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Ace Attorney: Dual Destinies Playthrough | Session 6
What is Ace Attorney: Dual Destinies?
Ace Attorney: Dual Destinies is a visual novel adventure video game developed and published by Capcom. It is the fifth main entry in the Ace Attorney series, and was originally released for the Nintendo 3DS in 2013, with iOS and Android versions following in 2014 and 2017.
The game is set around a year after the previous game, Apollo Justice: Ace Attorney, in a time where the court system has entered a dark era of false charges and fabricated evidence, caused in part by the event that led to Phoenix being unjustly disbarred.
The player takes the roles of three defense attorneys Phoenix Wright, Apollo Justice and Athena Cykes, who defend their clients in multiple cases and try to restore confidence in the courts. The gameplay is split into investigation sections, where the player searches for evidence and talks to witnesses, and trials, where they search for inconsistencies between witness testimonies and the evidence.
The player can use some character-specific gameplay mechanics: Phoenix can see "psyche-locks" over witnesses who are hiding something; Apollo can spot visual cues in witnesses that indicate lying; and Athena can detect conflicting emotions in witnesses' voices.
Dual Destinies is a visual novel adventure game in which the player takes the roles of three defense attorneys: Phoenix Wright, Apollo Justice, and Athena Cykes. The player aims to solve multiple cases and get their clients declared not guilty, which is how the game's episodes are cleared.
The gameplay is split into two types of sections: investigations and trials. During investigations, the player goes to the crime scene, where they have access to a menu with four options: examine, which brings up a cursor used to search for evidence and clues; talk, which lets the player interview a witness at the current location, choosing from a number of a topics to discuss; present, which lets the player show the witness evidence; and move, which brings up a list of locations the player can choose to go to.
At some points, the player can use Apollo's "perceive" mechanic to watch for visual cues in a witness as they are talking, such as a twitching eye, that indicate that they are lying. The player can also sometimes use Phoenix's "psyche-lock" mechanic to see locks on the hearts of witnesses who are hiding something.
During trials, the player cross-examines witnesses. They can move backwards and forwards through statements in the testimony, and can choose to press the witness for more information on a particular statement; sometimes, the witness will revise their testimony based on this.
If the player spots a lie or a contradiction in the testimony, they can present evidence to demonstrate the contradiction. If the player presents incorrect evidence, the judge's confidence in the player will be lowered; if the judge's confidence in the player is depleted, the game ends.
At some points, the player can use Athena's "mood matrix" mechanic to detect conflicting emotions in witnesses' voices during their testimonies, such as sudden happiness in the middle of fear. Four different emotions can show up in testimony analyses – happiness, anger, shock, and sadness (the icon of which also represents fear) – which will light up with different intensity.
The player goes through the testimony, and aims to determine the cause of the conflicting emotion. Near the end of trials, when the player is close to solving the case, they can use the "revisualization" mechanic to look back at known facts and make a series of deductions by picking the right choices, to reach a conclusion.
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baldurs-gate-dark-alliance-session-2
What is Baldur's Gate: Dark Alliance?
Baldur's Gate: Dark Alliance is a 2001 action role-playing/hack and slash video game developed by Snowblind Studios for PlayStation 2 and Xbox. It was ported to GameCube by High Voltage Software, and to the Game Boy Advance by Magic Pockets.
The game is set in the Forgotten Realms campaign setting of Dungeons & Dragons, and the gameplay is based on the rules of Dungeons & Dragons 3rd Edition, which were released in 2000. It is the first video game to implement the real time application of the new rules.
The console version of Baldur's Gate: Dark Alliance is a real-time hack and slash/action role-playing game presented in a 3D perspective, with a rotatable isometric three-quarter top-down view.
At the beginning of the game, character stats are preset, with the player able to choose from three race/class combinations; a dwarven fighter (Kromlech), a human archer (Vahn) or an elven sorceress (Adrianna). The player can customize their character's stats through gaining experience points from defeating enemies.
Every time the character increases in level, points are awarded corresponding to that level; i.e. if a character increases to level twelve, the player will gain twelve experience points to spend on the character's spells and feats. For every four levels which the character increases, the player is given one ability point to spend on one of the six core attributes (strength, intelligence, wisdom, dexterity, constitution, charisma).
Each of the three characters have their own unique fighting style and their own specific set of spells and feats. Gameplay strategy is thus different for each character. As Kromlech is a fighter, his spells and feats tend to focus on increasing his brute strength and ability to resist damage, as well as granting him powerful abilities to aid in melee combat, such as the ability to swing his weapon in a circle or slam it into the ground to damage groups of nearby enemies.
As Vahn relies on ranged attacks, his spells and feats tend to focus on increasing the power of his bow and granting him the ability to fire special types of arrows, such as exploding arrows, ice arrows or multiple arrows. As Adrianna is a sorceress, her spells and feats tend to focus on increasing the power of her magic and granting her numerous new spells, such as the ability to shoot ice or fire from her fingers, shoot a ball of lightning or call down meteors on her enemies.
Gameplay is linear, and each main quest must be completed in sequence before the story can proceed, although there are some optional side-quests, which do not have to be completed immediately. However, all side-quests must be completed within the act in which they are assigned. There are relatively few NPCs in the game, with whom only those who are part of a quest or side-quest may be interacted.
Weapons, armor and items are only available for purchase from one location at a time, and become increasingly expensive and more powerful as the game progresses. The HUD features the option to use either a transparent map that covers most of the screen, or a mini-map, with the player also given the option to turn the map off entirely.
The game also features cooperative gameplay with another player. Both players share the same screen, and are thus limited in how far they can move away from one another. In co-op mode, the player who makes the kill gets 60% of the experience, and the other player gets 40%. Whichever player collects any gold drops gets 100% of the value, with the other player getting nothing.
The game contains four difficulty levels; "Easy", "Normal", "Hard" and "Extreme". Extreme can only be unlocked after the player has beaten "The Gauntlet", a special mini-dungeon unlocked once the player completes the game on any difficulty level. The Gauntlet can only be played with Drizzt Do'Urden.
Extreme mode takes the form of a New Game Plus, and can only be played by importing a saved character from another game. Once the player has completed Extreme mode, Drizzt Do'Urden becomes available to use in the main game.
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What is Fable II?
Fable II is an action role-playing open world video game in the Fable game series developed by Lionhead Studios and published by Microsoft Game Studios for Xbox 360.
There are both interactive and non-interactive cutscenes in the game. According to Lionhead Studios, the non-interactive cutscenes consume less than five minutes of game time.
In the fully interactive cutscenes a player can use their expressions during the dialogue or even run away from the scene, thus skipping it; afterward the player can return to the cutscene location to start it again. If the player runs away from a cutscene which contains important information, the character will await the player's return.
The player's companion is a dog which the player befriends as a child. This dog follows the player almost all of the time during the game.
The dog can learn tricks, fight enemies and find treasure, and lead the way to quest objectives (when required, though this is rare; typically the player is led to objectives via a sparkling gold "bread crumb" trail).
It can also aid in combat situations by attacking downed enemies. The dog cannot be killed, but can become injured and ineffective, requiring healing by the player.
The appearance of their dog will also mirror the player's choices and changes colour depending on the player's alignments; if the player is neutral it will remain grey, being good will turn the dog's coat to golden and evil will turn it to black.
There are no other animals in the game, save neutral rabbits and birds, a fact commented on by one NPC who notices the oddness of carriages with no horses.
In the downloadable content "See the Future", it is possible to change the dog's breed with potions. The three choices are Dalmatian, Bloodhound and Husky.
Fable II enhances the system of morphing one's character based on their actions as introduced in Fable. Character morphing revolves around two major alignment scales: Good and Evil, and Purity and Corruption.
Good players will enable a pleasant looking Hero, with tanned skin and light hair, while evil players will have a more frightening look, with pale skin and black hair.
Pure players will find that their hero will have a clear complexion and a halo, while corrupt players will find their hero with a flawed complexion and horns. These scales are independent of one another, meaning that it is possible to be both good and corrupt simultaneously or any other variation.
Also related to character morphing is the character's slimness or fatness, determined by what foods the player eats; fruits and vegetables (mainly celery), make the player thinner, while alcohol, meat and pies make the player fatter.
In addition, fruits and vegetables give the player purity points (because no animals are harmed in their creation/consumption), while meats and alcohol give the player corruption points (because animals were harmed in their creation/consumption and they can cause drunkenness, respectively).
Levelling up stats also will alter the player character's appearance. Increasing the Physique level will make the Hero more muscular. Increasing the Skill stat will make the Hero taller. A high level of will power and spells create glowing blue markings, called Will Lines, all over the body.
Unlike Fable, the player does not acquire money through doing quests, but by doing jobs around Albion. These are Blacksmith, Woodcutter, Bartender, Assassin, Civilian Displacement (Slaver), Bounty Hunter, and Merchant.
The first three involve correctly pressing the A button during certain times, and the latter three are combat related. Merchant, however, is done by taking advantage of the economies of each town, buying low and selling to richer vendors for a profit. The jobs become available depending on how much renown the player has and story progression.
The trade skill jobs can be done over and over again for a certain number of days, but the sidequest jobs are single use, requiring the player to wait for another task to become available. The trade skills can be leveled up to five stars via promotions, allowing for more money to be made.
Exploration plays a primary role in the game. Like the original Fable, game-play is very linear, however main story-advancing missions may be performed whenever the player chooses and there are additional missions that do not affect the storyline.
The player may also choose to perform any of the many different jobs, gambling-based mini-games, participating in the arena-style minigame called the Crucible, explore dungeons, tombs, and caves, or roam the countryside. The player may even choose to kill innocents in town.
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