Can you believe it, Ace Attorney fans? We're almost at the end of the incredible journey that has been the AA Switch remakes, and honestly, we never thought we'd see the day – let alone so soon. The Ace Attorney Investigations Collection, comprising the first and second games in the Edgeworth-focused spin-off, is coming out in September, the same year as the Apollo Justice Trilogy – and we've got a tasty little preview-slash-Q&A to whet your appetite.
We've been playing the games for around a month now, and we're about halfway through each one. We've played Investigations before, when it came out on the DS in 2010, but this is the first time that Investigations 2, now known as Prosecutor's Gambit, has been translated officially for a release outside of Japan.
Investigations 2 has had a fan translation for a while, and that translation is somewhat beloved within the community, to the point where many of the fan-translated character names are well-known and deeply embedded. Many of those fans – us included – were nervous about the official translation not meeting their expectations, or changing things in significant ways. But we're delighted to let you know that the official translation absolutely rules. The trademark Ace Attorney attention to detail, puns, and personality shines through in the localisation, and even though the names are different (which is, admittedly, weird if you're used to the fan translation), we ended up liking many of them just as much, if not more.
The aesthetic upgrade is excellent, too. We didn't love the HD remakes of the original Ace Attorney games when they first came out, but over time, the art has been vastly improved, and Investigations is looking really nice. We weren't 100% happy with the pixel sprite option, because it looked a bit too jagged for our liking and it makes all the backgrounds look blurry, but the new chibi sprites are just darling, so we stuck with those anyway.
Ace Attorney fans should expect Investigations to play a little differently to what they're used to, though. For a start, Edgeworth rarely steps foot inside a court, acting as more of a detective who solves cases on the day by inspecting the crime scene and talking to people. There are short testimonies, like in the other Ace Attorney games, and they work the same – but there's no judge, no defence attorney, and no prosecutor trying to trip you up.
Edgey-poo's also got an arsenal of gimmicks, because of course he does. Phoenix Wright is a pretty straightforward lawyer, but Edgeworth takes a lot more inspiration from the books and behaviour of Sherlock Holmes. He can learn facts as he investigates, which go into his "Logic" inventory – basically a mind palace – and can be combined to discover new facts and clues. Another mechanic that we won't spoil too much allows you to re-enact crimes to determine paradoxes and logical flaws. It's all very fun, and handily distracts you from missing the thrill of the courtroom too much.
Later on, in the second game, a new mechanic gets introduced. Where Phoenix Wright has his psyche-locks, Edgeworth has Mind Chess. It's as goofy as it sounds – a sort of hybrid of the series' testimonies, Athena Sykes' Widget, and Wright's psyche-locks that challenges Edgeworth to use interrogation psychology to reveal people's secrets. It's a bit tricky and feels like a conversation tree maze that you have to exhaust at times, but we love getting insight into Edgeworth's weird little brain.
Here's our closing argument for this preview: the Investigations games might be a little bit different from the rest of the Ace Attorney oeuvre, but they're a fantastic time for fans of the series, and it's a real delight to have Investigations 2 in our hands at last. We don't always follow Edgeworth's leaps of logic, but we'll still follow him to the end. Of the game, we mean.
Ace Attorney Investigations Collection: An Interview
We also had the opportunity to talk to three members of the team: Shunsuke Nishida, producer on the Investigations Collection, Kenichi Hashimoto, producer on the Collection and the overall series, and Janet Hsu, localisation director for the games, who's been working on Ace Attorney for a long time and is the driving force behind many of the puns you know and love.
Nintendo Life: How long have you (and the team) been working on this game?
Shunsuke Nishida (producer, he/him): Development for Ace Attorney Investigations Collection began in 2022. We spent three whole months conducting tests to determine how to improve the character sprites' graphical quality and convert them to high resolution.
How hard was it to keep this remake a secret when so many AA fans were hoping for an Investigations 2 release in the West?
SN: We received a large number of requests from the community for Ace Attorney Investigations 2: Prosecutor's Gambit's overseas release, so I was eager and excited to announce that Ace Attorney Investigations Collection would be releasing in just a few months. I bet fans didn't expect it to be available the same year as Apollo Justice: Ace Attorney Trilogy. We'd wanted the news to be a surprise, so you can imagine how tough it was for us to keep everything a secret.
Are there people on the team that worked on the original game? If so, have they been able to provide useful insights?
I bet fans didn't expect it to be available the same year as Apollo Justice: Ace Attorney Trilogy.
SN: Yes, the development team includes members who worked on the original Ace Attorney Investigations games. Tatsuro Iwamoto, who worked on both original releases, is responsible for designing the updated chibi character sprites. He reminisced about working on both games and shared various reference materials with us. The Localisation Director for the original games [Janet Hsu] is also part of the Ace Attorney Investigations Collection development team. In addition, there are a number of staff from the original games who still work at Capcom, so we sought them out for their opinions and advice.
What were the main challenges in bringing Ace Attorney Investigations 2 over to the West, and what made it take such a long time?
SN: The development team has been working to make all games in the Ace Attorney series playable on current hardware in languages other than Japanese. Apollo Justice: Ace Attorney Trilogy was next on the docket, and once development wrapped for that collection, we began work on Ace Attorney Investigations Collection.
More specifically, what were the main challenges in localising this game?
Janet Hsu (localisation director, they/them): Trying to replicate the feel of the original trilogy and of the first Investigations game were a big challenge for me. There were also some very complicated mysteries this time around. One of the episodes has so many threads and bits of foreshadowing to keep straight, we needed to create event timelines for our own reference.
What lessons from the remakes of Ace Attorney Chronicles, and the Phoenix Wright and Apollo Justice Trilogies did you take with you when remaking AA Investigations?
SN: The process of animating the classic pixel character sprites is extremely challenging (from the perspectives of time, cost, and content volume). That said, the development team agrees that we wouldn't be able to create high-quality products that fans will appreciate without putting in a significant amount of effort.
Which characters in Investigations ended up changing the most throughout development of the re-release?
JH: We generally don't have the time to rewrite whole characters, so we work out in advance how we want characters to sound. And because we also have the Japanese to work off of, the big overarching decisions were easy to make. The smaller details such as catchphrases or speaking patterns were a bit harder, so those were the ones that were likely to change as we localised.
Who's your favourite character in Investigations, and why?
JH: Kay's enthusiasm is infectious and no matter how crazy of a day I'm having, writing Kay's lines always cheered me right up! She gets a little more depth in the second game since she was only introduced in the first, and working on Prosecutor's Gambit has made me like her even more.
Did you play the fan translation of Investigations 2, or did you avoid it so that it didn't color your translation at all?
JH: We did not play the fan translation precisely because we wanted to create our own original localisation without outside influence. We also have a lot of internal processes we have to follow when we create a localisation, so it was easier to start from scratch.
What was the biggest translation puzzle to solve in this remake, and how did you end up solving it?
JH: There were a few big ones that needed extra care. These mostly revolved around Japanese grammar and how it can be exploited to hide a speaker's identity or the number of items at play.
For example, there is one testimony where you assume one speaker in one context, but in another context, it becomes clear who the testimony is actually about. This is because in Japanese, pronouns are optional after a subject has been established. Therefore, based on context, you should know who a particular line is talking about. However, with a change in context, the grammatical subject will change, and yet, the original sentence still makes complete sense. This is because the sentence didn't specify a pronoun to begin with and you (the listener) had filled the gap in on your own.
I like there to be a sense of cohesion with the names so that it doesn't feel like the names were randomly drawn out of a hat.
These sorts of lines are difficult because you, the writer, have to know which character knows the true speaker or the true number of item X, and you can't have the character say something that makes it sound like they made a mistake in hindsight. Nor can you write it so that the character gives something away they weren't supposed to.
There were also a few culturally difficult ones to localise, including the French version and the whole new lore we had to create just to accommodate one of the tricks and the Paris home base setting. There was another one where the cultural joke would be lost on Western audiences if we didn't switch the graphic out with something else in the international versions. Let's just say that California rolls aren't considered "Japanese cuisine" to Japanese people since they were first created in North America and are hardly sold in Japan.
In the original Japanese, one of the characters presents food that should be considered Japanese to the other Japanese characters, but none of them see it as Japanese. In the English version, we tried to replicate that with a particular food item that should be very American, but clearly didn't originate in America. So now, the fact that this character is well-travelled has been conveyed correctly in both language versions, though I suppose the effect has been somewhat diminished over time since many regional foods are now available all around the world. Still, I think the food I chose is still something you would have to make and isn't something widely available in stores — just like California rolls in Japan.
Which particular translation (names, jokes, puns, etc.) are you most proud of in this remake?
JH: If I have to pick one, I think the California roll thumbnail is probably it. I had known going in that if I wanted to accurately translate the joke, I would have to do something about the sushi graphic, so it was something of a challenge to find a food that would work. I know people like to say that all sushi is Japanese, but knowing that California rolls are still considered non-Japanese in Japan, I felt we had to try to replicate the Japanese version's intentions as this graphic does also serve to convey information about a character's background.
There have been many changes in the remakes, including fixing continuity errors and typos, and adding improved translations – did you get the chance to fix anything glaring in Investigations?
JH: Unfortunately, we only had time to focus on AAI2: PG's localisation, so we couldn't go back to the first Investigations game except to fix the big glaring typos and any other critical must-fixes. Of course, on the occasion when I found a text bug while I was looking something up, I would fix it then as well.
Can you tell us about the challenges of taking a game that was made for a dual-screen console with a stylus and touchscreen, and bringing it to a console with very different requirements?
SN: Ace Attorney Investigations Collection is based on the mobile versions of the original games. Since these games had already been adapted for single-screen devices, the UI had to be completely redesigned to account for larger screens. The team added on to background visuals and other illustrations as necessary to extend them horizontally, and we made sure that text remained legible even after increases in size and resolution. All on-screen text was localised into multiple languages as well.
Since Phoenix and Apollo both got a trilogy, can we expect third games for Edgeworth and Ryunosuke in the future...?
Kenichi Hashimoto (producer, he/him): Sincere apologies, but there is nothing we can tell you at this time. We appreciate the community's excitement for the future of the Ace Attorney series.
What is the process for translating the plethora of puns that the Ace Attorney series is known for?
JH: I hate to say this, but puns just kind of come to me. I've worked on a lot of translations where others have struggled to replicate a Japanese pun and I hit on an equivalent English pun either right away or within the day. I fear I may have dad jokes syndrome...
How do you decide on names for the characters?
JH: We first take a look at the Japanese names and see what they were going for. Is the name a pun or is it not a pun but one with a deeper meaning? After we evaluate the Japanese names, we then brainstorm a bunch of English names along a few different lines of thinking (puns, character traits, character roles in the story, etc.) and try to whittle the list down until we get names that best fit each character, such as a calm or dignified name for a calm or dignified character. I also then do a final balance check and see if there are any names that stick out or feel out of line with the rest of the names. Generally, for each title, I like there to be a sense of cohesion with the names so that it doesn't feel like the names were randomly drawn out of a hat.
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We also asked a couple of questions about coming to the end of the Ace Attorney journey and the potential for a Layton vs. Wright remake, though the team declined to comment at this time — take from that what you will!
Many thanks to Shunsuke Nishida, Kenichi Hashimoto, and Janet Hsu for taking the time to answer our questions. Ace Attorney Investigations Collection launches on Switch on 6th September. Keep an eye out for our review nearer the time.
Comments 35
I’ll have to get the Investigations collection some time later down the line.
Beautiful games, both of them.
No, I'm not biased, why would you think that?
Can’t wait to finally play AAI2!
@Bobb nothing in particular. Why would they think that? 🤔
Part of me wish that there would be an "unlocalized" mode that would retain the original text.
Janet Hsu's Great Ace Attorney localisation was fantastic, and I'm really looking forward to what they've done for Prosecutor's Gambit.
I won't lie though, I'll certainly miss the likes of Sebastian Debeste and Raymond Shields.
@Samalik
Games with direct translations often lose a lot of meaning, the Breath of Fire games on SNES are a prime example of this.
Honest question: How necessary is it to play some of the other main Ace Attorney titles before this collection? I finally knocked out the original trilogy after saying I would/owning the Japanese physical collection for...years, but I have yet to get to the Apollo Justice Trilogy. Or does it really matter since these are spinoffs?
I'll buy this collection in any case, just curious about when to slot it in.
Looking forward to see the official translation work in Prosecutor's Gambit, especially the names so I can compare which ones I personally find better or worse then the fan translation.
@Tyranexx: Don't worry about playing this before the Apollo Justice trilogy. I think there are like atleast two references to the trilogy in this collection but they are quite minor and have no bearing on the overall AA Investigations story here.
i commend the fact they intentionally avoided the fan translation so they could keep to their own influence, i imagine any AA fan would be curious to see it especially the devs
tho in my heart it still hurts to loose sebasitian debeste, that name sounds so loud and grand for a dork like him i love it
@Tyranexx not necessary at all! AAI takes place during the original trilogy era, but even then AAI intentionally avoids mentioning events from it
you may see some returning side characters but you can still enjoy the game not knowing them, we dont even hear anyone say the name phoenix wright at all haha
@Samalik I doubt you'd actually want to play the game with direct translation. There's a reason why they have professional localizers instead of running the script through Google Translate. The game supports multiple languages so you have the original text, you just need to learn Japanese (like I did).
Going by the comments about the first game not having any changes to the script beyond corrected typos, it's a good thing there weren't any real inconsistencies that needed to be retconned.
Nice to have a small Hands On and an interview combined, so looking forward to playing my physical copy (no matter if it ends up being an import one if it actually isn't coming out physically in Europe, even more so considering I've preordered it from my usual retailer slightly discounted regardless) when I have the time for it!
@Tyranexx By having basic AA gameplay knowledge is fine. No need to tackle a trilogy,. With one game is enough.
@Late @RupeeClock I'm not an idiot about japanese culture. And quite frankly, the idea of making bootleg lores for localizations of eastern games is an outdated approach to marketing your game as is.
And from what I recall, they did do a more direct translation for GAA, puns and copyright notwithstanding. And yet, none of ya'll are complaining about that. So I know that's a load of regurgitated poppycock
@Tyranexx I think you just need the original trilogy, since the Investigations collection is DS exclusive while the original AA games were released for the GBA
This is a fun interview with insights into the team’s localization processes.
Thanks to Shunsuke Nishida, Kenichi Hashimoto, and Janet Hsu for their time and answers and to Kate Gray for conducting the interview!
Thanks for reminding me to preorder this. It’s silly how the PS4 version is only getting a physical release in Europe, and the Switch version is only getting a physical release in the US. I’m sure they have some logic behind that 🤪
@GravyThief Maybe they had a limited budget to release these games, so they chose two regions getting their console exclusives as compromise, since both are region free
@Samalik, @Savage_Joe, @boxyguy, @Coolmusic Thanks for the responses! Seems like I'm not missing out playing one collection over the other first. Ultimately I didn't think it mattered very much, but I started wondering when I noticed one of the screenshots had Maggey Byrde (introduced in JFA) in it.
In any case, more Edgeworth = much yay.
@Bobb what would give us that impression?
I like the premise of these games, but they can get really tedious.
I'm getting this day one!
@Samalik I believe the game does contain the original text. The official website lists the supported languages as ‘Japanese, English, French, German, Korean, Traditional Chinese, Simplified Chinese’ so you should be able to switch your system settings and play it with in the original Japanese text!
If by ‘original text’ you mean ‘a completely different text’ (i.e. English or another language written in Latin script) but want some form of ‘pure’ or ‘unadulterated’ translation, then I would recommend reading David Bellos’ book, Is That a Fish in Your Ear.
Translation is in itself an act of radical change. It involves uprooting something and attempting to graft it onto a completely different object. It’s a fascinating, frustrating, meaningful, and above all, messy endeavour.
Sometimes that messiness can cause issues. There are many examples of ‘heavy handed’ localisations which can end up backfiring as a series develops. You could fairly argue that recasting the original AA games in a western setting was a bridge too far, leading to continuity issues down the line. I feel there’s room for legitimate debate on that.
What doesn’t leave much room for debate is that idea that there can be such thing as a 100% pure, unadulterated, genuinely meaningful translation of a game of this scale. You’re basically asking someone to translate it for you without translating it, so you can understand the ‘original text’ without having to learn the meaning of the original text.
@Maxz Please stop this pussyfooting. You know exactly what I meant. No localizations or radical changes to what was suppose to be said. Just stick with what was in the original, at least as a preservation option for english speakers already keen on Japanese culture.
I'm not gonna read a bunch of different books when it usually becomes easy to tell when something's been unfaithfully altered to the original word in pop culture as is.
@Samalik
I’m afraid I took the words ‘original text’ to mean ‘original text’. If you’re implying that I should have interpreted your statement more loosely so as to infer what you ‘meant’ rather than what you ‘said’, then you’re essentially making an argument for a freer, less literal translation — which is exactly the sort of the thing you’re purporting to be against.
Perhaps Capcom should be exclusively pandering to the Venn-diagram intersection of ’weebs who are very passionate about Japanese culture’ and ’weebs who are not sufficiently passionate about Japanese culture to bother learning the language’. Instead, they seem more interested in writing silly puns and likeable characters that actually make sense in the target language.
For what it’s worth, I wasn’t being entirely facetious when I pointed out that this game does contain the original Japanese text. I genuinely thought it might be useful. (For one thing, this is not consistent across AA games: the 123 Collection is fully multilingual, whereas the language options for Great Ace Attorney Collection vary by region.)
You could feasibly play this game with Japanese text and read it through Google Lens. It would be slightly cumbersome, but would get you a more literal (if at times nonsensical) translation.
Or you could harness your apparent ‘keenness’ for all things Japanese and take up learning the language. This game would be a good study aid and you’d finally be able to enjoy the ‘original text’ in its unadulterated glory.
@Samalik i get where youre coming from, staying true to the source material is exactly what people like about anime dubs/subs, and why dubs like 4kids pokemon get ridiculed (these jellyfilled donuts are amazing)
unfortunately the localization differences have been baked into the game since the beginning and i doubt they can change it now. GAA could get away with it as a spinoff that literally has to wear its culture on its sleeve
but its not all bad, ive come to embrace the silly japanifornia world theyve come up with and the team still does a great job on the translation. and at this point names like phoenix wright hold so much more weight to me than ryuichi naruhodo
@boxyguy This seems a very balanced take. I’m certainly not arguing that the official localisation is the one, ‘true’ way of representing these games in English — and it’s clear that Capcom have shot themselves in the foot with a few of their earlier decisions. But they’ve regained composure and the series’ inherent silliness helps smooth out most of the bumps.
Ultimately Capcom wants to sell its games beyond the domestic market, and wants the games to sell well. The characters ‘Phoenix Wright’ and ‘Miles Edgeworth’ have worked their way into the hearts of millions of fans worldwide. Perhaps NARUHODŌ Ryūichi and MITSURUGI Reiji (names not written in western order to minimise risk of ~localisation~) could have done the same. We’ll never know. But the Anglicised names don’t seem to have hurt their success.
@Maxz I didn't need analytical essay about me. All I was asking for is what the Like A Dragon games apparently do and offer up two sets of translations, one true to the original for those who play subbed and are familiar with the culture as is, and the other more easier to dub, for example, which would naturally have a lot of localizations. Is that too much to ask for?
If the essence of your argument is "learn japanese", then it's already a cop out, since not everyone has time to learn a second language in its fullest. You might as well be faithful now. And considering my current messy, frustrating living situation, I can't put my 110% into learning the language either, even if I do pick up some words.
Can't believe Edgeworth 2 is close to being released. I can't say I've been wait patiently, cause I haven't. Must play soon!
@Rimsey Allow me to rain on that excitement and ask you to imagine how many people have died waiting for this game!
You don’t like Eddie Fender? You will.
@Samalik I sympathise with your living situation and appreciate that learning a language is not something that happens overnight. It would be disingenuous to say ‘just go learn the language’ and leave it at that.
It is, however, a necessity if one demands a translation that is 100% faithful to the original text. For the only possible translation that meets this criterium is in fact not a translation at all: it is the original text. Translation is by definition an act of change.
Yakuza/Like a Dragon is an interesting example because of the sub/dub options. This brings it closer to media like TV shows/films than largely text-based media like novels.
Subbing and dubbing are notably different forms of translation with different goals and demands:
Subbing requires that the text be clear, easy to understand, and unobtrusive. It doesn’t matter how detailed and accurate the translation is if the viewer can’t read and digest it before the next line comes in. It should distract from the video as little as possible, which is why translated subs are generally more concise than the original spoken line. They’re aiming to be comprehensible, not comprehensive.
In contrast, the main demand on dubs is that they sounds natural when spoken by a human being in the context of the video. Timing is vital when conveying comedy, suspense, or even just the flow of basic conversation. Mess it up and everything sounds stilted and weird.
I’m sure you don’t need another essay — especially not on the minutiae of different translation styles — but the point is this: LaD has two translations because it’s closer to an interactive movie than a visual novel. This allows for separate dubbed and subbed versions, each with different characteristics. I don’t think the point was just to provide ‘strict’ and ‘free’ localisations for different audiences.
It’s not impossible that Ace Attorney could turn into something similarly cinematic — necessitating a sub/dub split — but… it does seem like a lot to ask.
Anyway, sorry for another essay. I just find this stuff really interesting and happen to have time on my hands for the first time in a while… which I’ve clearly decided to spend arguing with strangers on the internet.
I hope your living situation gets a little less messy and frustrating! Huge walls of text probably won’t help, but… well, yeah, sorry!
I absolutely love the Los Angeles setting of Ace Attorney and I am so glad they kept it. I hope Prosecutor's Gambit has more proof of the LA setting! I'll keep my eyes open! 😁
@Samalik Excellent work on the rock-solid explanation and reasons for why why localizations are the way they are (and should be).
It bugs me when 'fans' want a literal translation instead of learning the language (which is the only way to experience a 'literal' meaning) and expect that media should cater to them with a translation they deem as "correct"; and anything less is mocking their intelligence.
Like anything in this world, quality spans a wide gamut and the real critique should be about that. Rarely do I see a granular breakdown of where or how a translation went wrong (in these comments of course), it generally is a blanket surface level statement that the "game has been localized ergo is not what the Japanese version said" type of statement and that gets old real quick.
Aside from the bonkers (and I find fun) changes in the original three Ace Attorney games (and the glaring typos cough) the Ace Attorney series is incredibly well-written and suits the world CAPCOM created fantastically. How can one compare a gritty and mature series like Yakuza to a bright and literally cartoony series like Ace Attorney? Of course they are not going to have the same feeling in their respective narrative and writing. Yakuza can get away more with a direct translation (putting aside your good points on the type of media it is mimicking) and still sound natural.
@GOmar Well, I'm one of those people who want an english literal translation. The amount of times I go "that's not what he/she said" when listening to the original language is staggering as is. It doesn't matter if the series is gritty or comical. Do the translation justice instead of making completely different ***** up or pretending that a charm point/vital detail wasn't there.
I don't trust that Ace Attorney is gonna completely drop this, but again, the very least they could do is offer a translation for their more authentic-focused audience, who prefers the taste of onigiri over hamburgers.
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