volver arriba Ir abajo

Re: [SPOILERS]: The Great Ace Attorney: Nuevos datos y curiosidades

Mensaje por Axel156 el Vie Ago 07, 2015 2:33 pm

Vamos con el cuarto DLC. A estas alturas se podría decir que "se le están viendo las orejas al lobo", o sea, que ya se ve claramente el rumbo que toman estos DLCs. Esperemos que los siguientes sean mejores, porque si no me da la sensación de que Capcom no va a ganar el dinero que espera sacar de estos "capítulos extras"...
contenido del cuarto dlc:
-Un tema de 3DS de Barok van Zieks
tema 3ds:
-Sonidos con las voces de Iris Watson.
Dibujo (concept art) de Iris.
concept-art iris watson:
-Música no usada de Iris.
-Un vídeo de Shu Takumi (creador del juego y de la saga) comentando el caso 2.
-Un episodio corto titulado "Ryuu vs. the 5 orange pips"
avatar
Axel156

Mensajes : 105
Reputación : 7
Fecha de inscripción : 16/07/2015

Ver perfil de usuario

Volver arriba Ir abajo

Re: [SPOILERS]: The Great Ace Attorney: Nuevos datos y curiosidades

Mensaje por Contenido patrocinado


Contenido patrocinado


Volver arriba Ir abajo

Ver el tema anterior Ver el tema siguiente Volver arriba

- Temas similares

 
Permisos de este foro:
No puedes responder a temas en este foro.