We Have No Objections to Ace Attorney‘s Action-Packed Music

Music plays an important role in setting the mood in almost any video game, but for Phoenix Wright: Ace Attorney, this is even more true than usual. Ace Attorney isn’t full of action sequences, but instead slow-paced, methodical investigations and questioning in court—it’s a point-and-click adventure game, one you will often seen described as being a visual novel series as well due to how much text there is within it, making the music even more vital for establishing mood and giving the player and their emotions cues as to how they should be feeling at any given moment. The music better sells what you see on screen, be it a scene or characters or the text you’re reading, as it helps to add another dimension to everything. Again, this isn’t exclusive to Ace Attorney, but it’s the specific moods it leans on music for that make it stand out.
In Ace Attorney, despite it being, as said, a slow-paced adventure game with a lot of reading and clicking around, it wants you to feel the kind of intensity you would from an action title. That’s not always the case, but arises when the moment is appropriate: when you’re trading proverbial blows in court. Ace Attorney wants you to feel the intensity that comes in a moment where defense attorney and protagonist Phoenix Wright feels as if his own life is hanging in the balance, even if you’re just reading his reaction to those moments rather than physically dodging an incoming blow or parrying an attack.
Capcom, the developer and publisher of the Ace Attorney games, knows a thing or two about action titles. The original composer for Phoenix Wright: Ace Attorney, Masakazu Sugimori, had previously worked on various Mega Man games for Capcom, as well as Viewtiful Joe, and would then contribute tracks to PlatinumGames’ Vanquish as well as Konami’s anime-girl-Gradius-like Otomedius Excellent. Naoto Tanaka, who took over for Sugimori with the first sequel to Ace Attorney and then wrote music for the DS release of the original, spent his career before that moment working on the Japanese Playstation ports of the first six Mega Man games, as well as various Mega Man X titles and Mega Man 64, the Nintendo 64 edition of Mega Man Legends. Post-Ace Attorney games, he would join Platinum and compose tracks for their action-heavy games like MadWorld and Metal Gear Rising: Revengeance. If Ace Attorney games seem out of place in those résumés, no they don’t.
There’s a logical progression to the intensity of Ace Attorney’s music that brings the player along for the emotional ride. As specific details are given about the crime being committed—say, when Detective Gumshoe is explaining what the prosecution is presenting as evidence of said crime—the track “Logic and Trick” plays, which is both intentionally catchy and not the kind of song that’s going to make you start to panic or get pumped up.
During the questioning phase in the courtroom, however, the same song, “Moderato,” is always playing in the background. It’s not intense, necessarily, not compared to what’s coming, but is meant to build up some light tension—you’re attempting to poke holes in a testimony that you know has holes in it. If only you can find them, which has to be done under pressure and with a limited amount of mistakes allotted to you before it’s Game Over.
After a yell of “Objection!” from Phoenix Wright during cross-examination of the witness, a song of the same name plays:
The idea here is to make the player feel as if they’re building toward something important and right, that they’re on the right track—it eases up on the tension a bit, but only to then present you with whiplash, as the true action-styled songs of the game begin. “Allego” features either Wright or his opposing counsel explaining why what was just explained or argued can’t be correct, in a more intense manner than in “Moderato”.