A portion of a Siliconera interview with Capcom's Takeshi Yamazaki...
S: When creating the theme for Spirit of Justice, Yamazaki held a brainstorming session where the team felt that the weak defeating the strong was what made a good turnabout. What other ideas were discussed? Were there any case ideas that didn’t work?
Takeshi Yamazaki, Game and Scenario Director: There was one real sticking point while I was writing the design document for Spirit of Justice, and that was how were we going to put Phoenix in a corner, given that he’d become this legendary lawyer in the course of this series.
One idea was to have Phoenix stand as a lawyer in an underground court that served the likes of the mafia and other underworld inhabitants. That underground court would hold trials and render judgment on those who’d broken the rules of the underworld, meaning that even Phoenix would have a tough time believing in his own clients. Furthermore, everyone involved in the trials would be members of the underworld, including witnesses and prosecutors, so naturally, there would be false testimonies, forged evidence, bribes, blackmail, and other dirty dealings going on. Under those circumstances, we figured even Phoenix would feel incredibly like a fish out of water.
Soft Models, Strong Joints
Ugh. It’s still hot as anything, just like every summer in Japan. I’m Keiji Ueda, the model lead who’s bad at staying healthy in the summer and is always on the verge of a cold each and every year. As with Dual Destinies, I’m here to share a little about character modeling for Spirit of Justice. I hope you’ll join me on this little journey.
◆From easy-peasy to despair
There were all sorts of challenges and struggles all throughout the development of Dual Destines as we transitioned from 2D sprites to 3D models, but I thought that since we’d more or less made all of the models already, and that since the art style wasn’t going to change, it would mean that Spirit of Justice was going to be a piece of cake. Little did I know that it would take more than twice the work of last time to create everything for this game... But just why did it have to be this way?! Well, here’s just a brief list of just some of the things we decided to do this time that we didn’t do in Dual Destinies.
Hi, everyone. I’m the sound director of Spirit of Justice, Toshihiko Horiyama.
From Noriyuki Iwadare’s to the Capcom Sound Team’s work on this title, there is a virtual cornucopia of gorgeous music and sound effects that they created for the American and Khura’inese courtrooms that I would love to point out to you, but the most trying, the most enriching, and the most memorable bit of work was when we poured our hearts and souls into the creation of the sound data for each and every one of Pees'lubn Andistan'dhin’s singing testimonies in Episode 1.
My work on creating that large amount of sound data started around the time when the game designers came to me and asked if they could somehow have Andistan’dhin’s testimony display in time to the music. I received a sample of a typical Andistan’dhin testimony from them, and treating it as a set of lyrics, I created A, B, and sub-melodies, turning the sample testimony into a stock song – a sort of base to draw on later. Many of Andistan’dhin’s testimonies consist of five or six text windows, so what I did was take one of the base melodies I’d created and adapted it so that each statement of the testimony would sound like that melody’s original lyrics. In the event that the text (lyrics) and melody wouldn’t mesh, I would change the text slightly without changing its meaning until it fit just right.
Hello, one and all, and a Happy Ace Attorney Weekend to you! If you haven’t heard yet, or forgot in the hubbub of life, Phoenix Wright: Ace Attorney – Spirit of Justice is out RIGHT NOW on the Nintendo 3DS eShop! I hope you’re all enjoying it so far!
I’m back today with some commentary from two of the people whose very vital work often goes unnoticed: Ms. Hirata and Mr. Onishi. They’re in charge of the actual scripting of this game. If you don’t know what scripting is, or would like to know what their work consisted of specifically on this game, you’ve come to the (W)right place! So come on in and gather round!