Kith

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Kith

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Ace Attorney Best Kid Tournament | Round 3, Part 2
Susato Mikotoba, age 16
Maya Fey, age 17
Susato debuts in TGAA1-1 The Adventure of the Great Departure.Â
Maya debuts in 1-2 Turnabout Sisters and was 17 for the rest of the first game. She was also shown as a young child in a photo at the end of Trials and Tribulations. She is also 17 for part of the first season of the anime and appears as a younger teenager in episode 14 of season 2.Â
The music for TGAAC is insane. Like youâll be investigating a location or dojng some mild shit like that and the most INSANE dramatic song of all time will be playing in the background. Every single track is so damn good I feel like a peasant whoâs experienced live orchestra for the first time
hi iâm ace attorney pilled rn and iâll have more coherent thoughts once theyâve stewed but the great ace attorney: resolve is one of the best visual novel games iâve ever played, itâs the best in the whole franchise and itâs not even remotely close
everyone play peak RIGHT NOW
"no ryunosuke I'm not calling you partner that objection was shit"

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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unfinished kazuma wip bc i can't seem to finish any drawing lately i'm Sorrgy đ
We're about a month away from Barok van Zieks week! We look forward to seeing what everyone shares with us!
For more info about the week please check out our pinned post (:
(Credit to @cogneartive for the lovely artwork!)
I think a lot about the Concept of âchoices that matterâ in video games. Like, in terms of what it is that makes a choice âreally matterâ, what do we perceive as a choice that matters or has a consequence, how do different games with different amounts of branching or non-branching storylines play with those ideasâŚÂ Especially because Undertale is one of my favorite games of all time, and it has often been hyped as âa game where your choices REALLY matterâ and⌠honestly, I dunno if all of this hype was fully conducive to Undertale. Because the way it handles the concept of Video Game Choices is actually a lot more interesting and complex than that simplistic descriptor makes it seem.
Because Undertale actually has a lot of choices that âdonât really matterâ! Lots of dialogue choices and silly little decisions that on a first playthrough seem like theyâre some sort of moral choice or a branching plotline but end up always leading to basically the same result regardless of what you do!
And the game doesnât really try to hide the fact that these choices are kinda 'Fake'. I mean, on a first playthrough a player might assume thereâs gonna be some Massive Consequences for picking the âwrongâ drink on Undyneâs date, but the gameâs narrative expects for there to be multiple playthroughs and pretty much every Choice that Doesnât Matter is peppered with that Undertale brand of wacky character-focused humor that inherently makes the moment memorable. Papyrus leading Undyne straight to you no matter what you do is basically a cross-timeline running gag.
On some level I see this as a sort of gag that serves as meta-commentary about the expectations around Choices That Matter in Video Games. As in, a lot of games have their Moral Choices happen in clearly easily marked âthis is a Moral Choice!â moments within the story, while the actual gameplay (and any violence the player might cause as part of said gameplay) is basically entirely divorced from any element of narrative-branching and doesn't effect the story at all. Undertale basically entirely inverts this dynamic; the most important factor for which Route youâre own is how you handle your FIGHTs, and what seems like clearly-marked and obvious Moral Choices are just goofy insubstantial minor changes in dialogue.Â
But also⌠there is also a level where you must ask yourself âwhat does it mean when we say that these choices Donât Matterâ. I mean, itâs not like they didn't change anything about the game, the Player still made the character say that other thing, the choice probably led to an alternate piece of dialogue, probably a joke with a call-back at the end of the game⌠The line between a one-off joke and an actual story-changing moment can be a little blurry if you look at it too deeply.
For example, near the end of the Waterfall part of the game, the Player is given the choice to save Monster Kid even at the risk of having to face down Undyne.
Pretty much anyone who isnât deliberately trying to be an asshole is going to rush to save them and obviously that includes the Pacifist Route Players. But you can actually leave Monster Kid to die without it 'mattering' in the sense that it wouldn't divert you from the Pacifist Route. Undyne saves them instead of you, and ends up with slightly less HP for her battle (which might Matter for Runs when you try and FIGHT her but obviously not in Pacifist Runs) and⌠by the end of the game, during the extremely happy True Pacifist Ending, they still clearly remember that you abandoned them and are upset by it.
So⌠does saving Monster Kid âmatterâ or not? On one hand, choosing not to save them mostly just changes a few lines of dialogue but⌠these lines of dialogue kinda recontextualize this happy ending and the Playerâs actions in general. Despite the True Pacifist Ending otherwise portraying the Player/Frisk as a kind-hearted and brave hero... they still did this undeniably cowardly (and perhaps even cruel) act to one of their friends .
Was running away and leaving Monster Kid to die a brief but significant moment of weakness that the Player regrets and has cost them what couldâve been the start of a lovely friendship? Or is that simply that being a True Pacifist was always more of a matter of pragmatism rather than ideals? Were they only acting as a Pacifist to get that promised 'Best Ending', and only Monster Kid has an inkling they are not as heroic or kind as everyone thinks they are?
And then thereâs the Snowman âquestâ.
A free healing item given early in the game, with your mission being to carry it along in your inventory for as long as you can without ever consuming it. The only reward you will ever see from it is a few lines of dialogueâŚ
But for many, it is more than enough of an incentive to preserve the Snowmanâs Piece. You can do whatever you want with the Snowman without it âmatteringâ in terms of Ending or consequences. You could carry it through all of your adventures with care and kindness... or you could eat it while he canât see you and then go back to him and tell him that you âlostâ it and then get another piece and eat that as well, you could eat it right in front of his face, horrifying him.Â
And much like with Monster Kid, you can STILL get the True Pacifist Ending after doing that, all that would change is a few optional pieces of dialogue from the SnowmanâŚÂ
And a total recontextualization of the Playerâs behavior and the ending. The Snowman sees the Player as a cruel and heartless person who is just pretending to be good so they can be liked - the way they acted with this immobile, powerless Snowman who could do nothing for them and their reputation reveals their true self. And he says their friends will realize that too one day...
Doing a True Reset on the Pacifist Ending is, by definition, a (almost) consequence-free action and yet it changes future Pacifist Routes immeasurably. Turning the Player into a Hypocrite doing the exact same thing they were trying to stop Flowey/Asriel from doing - trapping all of their friends into a time-loop so they can play with them forever while never actually letting them to enjoy freedom on the surface, simply because they are not willing to move on or put their friends' wishes and agency above their own. Nothing in the game actually changes, not one character can even suspect that you did something like that, and yet for the Player - this choice makes the entire Meaning of the game flip on its head.Â
Even the most famous and heavily-toted Big Consequence in the whole game - selling your soul to Chara after completing a Murder Route⌠mostly what it does is just⌠recontextualize the ending of the Game.
As a game, âUndertaleâ is very much about the ways in which a Player engages with a game can radically recontextualize it. The huge chasm of difference between the Pacifist and Muder Routes is just the most literal example of it. But, in a way, even the tiny little Dialogue Options - where the lack of real choice and consequences is Obviously a Joke - matter. Because of the way they can recontextualize the Player Characterâs behavior.
(Okay, maybe not this one, but hear me outâŚ)
Do you trust Papyrus to not betray you, even after you spied on him with Undyne?
Do you have the integrity to admit you forgot something or got it wrong even when thereâs no consequences for just lying about it?
Are you a hypocrite for trying to get Alphys to be truthful with Undyne only to then immediately turn around and lie to Undyne yourself? Â
None of these choices matter for the ending, some of them donât even get, like, a call-back joke or anything, but⌠if you are engaged in this story as a narrative, if you are invested in these characters as if they were people, if you are honestly trying to be the best person you can be, if you are trying to self-reflect at the way you approach this game⌠even the silliest little dialogue option can suddenly be imbued with deep implications and you can make them matter.Â
Undertale is one of the best demonstrations of this concept, but this is absolutely not exclusive to it. For exampleâŚ.
âAce Attorneyâ is pretty much as far away as you can get from a âbranching narrativeâ within the video game sphere. It is a heavily-linear Visual Novel where 70% of the time it wonât even let you talk to random characters at anything but the exact order it expects you to and any âBad Endingsâ are basically just glorified Game Over Screens. (... because this is the Internet and something something piss on the poor, I should probably specify that I am talking about âAce Attorneyâ because I love Ace Attorney and these are neutral descriptions of the game and not complaints. Thereâs nothing wrong with a game being linear.)Â
If thereâs any Dialogue Choice in AA, itâs generally a very basic âright answer-wrong answerâ choice between Progress and a Penalty, or a total non-choice that just gets you to the same final result regardless. Except⌠Well⌠as we just talked about, getting to the same final result doesnât necessarily mean a choice is âmeaninglessâ, does it?
Thereâs actually a lot of great storytelling moments where Ace Attorney, despite its otherwise strict linearity, uses this exact sort of recontextualizing mindset Iâve talked about with Undertale to make choices with some really powerful emotional impactâŚ. Even if technically, the ending is the same ending. It can be something as basic as âeven if picking this Wrong Answer doesnât get me a penalty, it still embarrassed my character and disappointed my friends/rivals and thus I feel bad for picking itâ. Consequences as recontextualizing your character as more incompetent than they shouldâve come across at that moment.
And then thereâs moments like the iconic ending of âJustice for Allâ. That moment before Franziska bursts into the Courtroom with the case-making evidence and saves the day. The moment where it seems like Phoenix really is gonna have to pick between protecting his best friend and carrying out a rightful sentence.
The player gets to pick between the two options, but Phoenix never gets to say his choice out loud before Franziska comes running in... and yet⌠he, and the player, still made that choice. Even if no one ever has to experience the consequences of your choice, even if the rest of the world has no idea what Phoenix Wright wouldâve chosen if the Miracle hadnât happened, we know what we picked and that knowledge of the choice matters. Because of how we feel about this choice and what it says about our interpretation of Phoenix⌠and about us.
Thereâs also a bit of this ludonarrative device in âThe Great Ace Attorney: Adventuresâ. During âThe Adventures of the Runaway Roomâ, when you investigate the Omnibus for the second time and start finding things that⌠donât quite fit together. When youâre finally starting to make progress with proving McGildedâs innocence, while also maybe starting to notice that something is⌠wrong with these pieces of evidence.Â
The unchanging linear narrative of the game is that Ryunosuke does eventually realizes McGilded's trickery, puts truth ahead of victory in court and yet, despite his effort and good intentions - the case still ends with a false Not Guilty verdict. And yet, the Player has the choice to... tweak the details.
There are several points where Ryunosuke can object, where he can call out the inconsistencies even though they help his case, where he can support Van Zieks in his accusations of tempered evidence... or he can not. Not necessarily intentionally misleading the Court as much as subconsciously trying to ignore the inconsistencies in the name of trusting his client.
And yet⌠in the end it doesnât matter. Maybe Susato calls out the inconsistency instead of him, maybe Van Zieks does, maybe it remains uncontested but... no matter what you do, the case will end with a Not Guilty verdict (I mean, I guess you can deliberately fail the game but that will not progress the plot), McGilded doesnât seem like he held a grudge (in the few minutes he had left to live), and a few cases later - Ryunosuke would always be punished for his part at this false verdict.
So it doesnât really matter what Ryunosuke did back then? Does it matter if he did his best and called out every single inconsistencies or if he kinda half-assed it until he (and the Player) had to? Heâs still going to suffer the same consequences down the line. And yetâŚ.
And yet, I think thereâs something so powerful about giving us that option. About knowing that Ryunosuke, and we, did try and do something about McGilded's dirty tricks- even if it didnât work. Or alternative, knowing that there was more that Ryunosuke and us couldâve done even if it was not nearly enough. Even if in the eyes of the game and the British Justice system there is no difference, the fact that we know what did and what we couldâve done can radically change the way the player feels about all of the later scenes concerning the truth about McGildedâs trial. It can radically change the way the player interpret Ryunosukeâs feelings about it as well.
Because even though the game itself keeps playing along with the same script regardless, that trial had irrevocable consequences for the Player.