シャドーイング練習: The Animation of Phoenix Wright - 動画で英語スピーキングを学ぶ

レッスンを作成中...
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Order, order everyone.
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New Frame Plus is in session.
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By order of the patrons, we are here to examine the animation in the Ace Attorney series.
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So, before we begin: Thank you to Marina DeMarias, ScoutHunter546, and Arki Andruski for suggesting this very good topic.
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Now, I realize that this might at first seem a strange series to make an animation analysis video about, because the animation in the Ace Attorney games is incredibly minimal.
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You could even argue that it is unnecessary.
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Just a flourish, a light sprinkling of movement over top of an otherwise static visual novel.
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But however non -essential the animation might seem, it is still an important additive element, and it's a big reason why Phoenix Wright games have proven so memorable.
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Game animation is always a challenge of delivering the most bang for your buck, and Ace Attorney's developers have historically had very little buck to work with.
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This is a series whose visual identity has been shaped by its limitations.
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The first game was developed by a team of seven people over the course of just ten months.
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The original Phoenix Wright trilogy was first made for the Game Boy Advance, of all things.
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And yet, despite all that, these games are loaded with expressive characters and silly things charm.
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So how do these games manage to do so much, using so very little?
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To start, it helps that Shu Takumi and his team chose the perfect presentational format.
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The visual novel is an ideal genre for delivering an interactive story on the cheap.
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I mean, all you really need is backgrounds, some static 2D character art, and a text box.
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And you can't get much more efficient than that.
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And if all these games had was a handful of static poses and backgrounds in a text box, they still would have worked.
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I mean, lots of successful visual novels have been just that.
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But Ace Attorney does not stop there.
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The first thing that really sets Ace Attorney games apart from the pack is the quality of their pose design.
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Characters in these games only have a handful of poses each, and you're going to be staring at those poses for hours, so they have to be good.
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And they have to somehow convey the totality of each character's personality.
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Capcom's artists have to essentially take each character and condense all of their body into just a few snapshots.
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And these games are so good at it.
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All these characters are so expressive.
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So many visual novel characters will spend their entire game standing in these relatively neutral poses letting the text
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and their facial expressions do all the work.
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But not these folks.
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Just look at the range on Edgeworth's courtroom posing.
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You got neutral, Smug.
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Stern.
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Assertive.
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Very assertive.
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Taken aback.
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Exasperated.
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That's not a whole lot of poses, and yet, he is larger than life.
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Every one of these characters makes an immediate, strong impression.
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Like, you don't need to read a single line of dialogue from Red White to know that you hate him.
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Here, I'll show you.
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See?
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Just one glance at that pose and that smug expression and you have all the information you need.
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Heck, This game has some of the most iconic poses in all of gaming.
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You don't have to have played a single Ace Attorney game to recognize this.
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This brings us to another important element that sets these games apart: their approach to limited animation.
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Because, as you can see, these are not just static poses.
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Compared to a lot of their visual novel contemporaries, Ace Attorney characters actually animate quite a bit.
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You see, one of the common challenges for this genre is that you want your visual novel to be visually engaging, right?
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Because static images can get pretty boring to look at after a while.
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But you got no money.
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So you've either got to accept that your game's just gonna look pretty static, and that's gonna have to be fine,
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or you've got to figure out how to liven things up in a way that costs very little.
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And it's pretty fun looking around to see how many varied solutions different visual novels
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and adventure games have used to address that problem, because there are a lot of really creative approaches out there.
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Now, in the case of Phoenix Wright, fully animating these characters on such a tight budget and schedule, obviously out of the question.
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So, what the artists did instead was work within their key poses, adding just enough movement to keep the characters feeling alive.
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I've talked before about the concept of limited animation, which you often see deployed in animation for TV, which has to work on a tighter budget.
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Well, this is basically that, but stripped down even further, down to the barest minimum possible.
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So the characters will hit these striking poses, but then, as they hold each pose, they will continue to blink.
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When they speak, as their text dialogue appears below, their mouths will cycle through a handful of talking shapes.
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And, for certain poses, characters will even have extremely limited, unique animation.
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Just one or two additional drawings wherever it'll have the most impact.
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Maybe even on just one part of the body.
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Like, nervous characters will visibly sweat.
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Detective Gumshoe will do this heavy breathing, which just adds to his sense of eager intensity.
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Dee Vasquez will smoke her pipe, Cody Hackens will try and fail to draw his toy sword, Luke Atme will clean his magnifying eyeglass thing.
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Francisca von Karma will tensely grip the fabric of her sleeve, just like her dad does, by the way.
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And they'll add these anticipation frames to the poses that really need to pop with some more energy,
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like Phoenix's accusatory point, or the moments where Phoenix or Edgeworth slam their hands down on the stand.
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That tiny bit of extra animation attention goes wherever it will achieve maximum personality or appeal. Or comedy.
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Like, the first time you're up against Godot, and you see him lean forward, hand outstretched, and a coffee mug suddenly slides into his palm out of nowhere?
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If that gag is not worth a few more frames of animation, then what is?
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But the real value of this strong -pose design
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and hyper -limited animation is in the ways
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that they can both be used to show a progression of emotions over the course of a story.
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and the posing on this cast of absurd caricatures needs to reflect the drama of the moment, and not just for narrative purposes, but also for player feedback.
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In the context of a virtual courtroom, visible shifts in a character's emotional state are some of the clearest feedback the player can get in response to their choices.
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Like, if that last question got a big emotional reaction, then you might be onto something.
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Or, if the prosecution starts looking smug all of a sudden, that's probably a bad sign.
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To show you what I mean, let's look at just one character's entire animation set over the course of one story.
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From the start, let's do it with a character from the very first episode in the series.
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Frank saw it.
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Now, this particular episode opens with a cutscene showing us that Frank is, in fact, the real killer, so there is no ambiguity going into this case.
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We know for a fact that the accused, our client, is innocent, and that Frank is not to be trusted.
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So when the trial starts, and it's finally Frank's turn to take the stand, this is the first pose we see.
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Look at this suck -up.
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Clearly, he is hoping to come in here, sweet -talk his way through his testimony, and get out without a scratch.
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Now, obviously, this is not subtle characterization, but it's not supposed to be.
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This is a game of larger -than -life caricatures.
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Subtlety has no place here.
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And he's already got some limited animation happening in this first pose:
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just a set of three drawings on only his body to allow him to do that little sycophantic wiggle.
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And this is a particularly great touch, because that back and forth movement not only adds to the cloyingly over -friendly nature of the pose,
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but it also gives Frank a sort of nervous energy.
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And of course, we know why he might be feeling nervous.
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It's just two extra drawings, but they have a big payoff.
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So then, the prosecutor asks his first question, and it's a pretty simple little softball of a question, but Frank's response is accompanied by a flash and a screen shake.
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The Ace Attorney games use these fullscreen effects a lot for emphasis.
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In this instance, it makes Frank's response feel kind of over -eager, like maybe he replied a little too suddenly or too loudly.
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This is also where we see the additional drawings for Frank's talking mouth in this pose.
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Just his default mouth shape and three additional mouth poses playing on a loop.
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Now, as Frank starts giving his testimony, you might notice a subtle difference in his animation during the moments when he's speaking.
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He is still holding that same pose as before, but as the text appears on screen and his mouth flaps, speed of his wiggling increases slightly.
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When he's usually just standing there idle, his little wiggle animates on 20 frame intervals but when he's talking,
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that animation speeds up so that the drawings cycle every 15 frames or so, which makes him feel a little more active on screen.
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And I love this little efficiency.
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The artists are altering the character's performance just through timing alone here, without having to add any new art
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and we're going to see them play with that timing a lot more in a second.
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So, Frank gives his testimony, and, wait a minute, we find an inconsistency.
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When we call him on it, that's when we see Frank's second pose.
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And it's very similar to the first one.
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In fact, I think the body animation might be identical, which, again, hey, efficient.
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But now, his head is tilted downward slightly.
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His brows are furrowed, he's looking a little more worried, he's starting to sweat, and that body animation cycle is going even faster.
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Now the drawings are switching on 8 frame intervals.
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Plus, we're starting to see more screen shake on his responses.
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He is getting more and more nervous, and that act he's been putting on is starting to feel less charming and more desperate.
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And mmm, does that not feel satisfying?
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Of course, he does come up with a lie to dig himself out of that hole, and he reverts to that original smarmy grin.
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But then he gives revised testimony and, aha, another contradiction.
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And with another flash and screen shake, Frank is cornered again.
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Brief glimpse of pose number three: an expression of furious shock.
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Kind of like when a cat digs their claws into your leg.
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It's only on screen for a second, but it's a telling sign.
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We're beginning to break through the act.
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And there's a little animation to this pose, too.
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But so long as you don't blink, you might see his toupee flap off of his forehead just a little.
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It's a little bit of foreshadowing for you.
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So Frank digs himself out of this lie also, but this time he doesn't go back to the smarmy pose he sweats through his entire third attempt at testimony.
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And when we call him on yet another inconsistency, this time we get pose #4: anger.
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He's shaking his fist, the screen is shaking a lot on his dialogue now, his eyes are blinking just slightly out of sync, which, mmm, that's good.
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We're seeing a new side of Frank come out: the true Frank, who can't keep his anger in check.
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We've almost got him.
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You see what I mean about this animation acting as player feedback?
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Frank's emotional state functions as evidence of your progress in this case.
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And these emotional outbursts also weirdly function as a kind of celebration.
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But as you wear the witness down with more and more of your very good lawyering, their escalating nervousness and anger is your reward.
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And if you can manage to keep pressing them, and break through their last few desperate lies Then?
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you The game will celebrate your victory with a relatively elaborate meltdown.
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This is almost always the most animation you're going to see on these antagonist characters.
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Frank's little toupee throw here requires a whopping seven new drawings
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or I guess closer to 12 if you include the hair and also Phoenix's expression.
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It is no wonder players love these meltdowns so much, because they are immensely satisfying moments that you worked so hard to earn.
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And the actual animation of these moments isn't even that impressive.
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By most standards, this would probably be considered kinda poor, but the over -the -top comedy of the outburst still makes for an incredibly satisfying surprise.
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But Frank's not done yet.
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Now that he's had his outburst, we've got a sixth pose of pure rage, and it has a lot of movement on it.
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The Frank that started this trial is nowhere to be seen.
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And when you deliver the final, final blow, the game has one more reward for you.
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A court case won by knockout.
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That's some good lawyering we just did.
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And that's it!
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That's all of Frank's animation.
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Just seven or eight poses with some extremely limited movement thrown in for emphasis.
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Compared to most other hit games, that's barely anything, and yet, it achieves everything it needs to.
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In fact, this style of limited but exaggerated animation is so effective that modern Ace Attorney titles are still using it.
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The characters may all be 3D models now, and the snippets of animation may have a bit more detail than they used to, but everything is still built on simple,
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held poses, accented with extremely limited, specific motion.
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And I'm actually shocked at how well this works in 3D.
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Granted, the models aren't able to hit those old poses with
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quite the level of appeal as the original pixel art and drawings had, but they do get like 95 % of the way there.
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And the constant use of unusually static poses makes the flourishes of animation even more appealing by contrast.
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The animation in Ace Attorney games is simple and impressive all at once.
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Aesthetically, it has to strike this extremely delicate balance of adding just enough movement to keep things feeling alive and expressive,
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without that simplistic movement just feeling like bad animation.
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to be cheap, without feeling cheap, basically.
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The line between limited animation and bad animation can be extremely thin.
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And Phoenix Wright does drift over that line with some frequency, if I'm honest, but when your posing is this strong,
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and when your characters are this expressive and their reactions are this satisfying, I'm not sure any amount of clunky animation can ruin that.
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Like I said, at the end of the day, the eternal challenge of game animation is in delivering the most bang for your buck
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and very few teams succeed in achieving this much while working with so little.
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Thanks once again to my patrons for choosing this topic.
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This was not a franchise I was planning to dig into, but I'm very happy you gave me the opportunity to do so.
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If you would like to suggest a topic for a future New Frame + episode, then consider supporting the show like all of these beacons of justice over here.
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Thank you for watching, and I'll see you next time.

このレッスンについて

このレッスンでは、アニメーションとキャラクターデザインを通じて、英語のスピーキングスキルを向上させることができます。特に、「Phoenix Wright」シリーズのキャラクターたちの動きや表情、ポーズが持つ個性を理解し、自分の声で表現する練習を行います。このため、英語を話す際の感情表現やイントネーションに注目しましょう。しっかりとした「shadowspeak」のスタイルでキャラクターを演じることによって、より流暢に、そして魅力的に英語を話す力を高めることができるでしょう。

重要な語彙とフレーズ

  • アニメーション (Animation) - 動きや変化を加えた静止画。
  • キャラクター (Character) - 物語の登場人物。
  • ポーズ (Pose) - キャラクターが取る特定の姿勢。
  • 表現 (Expression) - 感情を示すための顔や身振り。
  • 静止画 (Static Image) - 動きのない画像。
  • インタラクティブ (Interactive) - 参加することができる形式。
  • 視覚小説 (Visual Novel) - 文と画像で物語を語るジャンル。

練習のヒント

このビデオに合わせて「shadowspeaks」の練習をすると、キャラクターの感情やトーンをより細かく再現できます。特に、各キャラクターが持っている独特のポーズや表情に着目し、それに合ったトーンで声を出してみてください。

例えば、エッジワースの「まじめな」「自信満々な」「驚いた」といった異なるポーズに合わせて、声色や速さを変えることで、感情をより正確に表現できます。静止したイメージから動きへ移行する際は、リズムを合わせてゆっくり話し、徐々にスピードを上げる練習をすることもおすすめです。

また、練習する際は、他の学習者と一緒に声を出し合うことで、自分のスピーチがどれだけ伝わるかを確認する良い機会になります。これにより、英語をより自然に話す力を養成し、より魅力的な「shadow speech」ができるようになるでしょう。

この動画の文法

話し手がよく使っている文型を、動画の実際の表現とともに紹介します。

文型動画での表現
受動態 be + 過去分詞 — 誰がするかより、何が起きるかに焦点を当てるhas been shaped · was developed · are loaded
現在完了形 have/has + 過去分詞 — 過去の出来事が今も関係しているhave proven · has been shaped · have been

シャドーイングとは?英語上達に効果的な理由

シャドーイング(Shadowing)は、もともとプロの通訳者養成プログラムで開発された言語学習法で、多言語習得者として知られるDr. Alexander Arguelles によって広く普及されました。方法はシンプルですが非常に効果的:ネイティブスピーカーの英語を聞きながら、1〜2秒の遅延で声に出してすぐに繰り返す——まるで「影(shadow)」のように話者を追いかけます。文法ドリルや受動的なリスニングと異なり、シャドーイングは脳と口の筋肉が同時にリアルタイムで英語を処理・再現することを強制します。研究により、発音精度、抑揚、リズム、連音、リスニング力、そして会話の流暢さが大幅に向上することが確認されています。IELTSスピーキング対策や自然な英語コミュニケーションを目指す方に特におすすめです。

シャドーイングのやり方: ステップ別の完全ガイドを読む →