An Explosive Turnabout
by Batman129 and Bannedfrom7
Maybe you should try whispering, Apollo.
by Batman129 and Bannedfrom7
Spoiler : Screenshot :
Maybe you should try whispering, Apollo.
Spoiler : Audio Review Transcript :
Spoiler : Synopsis :
An amnesiac Apollo Justice has to take on a case while being threatened by a mysterious figure known as "The Detonator" who has unclear ulterior motives, but presents a threat to the entire court that only Apollo is aware of.
Spoiler : Review :
Story: What we've got here is an interesting setup that really has me thinking about where it's going to go. The characters (almost all canon characters) are written well enough, and I like the vibes of this so far. However, this case is currently incomplete, so a lot of that setup currently doesn't amount to much, but what's here is still interesting enough and I can see it being a solid start once the rest is in. There's an interesting amount of tension due to the circumstances of the trial, and I'm interested in seeing where it'll go in terms of character drama and dynamics.
Presentation: The presentation here is mostly okay and serviceable, aside from one major issue that I encountered. To put it simply, what's here of the case functions as it should if you go about it the way the game expects you to. However, if you present the wrong piece of evidence and see the penalty dialogue in this case, or even go to the co-counsel conversation, the sprite positionings of everyone in the courtroom gets all messed up. From my experience with the AAO editor, I know exactly how this happened and it's something I've run into as well while play-testing my own cases so I sympathize deeply here, but as someone whose first instinct in a testimony is "let's go see the co-counsel dialogue" it stood out a lot. There were also a few typos I noticed, but they're minor errors in comparison. Oh also if you do game over, the testimony music doesn't cut out when it should, though the game over sequence is something I only saw because I deliberately tried to gun for it.
Gameplay: Due to the incomplete nature of this case, there's very little in the way of gameplay and it's hard to really get a feel for the case logic. That said, I do feel like this will be solid enough once this case has more to it. It's just at an awkward state right now where I can't really judge it much on this category.
Theme Relevance: Oh hey we got a case that actually has to do with explosions and stuff, theme relevance! The theme relevance here is pretty solid. I'm unsure how long the full case is planned to be, but while I personally didn't feel like I was in a rush, I did feel like I was unsettled in a good way. Rather than feeling like a bomb is about to go off, this feels more like you know there's a bomb in the background, and are constantly aware of it while being careful not to disturb it, which works in its own way.
Overall: An interesting and solid start that I hope gets expanded in the future, this is a neat little story with a good foundation. I wish Batman and Banned the best of luck in continuing it and hope to see it completed one day.
Presentation: The presentation here is mostly okay and serviceable, aside from one major issue that I encountered. To put it simply, what's here of the case functions as it should if you go about it the way the game expects you to. However, if you present the wrong piece of evidence and see the penalty dialogue in this case, or even go to the co-counsel conversation, the sprite positionings of everyone in the courtroom gets all messed up. From my experience with the AAO editor, I know exactly how this happened and it's something I've run into as well while play-testing my own cases so I sympathize deeply here, but as someone whose first instinct in a testimony is "let's go see the co-counsel dialogue" it stood out a lot. There were also a few typos I noticed, but they're minor errors in comparison. Oh also if you do game over, the testimony music doesn't cut out when it should, though the game over sequence is something I only saw because I deliberately tried to gun for it.
Gameplay: Due to the incomplete nature of this case, there's very little in the way of gameplay and it's hard to really get a feel for the case logic. That said, I do feel like this will be solid enough once this case has more to it. It's just at an awkward state right now where I can't really judge it much on this category.
Theme Relevance: Oh hey we got a case that actually has to do with explosions and stuff, theme relevance! The theme relevance here is pretty solid. I'm unsure how long the full case is planned to be, but while I personally didn't feel like I was in a rush, I did feel like I was unsettled in a good way. Rather than feeling like a bomb is about to go off, this feels more like you know there's a bomb in the background, and are constantly aware of it while being careful not to disturb it, which works in its own way.
Overall: An interesting and solid start that I hope gets expanded in the future, this is a neat little story with a good foundation. I wish Batman and Banned the best of luck in continuing it and hope to see it completed one day.