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These are what we call the 'YMMV items.' Things that some people find in this work. We call them 'your mileage might vary' because not everyone sees these things in the same way. This starts discussions in the trope lists, a thing we don't want. Please use the discussion page if you'd like to discuss any of these items.
YMMV: Professor Layton Vs Ace Attorney
Creator's Pet: Humourously, Espella has traits of this trope in-universe. She is loved by the writer (as The Storyteller's daughter),while the townsfolk look upon her with contempt.
The "Objection!" theme. With its sweeping strings and grand brass section, it lends a dramatic and epic air to the proceedings.
When the final trial begins with this powerful tune, you know it's sure to be a hell of a conclusion.
Damsel Scrappy: Espella to some. She's the defendant in most of the game's trials and constantly needs people coming to her rescue. In fact, one of the first puzzles is untying her after she gets captured.
First Installment Wins: In addition to using the classic variations of Objection and Cornered themes, Phoenix's lifebar during court segments takes the form of icons again which were only seen in the first game up until this point. Though this could make them easier to quantify as picarats.
Harsher in Hindsight: "Barnham's Wild Ride" from the bonus content. His horse accidentally killed the dog that startled it - Constantine's parent.
Layton gets turned into gold at the end of Chapter 3, and Maya is locked in a cage and plunged into the courtroom's fire at the end of chapter 4. Even if you haven't seen the trailers and know there's still far more for them to do later in the game, it doesn't take a genius to figure out they're not gone for good
As another example, like Layton would really suddenly turn traitor/villain and prosecute Espella during the last trial for no reason. It's presented as a "shocking twist" cutscene, but it makes sense in context and there are very good reasons for the scene progressing the way it does.
"Barnham! Barnham! Barnham!" After a few repetitions of that chant, you may find yourself wishing you could strangle everyone in the viewing gallery.
Mailer's loud "SIIIIIIIIIIIIIIIIIIIIIIIIIIIIR!" Even in-universe, considered an annoyance by all. As a bonus, if Phoenix is the next character to speak (or think) afterwards, it'll be accompanied by a brief high-pitched beep to signify his ears are ringing. At one point, even Barnham's ears are shown ringing.
Mary has an animation where she squeezes her goat hard, causing it to wail loudly for the entire duration of the dialogue box. Fortunately, the sound of the goat is not heard except during trials.
Birdly's tunes. Especially during the cross examination where he's Emeer's personal bard. They replace the music during the dialogue box and consist of a repetitive lute and bagpipe melody. There also exists an even more repetitive sad version of the song.
Barnham's clanky desk slamming. It's not that annoying at first, but expect to hear it A LOT throughout the trial scenes.
Narm Charm: In true Layton fashion, The Reveal is so utterly absurd in its efforts to create a "rational" explanation for the supernatural happenings—involving some hilariously made-up science, mass hypnosis, a staggeringly overelaborate plot and nobody considering the idea of a trauma therapist— that you really have to salute the writers for coming up with it.
Pandering to the Base: The whole game is a present to people who enjoy both the Layton and the Ace Attorney series, but there is no reason to put Edgeworth in the post-credits scene other than to cause a few fangasms.
Player Punch: Once you find out what happens to those convicted of witchcraft, having to accuse anyone tends to come off as this.
Having to cross-examine a grieving Luke in the 3rd trial.
Layton and Maya's apparent deaths. Though it should be fairly obvious the narrative would never pull something like this for real (especially in a crossover game of all things), it still hits hard because you get to see the reactions of the characters closest to them as if they really had died. So even if you know that the game will think of some way to bring them back, you get a long and painful look at how the characters would react if this really were to happen.
The Scrappy: Emeer, thanks to his generally obnoxious personality, and due to him stealing Layton's broken-off arm after he was transformed into a gold-statue
Ms Primstone in the same case pretty much only exists to be an extremeJerkass at every opportunity. Since she's the only female witness initially, this is probably so you suspect she's the witch at first. Unfortunately she's a Red Herring.
Surprise Difficulty: Ace Attorney fans who played Dual Destinies first are probably going to be taken off guard by how much harder this game's trials are, mostly because you need to start the cross examination from the beginning even if you save during it and there's no option to just restart from the same statement with full life if you run out.
That One Level: The band of vigilantes' testimony in the final trial, due to having so many similar characters, including some that serve next to no purpose beyond wasting your time.
That One Puzzle: Eccentric Tailor: it involves filling out a specific pattern with an U-shaped stamp that fills in any unfilled squares it stamps and erases any already filled squares. Even worse, the final DLC episode requires you to complete an even harder version of the puzzle.
The Woobie: Luke during the 3rd trial, having taken the stand due to extreme grief over Layton's apparent death. The game does a very good job of making you feel awful every time you have to press his testimony. Cross-examining a child isn't something that happens often in Ace Attorney games, but one of the few times it did at least the kid had some annoying qualities to balance it out. Not here.
Woolseyism: During one puzzle, the French version reminds the player the decimal mark is a comma in French, even though it's a dot in the given example.