
Rather, it’s when those clues knit themselves together into a theory, days later, completely unbidden, and you come to a sudden stop in a Whole Foods, groceries tumbling out of your hands, as you howl, “OH MY GOD! I’M AN IDIOT!!! THE BODY WAS NEVER EVEN THERE!!!“2 Every time Dual Destinies suggests you look for clues two screens over, it’s not quite babying you wandering about aimlessly simply isn’t the point of the game. Then, when the game introduces logical conflict-“how can you say your client could not possibly have touched this handgun?”- you are to resolve it by having internalized, through play, the available data, and by sussing out the logical fallacy in the claim or paradox before you. Noire, there are few ways for you to lose the thread, and fewer ways to lose the game.īut while the narrative plays out on-screen(s), the game’s verbs are at work, even if your fingers are at rest: you, player, are reading a witness’s testimony you, player, are synthesizing the particulars of the murder weapon. For all the DNA the game shares with Tex Murphy or L.A. Sidekicks, musing aloud, telegraph your next steps. Crime scenes highlight areas of intrigue for you. Dual Destinies provides you only with places you need to go, collects only inventory you actually need, and will not advance the plot unless you’re fully prepared for what’s next. In the game’s fiction, you’re a lawyer tasked with defending clients against horrific charges, and therefore also drumming up the evidence and testimony to support them. You’re never punished for your reflexes, only rewarded for your insight. Play advances as you read, one line of dialogue at a time, the world waiting for your go-ahead.

Dual Destinies is-all Ace Attorney games are-a game designed to move at your pace.
