The Great Ace Attorney Chronicles Is a Compelling Turnabout of the British Mystery Novel

The arc of the British mystery novel has quite a lot in common with adventure stories of the same time—stories published in The Strand Magazine advertised the now infamous Sherlock Holmes as having “outwit[ted] a German spy” amid images of him and John Watson struggling up a rope or running from a ghostly dog. Arthur Conan Doyle’s stories are as much about solving murders as they are about being transported to strange locations filled with quirky suspects of various nationalities and over-the-top situations. The Victorian era and the first few decades of the 20th century were a time of heightened interest in the outside world not just in Britain but all around the globe—travel became more feasible for nearly everyone everywhere, and meeting people who spoke an unfamiliar language became common. It’s a time of intense globalization, which comes with many, many drawbacks.
This is exactly why Ace Attorney is the perfect vehicle for a strong subversion of the tropes codified by this time period, when Agatha Christie became the world’s most-translated writer and Jules Verne hooked readers on the mysteries that lie at the center of the earth and bottom of the ocean. The Great Ace Attorney Chronicles is a compilation of two games that both star Phoenix Wright’s distant ancestor Ryunosuke Naruhodo, who, after an unfortunate series of events, found himself whisked away from Japan where he studied English all the way to practice law in Great Britain.
Adventures ,the first game in the duology, marked the return of series director Shu Takumi after he left the team to work on 2010’s Ghost Trick. Takumi’s touch was sorely missed on Dual Destinies, which lacked some of the witticism and sensibility Takumi brings to the franchise. Adventures, however, is a breath of fresh air—a revitalization of the murder mystery adventure genre which has since become ubiquitous.
Typically, the first case in any Ace Attorney game is a brief tutorial case. It’s rare that these cases prove essential to the overarching narrative of any one entry in the series, which usually consist of a couple episodic cases bookended between more integral ones. Adventures’ first case, however, is one of the best the series has ever seen. It opens with Naruhodo’s own trial, where he stands accused of murdering a professor at his school. There’s a deep attention to Naruhodo’s characterization from the jump—he’s a new and unfamiliar character, and his voice is distinctly different from Phoenix’s. At the game’s start, he has no interest in law or standing in the courtroom, and he’s immediately in a desperate position. It’s a wonderful introduction to not only him but to the characters that surround him, like his best friend Kazuma, a prodigy law student set to study in Great Britain, and Susato, his eventual judicial assistant.
It also tells us a lot about the state of the world as well as the core differences in the justice systems in Great Britain and Japan. Where Japan’s judicial system remains in its infancy (full autopsies are not common, leading to a lot more conjecture in the legal process), Great Britain is well on its way to implementing forensic technology and has an age-old jury system aiding the process itself. These differences flavor the cases taking place in each setting quite differently, and help engender a sense of grand adventure as Naruhodo travels across the world to study law. The jury system is one key way in which the game raises the stakes to exponential levels—at any point during a trial, a jury member may declare their opinion of the defendant’s guilt or innocence and cast their vote. If all members are unanimous, the trial comes to an end… unless the defense calls for a Summation Examination, in which Naruhodo consults with the jury on their individual reasoning for their votes.